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 Post subject: Re: ARM TECH
Unread postPosted: Sun Oct 30, 2011 4:58 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
A.R.M Tech
A.R.M Tech was leader in stopping gap technologies able to get the US, United Kingdom, and ISRAEL in I.D.F the new M.D.C armored tech .allowed these country to stay ahead in military warfare but industrial espionage allowed Russian to test new tech middle in the east was the place. The reason behind this was to keep the world as much as possible from know about the new M.D.C technologies and the horrors it brings to the battle fields of earth. The following were really test for the true next generation of tanks, IFF, APV and robots. But also for allied countries that are up with rail guns or beam weapon systems these are the have not within allied powers but A.R.M Tech is the light at the end of the tunnel. But will provide new weapons systems to test in the new battle fields of earth this will save Columbia that’s to ARM tech intervention and other small countries to allow human to survive in the second dark ages. When the fall of man hit the fan ARM Tech was able to get a lot of old cold war and used at the end .they lasted about 210 year after the fall of man civilizations in North America it allowed to save human lives thousands of times during the dark ages .you can see all the weapon systems that were tested in rifts Merc Ops page 127 and up but are really prototype models that G.A.W is making 300 years later !!!!


M48A3 Main Battle Tank
http://upload.wikimedia.org/wikipedia/c ... n-tank.jpg


This is a medium sized battle tank which was developed out of the need for smaller tanks during the conflict in Korea, in 1950. After much trial and error, the M48 series of tanks was
finally developed into an efficient fighting vehicle. Its armaments include: a 90mm gun, with a 7.62mm machine gun mounted co-axially with the main armament and a 12.7mm machine gun
mounted on the commander's cupola.
The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 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 shielded.
• Polarized and light sensitive/adjusting tinted visor

Country: USA, Crew: 4,
Weight: 47.17 tons, Length: (with gun forward) 8.686 m (28 ft, 6 inches),
Width: 3.631 m (11ft, 11 inches),
Height: 3.124 m (10 ft, 3 inches), Maximum
Speed: 48.2 km/h (30 mph),
Maximum Range: 463 m (288 miles).
Weapons & Damage:
120mm gun: Weapons & Damage/R.O.F : Single shot or dual shot
All are replace with a 120mm
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C


one 12.7mm heavy machine gun: ,
Note: 120mm cannon can also fire practice, smoke, and illuminating rounds.
Structural Damage Capacity(S.D.C.): 120 main body .turret 70 ,track 80(2)
one 7.62mm medium machine gun(P.V. 6): 6D6,
Note: The 120mm cannon can also fire practice, smoke, and illuminating rounds. Structural Damage Capacity
Weapons & Damage/R.O.F : Single shot or dual shot
All are replace with a 120mm
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round 3d4x10 M.D.C
Fission block round 4d6x10
12.7mm heavy machine gun (2)
M.D.C main body 100 turret 50 main gun 30,track 25 each

_________________
let your YES be YES and your NO be NO but plz no maybe


Last edited by ZINO on Sun Oct 30, 2011 6:01 pm, edited 2 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Sun Oct 30, 2011 5:00 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
A.R.M Tech
A.R.M Tech was leader in stopping gap technologies able to get the US, United Kingdom, and ISRAEL in I.D.F the new M.D.C armored tech .allowed these country to stay ahead in military warfare but industrial espionage allowed Russian to test new tech middle in the east was the place. The reason behind this was to keep the world as much as possible from know about the new M.D.C technologies and the horrors it brings to the battle fields of earth. The following were really test for the true next generation of tanks, IFF, APV and robots. But also for allied countries that are up with rail guns or beam weapon systems these are the have not within allied powers but A.R.M Tech is the light at the end of the tunnel. But will provide new weapons systems to test in the new battle fields of earth this will save Columbia that’s to ARM tech intervention and other small countries to allow human to survive in the second dark ages. When the fall of man hit the fan ARM Tech was able to get a lot of old cold war and used at the end .they lasted about 210 year after the fall of man civilizations in North America it allowed to save human lives thousands of times during the dark ages .you can see all the weapon systems that were tested in rifts Merc Ops page 127 and up but are really prototype models that G.A.W is making 300 years later !!!!

M2 Bradley Infantry Fighting Vehicle

http://upload.wikimedia.org/wikipedia/c ... 1BFV01.jpg

This vehicle is equipped to carry seven infantrymen and three crewmen. The troop compartment has six firing ports and periscopes to allow the men to fire from within the vehicle. It is equipped with a 25mm dual-feed Chain Gun; there is also a 7.62mm co-axial machine gun and a twin launcher on the left side of the turret for launching TOW missiles. This vehicle has a stabilization system to enable the gunner to fire the 25mm
cannon while moving cross country.

http://upload.wikimedia.org/wikipedia/c ... oading.jpg

The following features are included.

http://upload.wikimedia.org/wikipedia/c ... n_fire.jpg
Bradley IFV burns after being hit several times by 125 mm Iraqi tank fire

• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 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 shielded.
• Polarized and light sensitive/adjusting tinted visor

http://upload.wikimedia.org/wikipedia/c ... 101023.jpg

Country: USA,
Crew: 3 + 7,
Weight:25 tons,
Length: 6.453m (21 ft, 2 inches),
Width: 3.20 m (10 ft, 6 inches),
Height: 2.972 m (9 ft, 9 in),
Maximum Speed: 66 km/h (41 mph),
Maximum Range: 483 km (300 miles).
Weapons & Damage:
25mm gun: HEAT 1d4x10 for 50 rounds, 2d4x10 for 100 rounds ,range: 2 miles payload rounds3000
One 7.62mm machine gun: ( light machinegun )
M.D.C Damage :5d6 for every 20 rounds ,so 40 rounds will do 1d6x10 ,60 rounds 2d4x10+10,
TOW Missiles (2):
TOW 4 (HEAT): use any medium range missiles (5d6x10), smoke grenades for cover or tear gas 20 for each 6 only total 120
Damage Capacity (M.D.C.): 100 add 200, turret 100, rear door/ramp 125,track 50 (2),side ,top /front armored 150 each side ,turret 100

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Oct 30, 2011 5:00 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
A.R.M Tech
A.R.M Tech was leader in stopping gap technologies able to get the US, United Kingdom, and ISRAEL in I.D.F the new M.D.C armored tech .allowed these country to stay ahead in military warfare but industrial espionage allowed Russian to test new tech middle in the east was the place. The reason behind this was to keep the world as much as possible from know about the new M.D.C technologies and the horrors it brings to the battle fields of earth. The following were really test for the true next generation of tanks, IFF, APV and robots. But also for allied countries that are up with rail guns or beam weapon systems these are the have not within allied powers but A.R.M Tech is the light at the end of the tunnel. But will provide new weapons systems to test in the new battle fields of earth this will save Columbia that’s to ARM tech intervention and other small countries to allow human to survive in the second dark ages. When the fall of man hit the fan ARM Tech was able to get a lot of old cold war and used at the end .they lasted about 210 year after the fall of man civilizations in North America it allowed to save human lives thousands of times during the dark ages .you can see all the weapon systems that were tested in rifts Merc Ops page 127 and up but are really prototype models that G.A.W is making 300 years later !!!!


BMD Airborne Combat Vehicle
http://upload.wikimedia.org/wikipedia/c ... _BMP-3.JPG

This vehicle was designed to give airborne troops more mobility and protection once they have infiltrated behind enemy lines. There are two single 7.62mm machine guns mounted internally
at the front of the hull. There is also a 73mm gun, a 7.62mm co-axial machine gun and a rocket launcher rail for the AT-3'Sagger' mounted above the main gun.
The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 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 shielded.
• Polarized and light sensitive/adjusting tinted visor
Country: USSR, Crew: 7,
Weight: 7.38 tons (6700 kg/14,771Ibs),
Length: 5.40 m (17 ft, 9 inches),
Width: 2.63 m (8 ft, 8inches),
Height: 1.62 m (5 ft, 4 inches),
Maximum Speed: 70
km/h (43 mph), Maximum Range: 320 km (200 miles).
Weapons & Damage:
73mm gun: 6d6 HEAT, HE5d6, AP 4D6
PKT machine gun. A total of 500 rounds of 14.5mm (1)and 2,000 rounds of 7.62mm ammunition are carried. 14.5mm(2) KPV heavy machine gun: 5d6 M.D.C for every 10 round burst, 7.62mm 5d4 M.D.C for every 20 round burst range 4000 feet
AT-3'Sagger' 3 miles range ,damage :4d6x10+10 payload :one
Damage Capacity (M.D.C.): 160., Turret (1)35,tarck 50each (2)

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Oct 30, 2011 5:08 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
A.R.M Tech
A.R.M Tech was leader in stopping gap technologies able to get the US, United Kingdom, and ISRAEL in I.D.F the new M.D.C armored tech .allowed these country to stay ahead in military warfare but industrial espionage allowed Russian to test new tech middle in the east was the place. The reason behind this was to keep the world as much as possible from know about the new M.D.C technologies and the horrors it brings to the battle fields of earth. The following were really test for the true next generation of tanks, IFF, APV and robots. But also for allied countries that are up with rail guns or beam weapon systems these are the have not within allied powers but A.R.M Tech is the light at the end of the tunnel. But will provide new weapons systems to test in the new battle fields of earth this will save Columbia that’s to ARM tech intervention and other small countries to allow human to survive in the second dark ages. When the fall of man hit the fan ARM Tech was able to get a lot of old cold war and used at the end .they lasted about 210 year after the fall of man civilizations in North America it allowed to save human lives thousands of times during the dark ages .you can see all the weapon systems that were tested in rifts Merc Ops page 127 and up but are really prototype models that G.A.W is making 300 years later !!!!

http://upload.wikimedia.org/wikipedia/c ... 06_arp.jpg
Apache gunship
The AH-64 is adaptable to numerous different roles within its context as Close Combat Attack (CCA), and has a customizable weapons loadout for the role desired In addition to the 30-mm M230E1 Chain Gun, the Apache carries a range of external stores on its stub-wing pylons, typically a mixture of AGM-114 Hellfire anti-tank missiles, and Hydra 70 general-purpose unguided 70 mm (2.76 in) rockets
The Stinger and AIM-9 Sidewinder air-to-air missiles and the AGM-122 Sidearm anti-radiation missile were evaluated beginning in the late 1980s. The Stinger was initially selected over the AIM-9, but the US Army is considering the Starstreak air-to-air missile instead. The stub-wing pylons also have mounting points for use during ground helicopter maintenance; though in case of emergency the mount points can be used for harnessing personnel to the wings during transport External fuel tanks can also be carried by the pylons to increase range and mission time.
For rapid deployment and transport around the world, six AH-64 Apaches can be safely fitted inside the cargo hold of a USAF Lockheed C-5 Galaxy.
The AH-64D Apache Longbow
The AH-64D Apache Longbow, is equipped with an advanced sensor suite and a glass cockpit. The main improvement over the A-variant is the dome installed over the main rotor, housing the AN/APG-78 Longbow millimeter-wave Fire Control Radar (FCR) target acquisition system and the Radar Frequency Interferometer (RFI).[171][172] The raised position of the radome enables the detection of targets and launching of missiles while the helicopter is behind obstacles (e.g. terrain, trees or buildings). A radio modem integrated with the sensor suite allows data to be shared with other D-models; allowing them to fire on targets detected by a single helicopter.
The aircraft is powered by a pair of uprated T700-GE-701C engines. The forward fuselage of the aircraft was expanded to accommodate new systems for improved crashworthiness, survivability, navigation, and 'tactical internet' communications capabilities. The first of the upgraded Block II Apaches was delivered to the US Army in February 2003. Block II includes upgrades to the digital communications systems.
Block III aircraft include the following upgrades: improved digital connectivity, the joint tactical radio system, enhanced engines and drive systems, capability to control UAVs, new composite rotor blade, full IFR capability and improved landing gear. The new blades, which successfully completed flight testing in May 2004, increased the Apache's cruise speed, climb rate and payload capability. The US Army now plans to field the first Block III equipped unit in November 2012. The Army awarded a contract to begin initial production of Block III helicopters in October 2010. Throughout 2011, AH-64Ds will be upgraded with VNsight low-light television sensors (LLTV), allowing ambient lighting such as street lights, beacons, and headlights to be viewable; which existing thermal imagers cannot do
Sea Apache
http://upload.wikimedia.org/wikipedia/c ... b_2005.jpg
Sea Apache Naval versions of the AH-64A for the United States Marine Corps and Navy were examined from 1984 to 1987. The Canadian Forces Maritime Command also examined the prospect of using a modified Apache in naval service. Multiple concepts were studied with altered landing gear arrangements, improved avionics and weapons. Funding for the naval version was not provided, and the Marine Corps has continued to use the AH-1 SuperCobra. The British Army's AgustaWestland Apache went through trials in 2004 onboard HMS Ocean to test its suitability for use. The US expressed interest in these trials.
http://th02.deviantart.net/fs70/PRE/f/2 ... 48ucyq.jpg
General characteristics
• Crew: 2 (pilot, and co-pilot/gunner)
• Length: 58.17 ft (17.73 m) (with both rotors turning)
• Rotor diameter: 48 ft 0 in (14.63 m)
• Height: 12.7 ft (3.87 m)
• Disc area: 1,809.5 ft² (168.11 m²)
• Empty weight: 11,387 lb (5,165 kg)
• Loaded weight: 17,650 lb (8,000 kg)
• Max takeoff weight: 23,000 lb (10,433 kg)
• Powerplant: 2 × General Electric T700-GE-701 and later upgraded to T700-GE-701C (1990–present) & T700-GE-701D (AH-64D block III) turboshafts, -701: 1,690 shp, -701C: 1,890 shp, -701D: 2,000 shp (-701: 1,260 kW, -701C: 1,490 kW, -701D: 1,490 kW) each
• Fuselage length: 49 ft 5 in (15.06 m)
• Rotor systems: 4 blade main rotor, 4 blade tail rotor in non-orthogonal alignment
Performance
• Never exceed speed: 197 knots (227 mph, 365 km/h)
• Maximum speed: 158 knots (182 mph, 293 km/h)
• Cruise speed: 143 knots (165 mph, 265 km/h)
• Range: 257 nmi (295 mi, 476 km) with Longbow radar mast nuclear powered unlimited range for 48 hour at max speed
• Combat radius: 260 nmi (300 mi, 480 km)
• Ferry range: 1,024 nmi (1,180 mi, 1,900 km)
• Service ceiling: 21,000 ft (6,400 m) minimum loaded
• Rate of climb: 2,500 ft/min (12.7 m/s)
• Disc loading: 9.80 lb/ft² (47.9 kg/m²)
• Power/mass: 0.18 hp/lb (0.31 kW/kg)

Main Motor (4 blades)- 75 each
Tail rotor-150
Chin turret-55
Wing-90(2)
Reinforce pilot compartment-110
Main/body fuselage 175

Armament
http://www.globalsecurity.org/military/ ... 64ddwg.gif
• Guns: 1× 30 × 113 mm (1.18 × 4.45 in) RAIL GUN with 2,200 rounds 2D4X10 burst for 10 rounds M.D.C RANGE : 10,000 FEET ROF :burst
• Hardpoints: Four pylon or two per side stations on the stub wings. Longbows also have a station on each wingtip for an AIM-92 ATAS twin missile pack. replace with medium range missiles . it can do air to air or air to ground targets add +6 to strike :damage 5d6x10 ,weight 250pounds each two hard point
and one wing tip hard point missiles only can be two medium range missiles or four short range missiles or 9 mini-missiles pods
• Rockets: Hydra 70 air-to-ground rockets 1d4 each has 100 rockets per pod ROF 1 to all range : 5000n feet
• Chaff and flares 24 each missiles with heat seeking / radar / even TOW systems/ high intensive flares get -1 to strike http://img11.imageshack.us/img11/2906/0898378.jpg

_________________
let your YES be YES and your NO be NO but plz no maybe


Last edited by ZINO on Thu Dec 21, 2017 9:42 pm, edited 1 time in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Tue Nov 08, 2011 6:43 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
anymore votes or replies ;)

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Nov 11, 2011 10:35 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
http://fc06.deviantart.net/fs71/f/2011/ ... 4a85xn.jpg
Scorpion Tank

Quote:
wanted the do something more finished than usual, so here's a tank!


http://phade01.deviantart.com/

http://phade01.deviantart.com/#/d4a85xn





Tank /A.P.C or I.F.V
Description
The Scorpion Tank was made by A.R.M to solved the issues of have a tank , APC , IFV , armored medical and C& C unit role into one . it work USA has the deluxe model all able to carry 15 solider of any type , partial borg or replace two solider with one full conversion borg AS WELL. it will be used by the U.S and mainly Mexico, central America , south Korea, and middle east Israel defense force . But Germany ,Russia and Japan will not by it , however they will be found world wide in lager box containers . it will carry either ballistic cannon , gauss cannon ,heavy rail cannon , and beam cannon each has brings a lot of fire power to battlefield .as troop carrier it can bring 15 solider or 15 partial Borgs, or replace to with two heavy conversion Borgs. It act like a armored hospital unit and carries a medical A.I unit it can handle many injured personal equal to a superior hospital and cyber doctor level 12 to all skills . it combine both and new for land hover systems and wheel base system , this will always catch the enemy by surprised to still travel. It ECCM and ECM suits allow range of 10 miles and low orbital probes can add a range of 120 miles !!! standard three hard points per side and optional two more hard point system called universal hard point. It armored has aggressive active armored ,Active camouflage systems ,V.R systems, Special reactive amour Individual Gunshot Detectors. It can be land army version or navy carrier combat unit as well. It loved and hated by the enemy . Easy to repair and maintain all systems and four nuclear engine

Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,+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 ARM uses 30 miles Weight add: 1 to 2 tons

5. External audio pick up: same as robots

6. Hidden Spotlight range 1 mile optional can blind temporary

7. Ejection systems: 1 ton add

8. ARM 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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 2 tons

11. ARM 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

12. Nuclear powered ARM Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons


14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 180 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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. ARM ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!

17. 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

18. Can add Five TW Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons


19. Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

20. Basic EVA systems (back up)

21. This the IFV that can come with 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, and has made well known and famous as well. the heavy combat armored has all robot feature plus small battery for 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 100 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for ARM TECH only

22. V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

23. Special coms suite for 7 heavy basic exo-suit must be at least 1000n 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%

24. Active camouflage systems : able to change it colors to match background in 1d4 attacks and found out it can react to incoming fire not just tell where it coming from . it can do

25. aggressive active armored detects any projectile and any beam attacks but shot at all projectile it carries in corners hidden in the hull The Scorpion Tank they can shot at 98 % effectiveness but as long as there are not over 400 rounds of any type per side ,when this happen A.I systems can must roll for shot any projectile weapons add the bonus only . add the AI strike total no humans strike


26.medcal bay : it can carry 16 laying down plus hand standing 6 standing plus can take care more if need be but out side.



M.D.C

*1 Main body – 550
External cargo hold bars 150 each (2 total rear area)
Or armored External cargo hold bars 240 each (2)
**2 Outer shell - 600
**2 Frontal armored - 700
Reinforce cockpit- 240
armored Reinforce cockpit- 400
***3 main gun -200
main gun force field -300
****4 armored wheels – 100 each
hover systems – 20 in varies locations
*****5 force field (2) – 240
side door troop carrier (2) - 240
secondary side door troop carrier (2) -120

*1 when Main body if it reaches zero it useless junk, get into the negative it blow up
**2 this covers all side and really must take twice as much damage so a 100 M.D.C does 50 M.D.C so it deflective all energy base weapons do 10 % damage ,this also to main body and wont blow up main body take no damage note this if force field fail or go zero reminder active amour
***3 has it own force field plus main gun has armored features if it reaches zero it useless junk, get into the negative it blow up
****4 if it reaches zero it useless junk, get into the negative it blow up but has a second tires same MDC and inflates in less than .1 seconds
*****5 if force field reaches zero a second energy shields kicks in one attack it will recharge in 4d6 hours



Stats

Height: without main gun 12 feet add 10 feet fully extended
Length: 55 feet
Width : 11 feet
Weight starts at 13 tons add the rest in features and weapons
Range: unlimited
Powered systems nuclear power (4) each has 80 years each , each nuclear power engine has 2 tons

Speed
• land army version wheel base 50 MPH hover systems max speed 200 MPH for 1 hours due to weight
• navy carrier as above but can submerge max depth 1 mile ,max speed under water 25 MPH ,surface speed max speed 120 MPH and add hover flight on dry land





Weapon system] main gun weapon systems .it on top of a 360 degree turret and 90 degree angle
• gauss cannon: this was the first E.M weapon systems and allow to carry a standard warhead and does all abilities of a cannon and artillery but has to pick two warhead type but each has it own abilities and must choose wisely
• heavy rail cannon: this the first Boom gun it bigger and heavy then the first true rail gun
• beam cannon: this come from South America Columbia defense forces
Damage: look below
gauss cannon:3d6x10
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 night as well

A.S.A.S.P bonus as above but critical 15

heavy rail cannon: 6d6x10
beam cannon :3d6x10+40( all type of beams ) but plasmas 5d6x10+40 blast radius 20 feet

Range
• gauss cannon direct fire 4 mile ,indirect fire 8 miles
• heavy rail cannon direct fire 3 miles ,indirect fire none
• beam cannon direct fire 2 miles ,indirect fire none
• plasma cannon direct fire 4 mile ,indirect fire 20 miles

Rate of fire
• gauss cannon single shot or dual shot
• heavy rail cannon: as Boom gun from glitter boy robot
• beam cannon : single shot only

Payload
• gauss cannon 200 for each type max payload 400 rounds so that a 25 pound warhead or 5 tons
• heavy rail cannon: 400 burst much lighter 500 pounds and each weight 10 pounds or 2 tons remember this is the prototype BOOM gun
• beam cannon : unlimited as long as there power even lighter 250 pounds and 2000 pounds nuclear powered can be add !!!


Weapon system]
these are hidden four in front and four in rear AI can aid with 360 degree angle total16
Heavy M.D Machine-gun: 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: 8000 note 500 rounds weight 100 pounds each that’s 1600 pounds

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

A.S.A.S.P bonus as above but critical 15

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 i night as well

A.S.A.S.P bonus as above but critical 15


Weapon system] standards hard points 6 total
Damage: varies
Range : varies
Rate of fire: varies
Payload: varies
This can be one of weapons systems or any found in Chaos earth book but range x2 for beam payload unlimited or Ballistic x3 payload can double rate of fire
Missiles MINI missiles 24 each ,12 short range missiles or 12 medium range missiles or 1 long range missiles Rockets 100 each
Weapons systems
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, Automatic grenade Launcher with a 360 angles.
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit


Weapon system] optional hard points 4 total look at standard hard points
Damage: varies
Range : varies
Rate of fire: varies
Payload: varies


Hand to hand : none
Ram : at half speed 5d6 knock down table X3 ,at max speed 3d4x10 , get roll over a wheels 5d4x10 MDC , or by hover systems 1d4x10 and flow 5d6 feet if weight is under 500 pounds and under 10 feet

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Sat Nov 12, 2011 4:28 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
600 and plz post something !!!

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 Post subject: Re: ARM TECH
Unread postPosted: Sat Nov 12, 2011 8:30 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
working On some new stuff post later
sorry work and no play and family as well :(

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Sun Nov 13, 2011 7:48 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
http://i686.photobucket.com/albums/vv23 ... 1317497989

Name: rocket gun is the design before the Mini missiles systems was made .it can do heavy damage and ARM TECH was the first and shared this .then when the Mini missiles were made ARM TECH was ready and made a heaver version for cyborgs and robot man size units it love. (These weapon systems are also found in the frontier worlds of C.W.W and can even carry demon missiles and there is no connection just was going to happen). It loved for those that used them and never jams ,even fired under water but range is only 100 feet still can work . it will be copied to death by both side but rocket gun .it will like the tummy gun hated at first and later love it will be like a love and hate relationship in chase earth .these weapon systems common in ARM TECH and gangs or survivalist or police fores .both the rocket and mini missiles rifle version will be around 110 to 210 year before they disappear from the face of the earth.
top
Type: M.D.C rockets ( top black)
weight :20 pounds fully loaded
Damage varies
H.E.A.P 5D4 M.D.C EACH rounds
H.E.A.T 5D6 M.D.C EACH rounds
DUR 5D8 M.D.C EACH rounds
Incendiary plasmas 3D6M.D.C EACH rounds
Rate of Fire: single shot or dual shot or ripple fire
Maximum Effective Range: 1.5 to 2 Miles al have a blast radius of 5 feet and do full damage in that radius
Payload: 14 rounds total
Black Market Cost: 2000 credit
Note with scope add + 2 strike

Bottom


Name: Mini missiles gun pod
Type: M.D.C mini missiles :
weight :50 pounds fully loaded
Damage varies
H.E. / plasmas 1d6x10M.D.C EACH rounds
A.P 1d4x10 M.D.C EACH rounds
H.E.A.T 2D4X10 M.D.C EACH rounds
DUR 2D6X10 M.D.C EACH rounds
Smart mini missiles any above but add +3
Rate of Fire: single shot or dual shot or any or all 14
Maximum Effective Range: 1 Mile
Payload: 14 but has 14 inner chamber rounds total 24
Black Market Cost: 20000 credit , Smart mini missiles 35,000
Note with scope add + 3 strike total :+5 ,note normal human cannot even lift the mini missiles rifle ,and not even fire it. only a robot or super natural being of M.D.C can use or super strength

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Sun Nov 13, 2011 8:34 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
O.k listen get the movable turret sentry gun place one on each corner of the military hummer add ammo drums two for each and gun drum . and how long will it take to set up we have to move NOW!!.
Said a Rep from ARM TECH
It takes a15 seconds each and some control it from inside the military hummer it come with the all the bell and whites for optic and…
Was saying a operator

Stop get it done , we need all vehicles to have some weapon systems, where we going and get on any other vehicles that is not military , trucks, cars , on the buses too and add MDC plates just in case too. they must be alien or whatever hell hole they came from . we are not going to a naked target !!!!
Said a Rep from ARM TECH
Yes sir
Said operator

This was military hummer movable turret sentry gun can v add to any vehicles that not carry no weapon or any military add unman turret keep them safe .it came from the I.D.F called the wave (http://www.youtube.com/watch?v=ml07DEX7 ... _embedded#!) it combine old with new tech or you can change the weapon systems to a rail gun too . simple plug and play systems easy to install on any vehicle even on robots either in the shoulder , waists, forearm where there are no weapon systems or lower legs . ARM TECH was able to perfect the systems even more and make compact and when the fall of man happen well they save thousand of lives but also was a pain for N.E.M.A who didn't shred the same view.



Name: movable turret sentry gun

Type: MDC ballistic or rail gun

http://i686.photobucket.com/albums/vv23 ... 1321227187

THANK U PIMP MY GUN WEBSITE http://pimpmygun.doctornoob.com/
pick two weapon systems from below
High power caliber assault rifle short burst 3d4 / medium burst 4d4 / long burst 3d6 / full melee 5d6

Shot gun

Buck shot 5d4 or 5d6 military version range 100 feet max for all shot guns

Machine gun
MD 40
Light Machine gun
Short burst 4d4 / medium burst 5d4 / long burst 5d6 / full melee not possible
Medium /Multi-purpose Machine gun
Short burst 5d4 / medium burst 5d6 / long burst6d6 / full melee not possible
Heavy Machine gun
Short burst 5d6 / medium burst 6d6 / long burst 1d4x10 / full melee not possible
Mega Machine gun
Short burst 6d6 / medium burst 1d4x10 / long burst 1d6x10/ full melee not possible
Damage:
10 MM or 20 MM grenade launcher systems

10MM grenade launcher systems
1d10 M.D.C armor piercing, 3d6 heavy Explosive, H.E.A.P heavy explosive armor piercing 5d4 M.D.C ,plasma war head 5d4 M.D.C but add 5d4 M.D.C x 2d6 attacks not 15 seconds , tear gas Damage none , standard infrared flares , special infrared flares, standard flare , D.U grenade 5d6 slammer grenade light 1d10 ( like Triax slammer missiles ) , slammer grenade heavy 3d6( like Triax slammer missiles )

20 MM grenade launcher systems 5d4 M.D.C armor piercing, 5d6 heavy Explosive, H.E.A.P heavy explosive armor piercing 1d4x10 M.D.C ,plasma war head 1d4x10 M.D.C but add 5d4 M.D.C x 2d6 attacks not 15 seconds , tear gas Damage none , standard infrared flares , special infrared flares, standard flare , D.U grenade 1d6x10, slammer grenade light 5d4 ( like Triax slammer missiles ) , slammer grenade heavy 5d6 ( like Triax slammer missiles )

Weight: varies mounted
Rate of Fire: bursts
Maximum Effective Range:1000 to 6000 feet
Black Market Cost:
Payload:
• Shot gun civilian model 200 rounds ,military model 400 rounds add two extra ammo drum 200 rounds each
• Machine gun 500 add two extra ammo drum 1000 rounds each
• 10 MM grenade launcher systems 200 rounds add two extra ammo drum 200 rounds each
• 20 MM grenade launcher systems100 rounds add two extra ammo drum 200 rounds each
• rail guns lighter and 1000 rounds add two extra ammo drum 600 rounds each
• ammo drum ( not shown ) MDC 50 each

Note : it combine old with new tech .you can change the weapon systems to a rail gun from 5d6 M.D.C to 1d6x10 M.D.C . it can carry M.D.C or ( S.D.C) High power caliber assault rifle, Shot gun, Machine gun, grenade launcher systems OR rail guns

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 Post subject: Re: ARM TECH
Unread postPosted: Sat Nov 19, 2011 8:26 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
You telling me that they what!!!!
Said control tower
Yep we are going to land in under 300 feet
said co-pilot
Get us some A.A.A and dame we ..(explosion in the background ) how close was that missile !!!!
said co-pilot
You don’t want to know
said pilot
We need support all FF systems are at less than 35% we are going to land NOW!!!! get ready
said pilot
What about the troop they are throwing up
said co-pilot
Better a hard VTOL they to crash
said pilot
What you have V.O.T.L ?!?!?!?
Said control tower
YES !!!
said co-pilot and pilot
We got your back in 10 second
Said control tower
Roger that !!!!!!
said co-pilot and pilot

http://i686.photobucket.com/albums/vv23 ... 1317357622
front


The Lockheed C-130 Hercules is a four-engine turboprop military transport aircraft designed and built originally by Lockheed, now Lockheed Martin. Capable of using unprepared runways for takeoffs and landings, the C-130 was originally designed as a troop, medical evacuation, and cargo transport aircraft. The versatile airframe has found uses in a variety of other roles, including as a gunship (AC-130), for airborne assault, search and rescue, scientific research support, weather reconnaissance, aerial refueling, maritime patrol and aerial firefighting. It is the main tactical airlifter for many military forces worldwide. Over 40 models and variants of the Hercules serve with more than 60 nations.
During its years of service, the Hercules family has participated in countless military, civilian and humanitarian aid operations. The family has the longest continuous production run of any military aircraft in history. In 2007, the C-130 became the fifth aircraft—after the English Electric Canberra, Boeing B-52 Stratofortress, Tupolev Tu-95, and Boeing KC-135 Stratotanker—to mark 50 years of continuous use with its original primary customer, in this case, the United States Air Force. The C-130 is also the only military aircraft to remain in continuous production for 50 years with its original customer, as the updated C-130J Super Hercules.
http://upload.wikimedia.org/wikipedia/c ... restal.jpg
The CL-407 was equipped with lift rockets slanting downward, slowdown rockets facing forward, missile motors facing backward, and still more rockets to stabilize the plane as it touched down, it can soccer stadium . this is the back bone of ARM TECH operation the first of its type 50 tons better then GAW version in armored speed and has STOL on normal filed 390 feet but the short run way in 80 feet to land and take off !!!
http://i686.photobucket.com/albums/vv23 ... 1317357575
S.T.O.L

http://i686.photobucket.com/albums/vv23 ... 1317357517
V.T.O.L


Features
1. Radar: 5 miles or A.R.M TECH 45 miles

2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, +5 to dodge

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles , or A.R.M TECH uses 30 miles

5. External audio pick up: same as robots

6. Spotlight range 5 mile optional

7. Ejection systems: Pilots and co- Pilots only has zero to zero launch systems

8. A.R.M TECH ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add:

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add

11. A.R.M TECH 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

12. Nuclear powered A.R.M TECH Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 1 tons

13. A.R.M TECH 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:

14. A.R.M TECH ADD Special reactive amour : able to reflect any beam or physical attack range weapons (no damage) 50 M.D.C or less to any location this applies to Force field as well. On the second hit is 45 M.D.C and third hit 40 M.D.C and the firth hit 40 !!!


15.Any female pilot or partial Borg get a plus 1d 8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative

16. A.R.M TECH ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!

17. Flare/Chaff Launchers ( 5 )- A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the WINGS (2) and rear wings (3)
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 of each type


18. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

19. A.R.M TECH Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

20. Basic EVA systems (back up)

[strike][/21. This the only plane can come with heavy flying combat armored, which is design to protect and very comfortable as 11 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. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only flight speed 400 M.P.H strike]

22. A.R.M TECH V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

23. Special coms suite for 11 heavy basic exo-suit must be at least 1000n 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%

24. Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time

25.H.U.D. Helmet gunner : Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Gives a bonus of +1 on initiative and +1 to dodge, unless the pilot is surprised


26. Vertical Take-Off and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.

27. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 500 miles (800 km).

28. Reduced Radar Cross Section: Makes the Shrike a stealthy aircraft, and attempts to locate it with radar incurs a penalty of - 25% to the operator's read sensory equipment skill.

29. H.U.D. Helmet: pilot Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Gives a bonus of +2 on initiative unless the pilot is surprised.
30. Fly-By-Wire System: Vastly increases the agility of the fighter aircraft. Bonuses of +1 on initiative (in addition to that from H.U.D. helmet above), +3 to dodge, and +10% to piloting skill on aerial and combat maneuvers.

Note: The Dagger has all the standard robot sensors and systems, as well as the following:
31. (STOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.

32. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Also, in a look-down configuration it can be used to accurately map the ground on reconnaissance missions. Range: 500 miles (800 km).

33. Stealth Package: To achieve almost total radar stealth, the Dagger was designed to have an extremely small radar cross section - less than that of most song-birds -and is also coated with radar absorbing material. As a result, the bomber is virtually invisible to modern sensory equipment and attempts to locate the aircraft using radar incurs a whopping -40% penalty to the operator's read sensory equipment skill! Note: If the plane is armed with external long-range missiles (weapon system number 4 above), the penalty to detect the bird with radar drops to -25%.

34. Advanced Laser Targeting System: Can "paint" targets at ranges of 40 miles (64 km) and can be used to designate targets for friendly aircraft that are far beyond line of sight. Confers a bonus of +3 to strike.

35. Closed-Circuit Camera System: A sophisticated closed-circuit camera is located in the nose of the aircraft that can be used to identify enemy aircraft at ranges of 50 miles (80 km). Great for maintaining stealth, since the camera will not give the enemy warning of the Dagger's presence like active radar does.


36.Advanced 360 degree Infrared Imager: A Advanced -looking infrared imager that has incredible resolution and allows the aircraft's computer to identify targets from their heat signatures alone. Thus the aircraft can distinguish between Grinning Skull and Iron Hammer tanks, or between Nightwing and Grey Falcon jets, using just the imager. Range 5 mile

37. Hardened Circuits & Avionics: The computer circuits used in the aircraft avionics systems have been hardened to withstand the effects of scramblers and electro-magnetic pulses.

38. Chaff main body : In the rear area of the aircraft is an eight-shot chaff launcher that fires cylinders holding thousands of small, reflective aluminum streamers. When released, these streamers mask the Dagger's radar signature and also confuse incoming missiles
(50% chance of deflecting normal missiles).




Stats
• Crew: 3 (two pilots, and one loadmaster are minimum crew)
• Capacity:
• 92 passengers (128 for C-130J-30) or
• 64 airborne troops (92 for C-130J-30) or
• 6 pallets (8 pallets for C-130J-30) or
• 74 litter patients with 2 medical personnel (97 litters for C-130J-30)
• 2–3 Humvees, or 1 LAV III(with turret removed) or an M113 armored personnel carrier or 44 tons
• Payload: 88,000 lb/ 19,900 kg or 44 tons empty 10 tons or 20000 lb
• Length: 97 ft 9 in, 29.79 m (for C-130J-30: 112 ft, 9 in, 34.36 m)
• Wingspan: 132 ft 7 in (40.41 m)
• Height: 38 ft 10 in (11.84 m)
• Wing area: 1,745 ft² (162.1 m²)
• Empty weight: 75,562 lb (34,274 kg)
• Useful load: 100,000 lb (33,000 kg)
• Max takeoff weight: up to 175,000 lb (79,378 kg); normal 155,000 lb (70,305 kg)
• Powerplant: 4 × Rolls-Royce AE 2100D3 turboprop, 4,637 shp (3,458 kW) each
• Propellers: Dowty R391 6-blade composite propeller, 1 per engine
Performance
• Maximum speed: 550 mph
• Cruise speed: 120 kn
• Range: 2,835 nmi (3,262 mi, 5,250 km) nuclear 48 hour flight at max speed at cursing speed 96 hours
• Service ceiling: 55,000 ft
• Takeoff distance: 3,127 ft (953 m) at 155,000 lb (70,300 kg) gross weight standard STOL systems 300 feet to 90 feet
M.D.C
[4]Main Body: 360
Propeller:100 each (4)
Engine: (8) 280
Engine force filed (8) 240 each
force filed TAIL WINGS (3) 240 each
Cockpit:200 (1)
Cockpit force filed (1) 240 each
Rudder (2) 55
N.A.A.T force filed 240
[2] Elevators (2):100
[1] Wings (2): 160 each
force filed Wing (2)240 each
TAIL WINGS (3) 100 each
force filed tail Wing (2)240 each

[1] Destroying a Wing will cause the plane to crash. Pilot and Radar Officer must eject to survive.
[2] Destruction of one rudder will result in the fighter having a penalty of -3 to strike and dodge and removes the 5% bonus to piloting aircraft. Destruction of both rudders will still allow the fighter to be controlled by the varying of power levels and direction of thrust of the engines but the fighter has a penalty of -5 to strike, -10 to dodge, and a -30% penalty to all piloting rolls.
[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. The crew may attempt an emergency landing or Crew 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 if it has stealth by 10% of its total.


Weapons systems none or escort

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Nov 21, 2011 8:17 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
http://fc08.deviantart.net/fs70/f/2011/ ... 4ggy3v.jpg
Quote:
artist comment
http://heckthor.deviantart.com/art/VTOL ... 5425&qo=10
A-10 redesigned to take off vertically
VTOL A-10 by ~heckthor
Digital Art / Photomanipulation / Conceptual ©2011 ~heckthor


JET FIGHTER : A-10 Thunderbolt IV ( VTOL or STOL )
A.R.M Tech

A.R.M Tech was leader in stopping gap technologies able to get the US, United Kingdom, and ISRAEL in I.D.F the new M.D.C armored tech .allowed these country to stay ahead in military warfare but industrial espionage allowed Russian to test new tech middle in the east was the place. The reason behind this was to keep the world as much as possible from know about the new M.D.C technologies and the horrors it brings to the battle fields of earth. The following were really test for the true next generation of tanks, IFF, APV and robots. But also for allied countries that are up with rail guns or beam weapon systems these are the have not within allied powers but A.R.M Tech is the light at the end of the tunnel. But will provide new weapons systems to test in the new battle fields of earth this will save Columbia that’s to ARM tech intervention and other small countries to allow human to survive in the second dark ages. When the fall of man hit the fan ARM Tech was able to get a lot of old cold war and used at the end .they lasted about 210 year after the fall of man civilizations in North America it allowed to save human lives thousands of times during the dark ages .you can see all the weapon systems that were tested in rifts Merc Ops page 127 and up but are really prototype models that G.A.W is making 300 years later !!!!

The A-10 has superior maneuverability at low speeds and altitude because of its large wing area, high wing aspect ratio, and large ailerons. The high aspect ratio wing also allows for short takeoffs and landings, permitting operations from primitive forward airfields near front lines. The aircraft can loiter for extended periods and operate under 1,000 ft (300 m) ceilings with 1.5 mi (2.4 km) visibility. It typically flies at a relatively slow speed of 300 knots (350 mph; 560 km/h), which makes it a much better platform for the ground-attack role than fast fighter-bombers, which often have difficulty targeting small and slow-moving targets.
Engine exhaust passes over the aircraft's horizontal stabilizer and between the twin tails, decreasing the A-10's infrared signature and lowering the likelihood that the aircraft can be targeted by heat-seeking missiles fired from the ground. The placement of the engines behind the wings partially shields them from anti-aircraft fire.[ The leading edge of the wing is honeycomb panel construction to provide strength with minimal weight compromise. Honeycomb panels of this type on the A-10 include the flap shrouds, elevators, rudders and other sections of the fins.
The A-10 has integrally machined skin panels. Because the stringers are integral with the skin there are no joint or seal problems. These panels, fabricated using computer controlled machining, reduce the time and hence the cost of production. Combat experience has shown that this type of panel is more resistant to damage. The skin is not load-bearing, so damaged skin sections can be easily replaced in the field, with makeshift materials if necessary.
The ailerons are at the far ends of the wings to gain greater rolling moment, as with many aircraft, but there are two distinguishing features. The ailerons are larger than is typical, almost 50% of the chord, providing improved control even at slow speeds. The aileron is also split, making it a deceleron.
The A-10 is designed to be refueled, rearmed, and serviced with minimal equipment. Also, most repairs can be done in the field. An unusual feature is that many of the aircraft's parts are interchangeable between the left and right sides, including the engines, main landing gear, and vertical stabilizers. The sturdy landing gear, low-pressure tires and large, straight wings allow operation from short rough strips even with a heavy ordnance load, allowing the aircraft to operate from damaged airbases. If runways are damaged in an attack, the A-10 can operate from taxiways or straight roadway sections.

The new A-10has new engine systems call VTOL .Durability A vertical take-off and landing (VTOL) aircraft is one that can hover, take off and land vertically. This classification includes fixed-wing aircraft as well as helicopters and other aircraft with powered rotors, such as tiltrotors. Some VTOL aircraft can operate in other modes as well, such as CTOL (conventional take-off and landing), STOL (short take-off and landing), and/or STOVL (short take-off and vertical landing). Others, such as some helicopters, can only operate by VTOL, due to the aircraft lacking landing gear that can handle horizontal motion. VTOL is a subset of V/STOL (vertical and/or short take-off and landing). This give a incredible turn rate that the emny are caught off guard think it just a fix wing and the abilities to do of a attack helicopter
Besides the ubiquitous helicopter, there are currently two types of VTOL aircraft in military service: craft using a tiltrotor, such as the Bell Boeing V-22 Osprey, and aircraft using directed jet thrust such as the Harrier family. Generally speaking, VTOL aircraft capable of V/STOL use it wherever possible, since it typically significantly increases takeoff weight, range or payload over pure VTOL.


The A-10 is exceptionally tough. Its strong airframe can survive direct hits from armor-piercing and high-explosive projectiles up to 23 mm. The aircraft has triple redundancy in its flight systems, with mechanical systems to back up double-redundant hydraulic systems. This permits pilots to fly and land when hydraulic power or part of a wing is lost. Flight without hydraulic power uses the manual reversion flight control system; this engages automatically for pitch and yaw control, and under pilot control (manual reversion switch) for roll control. In manual reversion mode, the A-10 is sufficiently controllable under favorable conditions to return to base and land, though control forces are much higher than normal. The aircraft is designed to fly with one engine, one tail, one elevator and half a wing torn off.
Its self-sealing fuel tanks are protected by fire-retardant foam. The A-10's main landing gear is designed so that the wheels semi-protrude from their nacelles when the gear is retracted so as to make gear-up belly landings easier to control and less damaging to the aircraft's underside. Additionally, the landing gear are all hinged toward the rear of the aircraft, so if hydraulic power is lost the pilot can drop the gear and a combination of gravity and wind resistance will open and lock the gear in place.
The cockpit and parts of the flight-control system are protected by 1,200 lb (540 kg) of titanium armor, referred to as a "bathtub". The armor has been tested to withstand strikes from 23 mm cannon fire and some strikes from 57 mm rounds. It is made up of titanium plates with thicknesses from 0.5 to 1.5 inches (13 to 38 mm) determined by a study of likely trajectories and deflection angles. This protection comes at a cost, with the armor making up almost 6% of the aircraft's empty weight. To protect the pilot from the fragmentation likely to be created from impact of a shell, any interior surface of the tub that is directly exposed to the pilot is covered by a multi-layer nylon spall shield. In addition, the front windscreen and canopy are resistant to small arms fire.
Proof of the durability of the A-10 was shown when Captain Kim Campbell, flying a ground support mission over Baghdad during the 2003 invasion of Iraq on 7 April, suffered extensive flak damage to her A-10. Enemy fire damaged one of the A-10's engines and crippled its hydraulic system, which required the aircraft's stabilizer and flight controls to be operated via the back-up mechanical system, this being known as 'manual reversion mode'. Despite this damage, Campbell managed to fly the aircraft for nearly an hour and landed safely.
There are several reasons for the unusual location of the A-10's General Electric TF34-GE-100 turbofan engines. First, the A-10 was envisioned to fly from forward air bases, often with substandard, semi-prepared runways that present a high risk of foreign object damage to the engines. The height of the engines decreases the chance that sand or stones will be ingested. This also allows engines to keep running while the aircraft is serviced and rearmed by ground crews, reducing turn-around time. Without the limitations imposed by engines, the wings could be mounted closer to the ground, to simplify servicing and rearming.

he engines' high 6:1 bypass ratio provides the A-10 with a relatively small infrared signature, and their position directs exhaust over the tailplanes further shielding it from detection by heat-seeking surface to air missiles. The engines are angled upward by nine degrees to cancel out the nose-down pitching moment they would otherwise generate due to being mounted above the aerodynamic center of the aircraft. This avoids the necessity to trim the control surfaces against the force. The heavy engines require strong supports, so their pylons are connected to the airframe by four bolts.[45]
The old fossil or nuclear version replace all of this fuel system components are protected in multiple ways. All four fuel tanks are located near the center of the aircraft, reducing the likelihood that they will be hit or have their fuel lines severed. The tanks are separate from the fuselage; thus, projectiles would need to penetrate the aircraft's skin before reaching the outer skin of the tank. The refueling system is purged after use so that all fuel in the aircraft is protected from fire. All fuel transfer lines self-seal if they are compromised; if a tank is damaged beyond its ability to self-seal, check valves prevent fuel flowing into the compromised tank. Most of the fuel system components are inside the tanks so that fuel will not be lost in case a component were to leak. Most importantly, reticulated polyurethane foam lines both the inner and outer sides of the fuel tanks, retaining debris and restricting fuel spillage in the event of damage. The other source of possible combustion, the engines, are shielded from the fuel system and the rest of the airframe by firewalls and fire extinguishing equipment. Even in the event of all four main tanks being penetrated and all contents lost, sufficient fuel is carried in two self-sealing sump tanks to allow flight for 230 miles (370 km).

Weapon systems
The fuselage of the aircraft is built around the gun. The gun's firing barrel is placed at the 9 o'clock position so it is aligned on the aircraft's centerline. The gun's ammunition drum can hold up to 1,350 rounds of 30 mm ammunition, but generally holds 1,174 rounds. The damage caused by rounds firing prematurely from impact of an explosive shell would be catastrophic, so a great deal of effort has been taken to protect the 5 feet 11.5 inch (1.816 m) long drum. There are many armor plates of differing thicknesses between the aircraft skin and the drum, to detonate an incoming shell before it reaches the drum. A final layer of armor around the drum protects it from fragmentation damage. The gun is loaded by Syn-Tech's linked tube carrier GFU-7/E 30 mm ammunition loading assembly car.

Another commonly used weapon is the AGM-65 Maverick air-to-surface missile, with different variations for either electro-optical (TV-guided) or infrared targeting. The Maverick allows targets to be engaged at much greater ranges than the cannon, a safer proposition in the face of modern anti-aircraft systems. During Desert Storm, in the absence of dedicated forward-looking infrared (FLIR) cameras for night vision, the Maverick's infrared camera was used for night missions as a "poor man's FLIR". Other weapons include cluster bombs and Hydra rocket pods( M.D.C rocket ). Although the A-10 is equipped to carry laser-guided bombs, their use is relatively uncommon. The A-10 has not been equipped with weapon control systems for accurate bombing as of 2000. A-10s usually fly with an ALQ-131 ECM pod( look at features ) under one wing and two AIM-9 Sidewinder air-to-air ( replaced with short range / medium range /long range missiles even mini-missiles )missiles under the other wing for self-defense.


Modernization:
http://upload.wikimedia.org/wikipedia/c ... ight-2.jpg
Since the A-10 flies low to the ground and at subsonic speed, aircraft camouflage is important to make the aircraft more difficult to see. Many different types of paint schemes have been tried. These have included a "peanut scheme" of sand, yellow and field drab; black and white colors for winter operations and a tan, green and brown mixed pattern.
The two most common markings applied to the A-10 have been the European I woodland camouflage scheme and a two-tone gray scheme. The European woodland scheme was designed to minimize visibility from above, as the threat from hostile fighter aircraft was felt to outweigh that from ground-fire. It uses dark green, medium green and dark gray in order to blend in with the typical European forest terrain and was used from the 1980s to the early 1990s. Following the end of the Cold War, and based on experience during the 1991 Gulf War, the air-to-air threat was no longer seen to be as important as that from ground fire, and a new color scheme known as "Compass Ghost" was chosen to minimize visibility from below. This two-tone gray scheme has darker gray color on top, with the lighter gray on the underside of the aircraft, and started to be applied from the early 1990s.
Many A-10s also featured a false canopy painted in dark gray on the underside of the aircraft, just behind the gun. This form of automimicry is an attempt to confuse the enemy as to aircraft attitude and maneuver direction.
Nicknames
The A-10 Thunderbolt class received its popular nickname "Warthog" from the pilots and crews of the USAF attack squadrons who flew and maintained it. The A-10 is the last of Republic's jet attack aircraft to serve with the USAF. The Republic F-84 Thunderjet was nicknamed the "Hog", F-84F Thunderstreak nicknamed "Superhog" or recently “MEGA hog” for VTOL , and the Republic F-105 Thunderchief tagged "Ultra Hog".A less common nickname is the "Tankbuster". The saying Go Ugly Early has been associated with the aircraft in reference to calling in the A-10 early to support troops in ground combat.




http://fc08.deviantart.net/fs70/f/2011/ ... 4ggy3v.jpg

Features
1. Radar: look below

2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, +5 to dodge weight

3. Laser targeting add +1 to all weapons systems back up systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles back up systems

5. External audio pick up: same as robots

6. Spotlight range 5 mile optional

7. Ejection systems: zero to zero launch systems

8. N.A.A.T ADD Self-Destruct systems note use any long range missile war head the most powerful in that part of rifts earths

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add

11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 1 tons

13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 50 M.D.C or less to any location this applies to Force field as well. On the second hit is 45 M.D.C and third hit 40 M.D.C and the firth hit 40 !!!


15.Any female pilot or partial Borg get a plus 1d 8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative

16. N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!

17. Advanced Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the main body and rear total 3 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
71-85 Missile/Volley diverts and may pursue/lock on to other targets
96-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240


18. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

20. Basic EVA systems (back up)

21. This the only mecha that come with 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. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, look below

23. Special laser coms suite for friendly or other must be at least 100 miles feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.

24. Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time

Sensor System Note: Has all the standard robot sensors and
systems, as well as the following:
25. Vertical Take-Off and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.
26. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 500 miles (800 km).
27. Reduced Radar Cross Section: Makes the A-19 S.O.T.L/V.O.T.L This stealthy aircraft, and attempts to locate it with radar incurs a penalty of - 25% to the operator's read sensory equipment skill.
28. H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Look below .
29. Advance Fly-By-Wire System: Vastly increases the agility of the fighter aircraft. Bonuses of +1 on initiative (in addition to that from H.U.D. helmet above), add+6 to dodge, and +40% to piloting skill on aerial and combat maneuvers.

30.Sensor System
Note: The A-10 has all the standard robot sensors and systems, as well as the following:
31. Vertical Take-Qff and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.

32. Enhanced Radar back up systems : Can identify and simultaneously track up to 96 different targets. Also, in a look-down configuration it can be used to accurately map the ground on reconnaissance missions. Range: 500 miles (800 km).

33. Stealth Package: To achieve almost total radar stealth, similar to Dagger was designed to have an extremely small radar cross section - less than that of most song-birds -and is also coated with radar absorbing material. As a result, the A-10 is virtually invisible to modern sensory equipment and attempts to locate the aircraft using radar incurs a whopping -80% penalty to the operator's read sensory equipment skill! Note: If the A-10 is armed with external long-range missiles (weapon system number 4 above), the penalty to detect the bird with radar drops to -25%.

34. Advanced Laser Targeting System: Can "paint" targets at ranges of 200 miles (64 km) and can be used to designate targets for friendly aircraft that are far beyond line of sight. Confers a bonus of +3 to strike.

35. Advanced Closed-Circuit Camera System: A sophisticated closed-circuit camera is located in the nose of the aircraft that can be used to identify enemy aircraft at ranges of 150 miles (80 km). Great for maintaining stealth, since the camera will not give the enemy warning of the Dagger's presence like active radar does.


36.Advanced Infrared Imager: A forward-looking infrared imager that has incredible resolution and allows the aircraft's computer to identify targets from their heat signatures alone. Thus the A-10 can distinguish between Grinning Skull and Iron Hammer tanks, or between Nightwing and Grey Falcon jets, using just the imager AT range of 200 miles away!!!.
37. Hardened Circuits & Avionics: The computer circuits used in the A-10 avionics systems have been hardened to withstand the effects of scramblers and electro-magnetic pulses.

38. Chaff: In the rear area of the aircraft is an eight-shot chaff launcher that fires cylinders holding thousands of small, reflective aluminum streamers. When released, these streamers mask the A-10 radar signature and also confuse incoming missiles
(50% chance of deflecting normal missiles). Located in all wings, main body rear, bottom



39.The VTOL A-10 war hog
• Add one additional 2 attack against ground targets’
• add + 3 to all, against any sub sonic speed targets’
• Advanced 360 directional radar systems and laser designator / targeting systems range 300 miles and can target 210 air or ground targets’
• 360 helmet H.U.D systems able to lock on targets from pilots view range 200 http://upload.wikimedia.org/wikipedia/c ... System.jpg miles 360 degree H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Gives a bonus of +1 on initiative and +1 to dodge, unless the pilot is surprised
• Radar /radar detectors in all wings as well as front nose , rear bottom and top section of main body






M.D.C
[1] Wings (2): 300 each
[2] Elevators (2): 100 each
[2] Rudders (2):100 each
Cockpit: 240
[3] Tilt Engines systems (2): 300 each
Landing Gear (3): 50 each
[4] Main Body: 400

[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 -15 to dodge, and a -10 TO 40% ( 1d4x10%) penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
[3] The destruction of one engine will reduce the fighters top speed by half and give the pilot a -1 penalty to dodge as well as giving a -5% penalty to piloting. Destruction of both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight if damages foes to negatives it blow up in the air or land auto ejection systems kick in 99%


Stats
• Crew: 1
• Length: 53 ft 4 in (16.26 m)
• Wingspan: 57 ft 6 in (17.53 m)
• Height: 14 ft 8 in (4.47 m)
• Wing area: 506 ft² (47.0 m²)
• Airfoil: NACA 6716 root, NACA 6713 tip
• Empty weight: 24,959 lb (11,321 kg)
• Loaded weight: 30,384 lb (13,782 kg) On CAS mission: 47,094 lb (21,361 kg)
On anti-armor mission: 42,071 lb (19,083 kg)
• Max takeoff weight: 50,000 lb (23,000 kg)
• Powerplant: 2 × General Electric TF34-GE-100A turbofans, 9,065 lbf (40.32 kN) each
Performance
• Never exceed speed: 600 mph,

• Cruise speed: 340 mph, 560 km/h
• Stall speed: 38 mph !!!!!
• Service ceiling: 45,000 ft (13,700 m)
• Rate of climb: 6,000 ft/min (30 m/s)
• Wing loading: 99 lb/ft² (482 kg/m²)
Armament
Guns: 1× 30 mm (1.18 in) GAU-8/A Avenger gatling cannon with 1,174 rounds
Hardpoints: 11 (8× under-wing and 3× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of.

Weapons systems GAU-8/A Avenger

Type The General Electric GAU-8/A Avenger is a 30 mm, hydraulically-driven seven-barrel Gatling-type rotary cannon that is mounted on the United States Air Force's Fairchild Republic A-10 Thunderbolt II. It is among the largest, heaviest and most powerful aircraft cannons in the United States military. Designed specifically for the anti-tank role, the Avenger delivers very powerful rounds at a high rate of fire.
The GAU-8 was created as a parallel program with the A-X (or Attack Experimental) competition that produced the A-10. The specification for the cannon was laid out in 1970,[2] with General Electric and Philco-Ford offering competing designs. Both of the A-X prototypes, the YA-10 and the Northrop YA-9, were designed to incorporate the weapon, although it was not available during the initial competition, and the M61 Vulcan was used as a temporary replacement. Once completed, the entire GAU-8 assembly (correctly referred to as the A/A 49E-6 Gun System) represents about 16% of the A-10 aircraft's unladen weight.
The gun is placed slightly off center in the nose of the plane with the front landing gear positioned to the right of the center line, so that the actively firing cannon barrel is directly on the aircraft's center line. The Russian Gryazev-Shipunov GSh-6-30 is a similar class of weapon, although it is lighter with a higher fire rate, but has a lower muzzle velocity and overheats faster.

The A-10 and its GAU-8/A gun entered service in 1977. It was produced by General Electric, though General Dynamics Armament and Technical Products has been responsible for production and support since 1997 when the division was sold by Lockheed Martin to General Dynamics.
The gun is loaded using Syn-Tech's linked tube carrier GFU-8/E 30 mm Ammunition Loading Assembly cart. This vehicle is unique to the A-10 and the GAU-8.

he GAU-8 itself weighs 620 pounds (280 kg), but the complete weapon, with feed system and drum, weighs 4,029 pounds (1,828 kg) with a maximum ammunition load. It measures 19 ft 5 1⁄2 in (5.931 m) from the muzzle to the rearmost point of the ammunition system, and the ammunition drum alone is 34.5 inches (88 cm) in diameter and 71.5 inches (1.82 m) long. The magazine can hold 1,174 rounds, although 1,150 is the typical load-out. Muzzle velocity when firing Armor-Piercing Incendiary rounds is 3,250 feet per second (990 m/s), almost the same as the substantially lighter M61 Vulcan's 20 mm round
The standard ammunition mixture for anti-armor use is a four-to-one mix of PGU-14/B Armor Piercing Incendiary, with a projectile weight of about 15.0 oz (425 grams or 6,560 grains) and PGU-13/B High Explosive Incendiary (HEI) rounds, with a projectile weight of about 12.7 oz (360 grams or 5,556.25 grains). The PGU-14/B's projectile incorporates a lightweight aluminum body, cast around a smaller caliber depleted uranium penetrating core. The Avenger is lethal against tanks and all other armored vehicles.
A very important innovation in the design of the GAU-8/A shells is the use of aluminum alloy cases in place of the traditional steel or brass. This alone adds 30% to ammunition capacity for a given weight. The shells also have plastic driving bands to improve barrel life. They are imposing to examine and handle, measuring 11.4 inches (290 mm) in length and weighing 1.53 pounds (0.69 kg) or more.
The Avenger's rate of fire was originally selectable, 2,100 rounds per minute (rpm) in the low setting, or 4,200 rpm in the high setting. Later this was changed to a fixed rate of 3,900 rpm. In practice, the cannon is limited to one and two-second bursts to avoid overheating and conserve ammunition; barrel life is also a factor, since the USAF has specified a minimum life of at least 20,000 rounds for each set of barrels. There is no technical limitation on the duration the gun may be continuously fired, and a pilot could potentially expend the entire ammunition load in a single burst with no damage or ill effects to the weapons system itself. However, this constant rate of fire would shorten the barrel life considerably and require added barrel inspections and result in shorter intervals between replacement.
Each barrel is a very simple non-automatic design having its own breech and bolt. Like the original Gatling gun, the entire firing cycle is actuated by cams and powered by the rotation of the barrels. The barrels themselves are driven by the aircraft's dual hydraulic system.
The GAU-8/A ammunition is linkless, reducing weight and avoiding a great deal of potential for jamming. The feed system is double-ended, allowing the spent casings to be recycled back into the ammunition drum, instead of ejected from the aircraft, which would require considerable force to eliminate potential airframe damage. The feed system is based on that developed for later M61 installations, but uses more advanced design techniques and materials throughout, to save weight.

Accuracy

The GAU-8/A is extremely accurate and can fire from 2100 to 4200 rounds per minute without complications. The 30-mm shell has twice the range, half the time to target, and three times the mass of projectiles carried by comparable Close Air Support aircraft.[1]
The muzzle velocity of the GAU-8/A is about the same as that of the M61 Vulcan cannon, but its heavier ammunition is more destructive and has superior ballistic properties. Its time of flight to 4,000 feet (1,200 m) is 30 percent less than that of an M61 round, the projectile decelerates much less rapidly after leaving the barrel, and it drops a negligible amount, about 10 feet (3.0 m) over the distance. The GAU-8/A accuracy when installed in the A-10 is rated at "5 mil, 80 percent", meaning that 80 percent of rounds fired at 4,000 feet (1,200 m) will hit the target within a 20 feet (6.1 m) radius circle. By comparison, the M61 is rated at 8 milliradians.

http://upload.wikimedia.org/wikipedia/c ... Type_1.jpg
The GAU-8/A Avenger Gatling gun next to a VW Type 1. Removing an installed GAU-8 from an A-10 requires first installing a jack under the aircraft's tail to prevent it from tipping, as the cannon makes up most of the aircraft's forward weight.

Recoil

Each barrel fires when it reaches roughly the 9 o'clock position, when viewed from the front of the plane. Because the gun's recoil forces could push the entire plane off target during firing, the weapon itself is mounted off-center in the other direction, toward the 3 o'clock position, so that the firing barrel lies directly on the aircraft's center line. The firing barrel also lies just below the aircraft's center of gravity, being bore sighted along a line 2 degrees below the aircraft's line of flight. This arrangement accurately centers the recoil forces, preventing changes in pitch and/or yaw when fired. This configuration also provides space for the front landing gear, which are mounted slight off-center on the right side of the nose.
The GAU-8/A utilizes recoil adapters. They are the interface between the gun housing and the gun mount. By absorbing (in compression) the recoil forces, they spread the time of the recoil impulse and counter recoil energy transmitted to the supporting structure when the gun is fired.
The A-10 engines were initially susceptible to flameout when subjected to gases generated in the firing of the gun. When the GAU-8 is being fired, the smoke from the gun can make the engines stop, and this did occur during initial flight testing. Gun exhaust is essentially oxygen-free, and is certainly capable of causing flame-outs of gas turbines. The A-10 engines now have a self sustaining combustion section. When the gun is fired the igniters come on to reduce the possibility of a flame-out.

The recoil force of the GAU-8/A is 10,000 pounds-force (45 kN), which is slightly more than the output of one of the A-10's two TF34 engines (9,065 lbf / 40.3 kN each). While this recoil force is significant, in practice cannon fire only slows the aircraft a few miles per hour.

Variants
A 40 MM GAU-8/A oh god look out
Or a 30 MM cannon with a A.T.L (anti tank laser ) 3d6x10+20 range 5 miles direct fire only nuclear powered R.O.F equal to pilots hand to hand plus one payload : unlimited

Damage
Third generation ram jet rail gun auto-cannon
hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot -bursts later!!!!

30MM
5D10 single round
Burst: 10 rounds Burst 5d10x10, 20 round Burst 1d1x100, 40 round burst not possible
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!

Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 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


L.E.A.P [u][b] 2 generation auto-cannon standard rounds

30 mm-5d4 M.D( max damage 20) [u][b]single round

Burst 10 round Burst 5d4x10 or 5d8 x10 , 20 round Burst 1d4x100, 40 round Burst 2d4x100

H.E.A.P

30 mm -4d6 M.D (max damage 24) single round
Burst 10 round Burst 4d6x10, 20 round Burst 8d6x10, 40 round Burst not possible

A.P.F.S.D.S round

30 mm -1d4x10 M.D( max damage 40 ) single round
Burst : 10 round Burst 5d8x10, 20 round Burst 1d4x100, 40 round Burst 2d4x100

Range: direct fire 2 miles, deflection fire /shot/ leading targets 5 miles
Rate of fire: 10 round Burst, 20 round Burst, 40 round Burst ,
Payload: 1,150 standard rounds but L.E.A.P is 1725 rounds
Bonus:
Deflection is a technique used for effectively firing a ranged weapon at a moving target, that describes "leading the target"; that is, shooting ahead of a moving target so that the target and projectile will collide. This technique is only necessary when the target will have moved a sufficient distance to fully displace its position during the period of time of the projectile would take to reach the target's range. This can become the case either over long distances (such as a distant target for a skilled sniper), due to fast moving targets (such as an opposing aircraft in an aerial dogfight), or using slow projectiles, such as a crossbow bolt or an arrow from a bow. During World War II, U.S. Navy pilots were taught explicitly on the concept in order to capitalize on the advantages of the F4F Wildcat.

Leading targets is the practice of aiming one's weapon ahead of his or her target so that the projectiles will hit their mark. Over reasonably short ranges, leading is typically unnecessary when using firearms, but it is still relevant for sniping (where the bullet may take up to a second or more to reach its target), as well as for weapons such as bows that use lower-velocity projectiles. It is generally unnecessary for guided projectiles, although the autonomous guiding mechanism may be designed to calculate a flight path to lead its targets on its own, to ensure an interception

Hardpoints:
11 (8× under-wing and 3× under-fuselage pylon stations) with a capacity of 16,000 lb and provisions to carry combinations of.
But the A-10 S/V.T.O.L Has 22,000 lb
Or
1454 pounds per hard point for standard A-10
But A-10 S/V.T.O.L has 2000 pounds per hard point
The following is for just ONE hard point!!!! There are 11 hard points
Or one standard weight long range missiles
Or 4 four standard medium range missiles fire and forget muti-targeting systems
Or 16 light weight medium range missiles fire and forget muti-targeting systems
Or 60 missiles short missile pod that 33 pounds each missile
Or cluster bombs use any missiles damage but 16 pounds or 125 cluster bombs
Or M.D.C Rocket that 10 pounds each or a total of 200 M.D.C Rockets
M.D.C Rocket Damage: 1d4 each H.E Rocket, 1d6 A.P Rocket, 5D6 for H.E.A.T Rocket
R.O.F : 5 or in volley of 10 or volley of 20 or all, volley of 30 or volley of 40 and so or all (look out ) in one attacks
NOTE : mostly at ground targets speed of 600 MPH or less


Variant

A 40 MM cannon GAU-8/A with a A.T.L (anti tank laser ) 3d6x10+20 range 5 miles direct fire only nuclear powered R.O.F equal to pilots hand to hand plus one payload : unlimited
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

40MM
1D6X10single round

Burst Burst: 10 round Burst 5d8x10, 20 round Burst 1d4x100, 40 round Burst2d4x100

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 i night as well

A.S.A.S.P bonus as above but critical 15


L.E.A.P add 50% ammo
40 mm -4d6 M.D ( max damage 24) single round
Burst: 10 round Burst 4d6x10, 20 round Burst 8d6x10, 40 round Burst not possible

H.E.A.P
40 mm -5d6 M.D (max damage 30) single round
Burst: 10 round Burst 5d6x10, 20 round Burst1d6x10, 40 round Burst 2d6x10

A.P.F.S.D.S round
40 mm- 5d10 M.D( max damage 50) not possible
Burst: 10 round Burst 5d10x10, 20 round Burst1d10x10 ,

payload as above hard points the same

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Tue Nov 22, 2011 6:35 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
well any comments ??!!?!?!? plz :(

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 Post subject: Re: ARM TECH
Unread postPosted: Tue Nov 22, 2011 6:54 pm
  

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Republican

Joined: Mon Dec 12, 2005 10:34 pm
Posts: 1483
Location: Sacramento, CA
Comment: We are the hope for the future and we will not fail in that duty.
It's a lot of information, that's for sure. I personally don't see much use for it in the CE setting and it feels like GAW. Still, I can appreciate the thought and work that went into this. :)

_________________
"He who commands the kitchen commands the ship." -C. Magewind, Ley Line Rifter and self proclaimed "Best Cook in the Three Galaxies"

"The question is not why the mechanoids kill the humanoids, but only why nobody did it sooner." -Killer Cyborg


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 Post subject: Re: ARM TECH
Unread postPosted: Tue Nov 22, 2011 7:35 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
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Location: new york
Comment: NEVER QUIT..... I got lucky
Grell wrote:
It's a lot of information, that's for sure. I personally don't see much use for it in the CE setting and it feels like GAW. Still, I can appreciate the thought and work that went into this. :)

wow thanks

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Wed Nov 23, 2011 1:07 pm
  

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Republican

Joined: Mon Dec 12, 2005 10:34 pm
Posts: 1483
Location: Sacramento, CA
Comment: We are the hope for the future and we will not fail in that duty.
You're welcome!

_________________
"He who commands the kitchen commands the ship." -C. Magewind, Ley Line Rifter and self proclaimed "Best Cook in the Three Galaxies"

"The question is not why the mechanoids kill the humanoids, but only why nobody did it sooner." -Killer Cyborg


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 Post subject: Re: ARM TECH
Unread postPosted: Wed Nov 23, 2011 11:57 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
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Location: new york
Comment: NEVER QUIT..... I got lucky
Grell wrote:
You're welcome!

HUM ...did u vote??? it OK to vote no

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Nov 24, 2011 12:10 am
  

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Republican

Joined: Mon Dec 12, 2005 10:34 pm
Posts: 1483
Location: Sacramento, CA
Comment: We are the hope for the future and we will not fail in that duty.
Yes. I voted 'other'.

_________________
"He who commands the kitchen commands the ship." -C. Magewind, Ley Line Rifter and self proclaimed "Best Cook in the Three Galaxies"

"The question is not why the mechanoids kill the humanoids, but only why nobody did it sooner." -Killer Cyborg


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Nov 25, 2011 1:15 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
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Location: new york
Comment: NEVER QUIT..... I got lucky
Grell wrote:
Yes. I voted 'other'.

thank man love the honesty here ???

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 Post subject: Re: ARM TECH
Unread postPosted: Fri Nov 25, 2011 1:29 pm
  

User avatar
Republican

Joined: Mon Dec 12, 2005 10:34 pm
Posts: 1483
Location: Sacramento, CA
Comment: We are the hope for the future and we will not fail in that duty.
Do you doubt the honesty of my vote? I didn't dislike your material, just didn't find it necessary to the setting.

_________________
"He who commands the kitchen commands the ship." -C. Magewind, Ley Line Rifter and self proclaimed "Best Cook in the Three Galaxies"

"The question is not why the mechanoids kill the humanoids, but only why nobody did it sooner." -Killer Cyborg


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Nov 25, 2011 9:34 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Grell wrote:
Do you doubt the honesty of my vote? I didn't dislike your material, just didn't find it necessary to the setting.

sorry if I said wrong
that u for ur honesty man really

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Nov 25, 2011 11:20 pm
  

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Republican

Joined: Mon Dec 12, 2005 10:34 pm
Posts: 1483
Location: Sacramento, CA
Comment: We are the hope for the future and we will not fail in that duty.
No prob! :)

_________________
"He who commands the kitchen commands the ship." -C. Magewind, Ley Line Rifter and self proclaimed "Best Cook in the Three Galaxies"

"The question is not why the mechanoids kill the humanoids, but only why nobody did it sooner." -Killer Cyborg


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 Post subject: Re: ARM TECH
Unread postPosted: Sat Nov 26, 2011 10:03 pm
  

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Knight

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Comment: NEVER QUIT..... I got lucky
http://i686.photobucket.com/albums/vv23 ... 1322358596

The Remington Semi-Auto Sniper System (RSASS) was prototype 7.62x51mm rifle. It features a full length rail, uses Magpul 7.62mm magazines and has a left-side foldable charging handle. It later staring using 12mm (or 30 caliber ) and up and up to a 30 MM sniper rifle cannon.

The Remington Semi Automatic Sniper System is the culmination of a joint effort between Remington Arms and JP Enterprises to develop a highly accurate and superbly built rapid firing sniper rifle. This weapon delivers sub-MOA accuracy out to 800 meters and beyond while providing the tactical advantage of a semi-automatic platform. This weapon succeeds where others fail, meeting any and all mission requirements with ease.
Remington is the world’s premier builder of accurate, dependable sniper rifles. With a legacy of long-range rifles dating back to the big-bore Rolling Blocks that commanded the wide open spaces of the wild American West, no one knows more about what it takes to build a long-range precision rifle than Remington.

Our sniper rifle line-up, including both auto loading and bolt action platforms, offers a solution to meet any mission requirement and budget.
the new anti recoil system will allow to fire heavy caliber rounds to a 30 MM round use by fighter plane and the new level of M.D.C metal and new nano tech will givw the user to any level to fire M.D.C abilities.


R.A.S.S sniper rifle
• 30 caliber it will be law enforcement and local militias
• 50 caliber it will be law enforcement and local militias
• 10 MM only military will have this
• 20 MM only military will have this
• 30 MM only military will have this

In Chaos earth arm tech will work Remington to keep alive and well this partnership will save live and job from leaving the U.S. And later will make rail gun sniper rifle that will help both companies .sadly only the ballistic will be seen only later to see the rail gun version be used by N.A.AT and N.A.M.E.S 300 years later

Type: M.D.C ballistic 30 calibers
Damage:
2d4 M.D.C each single shot
4d4 M.D.C Dual shot or (double tap)
4d8 M.D.C burst four round fired
Range: 2,624 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 36 rounds
Notes: weight 20 pounds fully loaded

Type: M.D.C ballistic 50 caliber
Damage:
2d6 M.D.C each single shot
4d6 M.D.C Dual shot or (double tap)
8d6 M.D.C burst four round fired
Range: 3500 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 34 rounds
Notes weight 22 pounds fully loaded


Type: M.D.C ballistic 10 MM
Damage: varies on type of round using

L.E.A.P
10 mm 3d4 M.D (max damage 12) Single shot
M.D.C Dual shot or (double tap) /Dual shot 4d6
M.D.C burst four round fired 8d6
Range add and payload 50% also critical hit on a natural roll 19 or 20

H.E.A.P
10 mm -3d6 M.D.C (max damage 18) single shot
10 mm -6d6 M.D.C Dual shot/(double tap)
10 mm – 12d6 M.D.C burst four round fired

A.P.F.S.D.S round
10 mm -5d6 M.D ( max damage 30 ) single shot
10 mm 1d6x10 M.D.C Dual shot or (double tap)
10 mm 2d6x10 M.D.C burst four round fired
Range: 4500 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 34 rounds
Notes


Type: M.D.C ballistic 20 MM
Damage : varies on type of round using
L.E.A.P
20 mm – 3d6 M.D ( max damage 18 ) single shot
20 mm – 6d6 M.D.C Dual shot or (double tap)
20 mm – 1d6x10+12 M.D.C burst four round fired
Range add and payload 50%50% also critical hit on a natural roll 19 or 20

H.E.A.P

20 mm -5d4 M.D (max damage 20) single shot
20 mm – 1d4x10 M.D.C Dual shot or (double tap)
20 mm – 2d4x10 M.D.C burst four round fired

A.P.F.S.D.S round
20 mm- 6d6 M.D( max damage 36 ) single shot
20 mm- 1D6X10+2 M.D.C Dual shot or (double tap)
20 mm 2D6X10+4 M.D.C burst four round fired
Range: 5800 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 32 rounds
Notes

Type: M.D.C ballistic 30 MM
Damage : varies on type of round using
L.E.A.P
30 mm-5d4 M.D( max damage 20) single shot
30 mm- 1D4X10M.D.C Dual shot or (double tap)
30 mm- 2D4X10M.D.C burst four round fired
Range add and payload 50%50% also critical hit on a natural roll 19 or 20

H.E.A.P
30 mm -4d6 M.D (max damage 24) single shot
30 mm – 8D6 M.D.C Dual shot or (double tap)
30 mm – 1D10X10 M.D.C burst four round fired

A.P.F.S.D.S round
30 mm -1d4x10 M.D( max damage 40 ) single shot
30 mm – 2D4X10M.D.C Dual shot or (double tap)
30 mm – 4D4X10M.D.C burst four round fired

Range: 6800 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 30 rounds
Notes weight 23 pounds fully loaded

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Wed Dec 21, 2011 8:35 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
First) thank you thank you for the email u guy and grills sent me
Two) recently I open up an RPG club started with dead reign RPG but went Robotech invid invasion
Three) recently I been getting sick went to see doctor but recommend to see a specialist (let leave at that)
Four) to tired man
Five) family
Six) I have many stuff to be done for
• N.A.AT Germany BOOK
• N.A.AT
• ARM TECH
• post any Anti-Unification League military vehicles
• Non A.U.L forces
• Splicers
• Dead reign
But need time so thank you again I thought I was a annoying some members in the forum but got good to honest opinions
And thank U Grell U the man!!!!

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Dec 29, 2011 1:26 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
thank god i thought It got lock !!!

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 Post subject: Re: ARM TECH
Unread postPosted: Fri Feb 03, 2012 9:30 pm
  

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Knight

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Location: new york
Comment: NEVER QUIT..... I got lucky
http://fc00.deviantart.net/fs70/i/2011/ ... 2ne1wt.jpg



Quote:
artist comment :
Original Mech design. If the wars in the Middle East never end, I wonder if the tools of war will go high tech on both fronts eventually.









http://prolificpen.deviantart.com/art/A ... obot&qo=10
Al Queda's Mecha Jihad
description : this was the first robot mecha to do the job for the new Russia at the time but after 1 years of service it was replace for better design , easy to mass produce in the market and love by it crew for easy repairs in the field and to maintain . To be mass produce by the hundreds thousands and it became like the AK-47 series class. It went straight for the Middle East and the soviet made a killing for the all Middle Eastern military forces!!Able to stand up from the desert combat, to urban to jungle and even artic conditions and was hated by many western nation that face them by terrorist organizations and even organized crime. Ton even be used by non-sanctioned mercenary companies found in Africa , Asia , south America to middle east .


ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +zero to strikes rail gun, +3 auto cannon,-4 dodge when in flight at max, also add +3 attacks, -1 to dodge AT LOW SPEED!!!! Weight 1ton

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles, or uses 30 miles Weight add: 1 to 2 tons

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. 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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 2 tons

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 Weight add: 1 tons

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

13. NONE: 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

14..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. Flare/Chaff Launchers (4)-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


16. Basic EVA systems (back up) this allows to be used in space



M.D.C

Main body: 325
Force field-150, emergency force field-100
Upper Arms (4)100
Lower Arms (4)125
Upper Legs (2) 190
Lower Legs (2)190
Feet (2)150
Head (1) 250
Reinforce cockpit compartment: 150
Generators (1) 100

Stats

Height 10 feet
Length 11 feet
Depth 12 feet
Weight: starting weight 5 tons

Speed
Range: unlimited
Flying 250 MPH
Running: 100 mph MAX
Walk: 2 TO 55 mph


Hand to hand: Use super natural or robotic P.S 40

Weapons systems the most infamous RPG systems was copied to fire Mini- missiles to even long range missiles warhead just the standard RPG weapon systems used
Type warhead varies
Damage
Mini missile any just the war head with spin stabilizers
Short range missiles any just the war head with spin stabilizers
Medium range missiles any just the war head with spin stabilizers
Long range missiles any just the war head with spin stabilizers
Range: range from 10 feet to 1 miles or guided version for Short range missiles to Long range missiles as surface to air missiles reduce by half
Rate of fire: one RPG launcher or two at a time
Payload: 1
Bonus: standard war head +3 to missiles but or guided version for Short range missiles to Long range missiles as surface to air missiles reduce by half can star at +3 to +6 max to strike


Weapons systems dual barrel heavy beam and under barrel medium beam weapon systems
Type
Damage
Anti-amour laser cannon 2d6x10+10
Heavy particle beam 5d4x10+10
Range
Anti-amour laser cannon 6000 feet
Heavy particle beam 2000 feet
Rate of fire: each to hand to hand combat plus robots
Payload: unlimited
Bonus:

Weapons systems robot grenades
Type : use any mini-missile
Damage use any mini-missile
Range; 2500 feet
Rate of fire: one per arm
Payload: 48
Bonus:can do ricochet throw hit a wall or angel show

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Fri Feb 03, 2012 9:38 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
http://fc01.deviantart.net/fs38/i/2008/ ... kybolt.jpg



description
Take the osprey design and making a super osprey on steroids add combat capabilities. it suppose to be a transcontinental transport use but always ends up in a heavy hot zone .this why it extremely heavy armed transport and love by pilots ,crew and personal as well .



Features

1. Radar: 5 miles or 45 miles

2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, +5 to dodge

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:

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 Weight add:

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add

11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 1 tons

13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add:

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 50 M.D.C or less to any location this applies to Force field as well. On the second hit is 45 M.D.C and third hit 40 M.D.C and the firth hit 40!!!


15.Any female pilot or partial Borg get a plus 1d 8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative

16. N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!

17. Flare/Chaff Launchers (6)-A modern addition, meant to improve Mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the WINGS (2) and rear wings (3) total 5 look below and main body
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 A.P.M.s /combat bonuses/ speed by half for 1d4 melees
Payload: 240 of each type : APMs240 of each, flare 240 of each, chaff 240 of each smoke 240 of each


18. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

20. Basic EVA systems (back up)

21. This the only plane can come with heavy flying combat armored, which is design to protect and very comfortable as 11 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. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the Mecha add + 1 to strike with any range weapons, and #19 for NAAT only flight speed 400 M.P.H

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

23. Special coms suite for 11 heavy basic exo-suits must be at least 1000n 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%

24. Cloaking field. Yeah able to turn invisible but cannot fire any weapons unlimited time

25. H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Gives a bonus of +1 on initiative and +1 to dodge, unless the pilot is surprised

26. Vertical Take-Off and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.

27. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 500 miles (800 km).

28. Reduced Radar Cross Section: Makes the Shrike a stealthy aircraft, and attempts to locate it with radar incurs a penalty of - 25% to the operator's read sensory equipment skill.

29. H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Gives a bonus of +2 on initiative unless the pilot is surprised.

30. Fly-By-Wire System: Vastly increases the agility of the fighter aircraft. Bonuses of +1 on initiative (in addition to that from H.U.D. helmet above), +3 to dodge, and +10% to piloting skill on aerial and combat maneuvers.

Note: The Dagger has all the standard robot sensors and systems, as well as the following:
31. (STOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.

32. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Also, in a look-down configuration it can be used to accurately map the ground on reconnaissance missions. Range: 500 miles (800 km).

33. Stealth Package: To achieve almost total radar stealth, the Dagger was designed to have an extremely small radar cross section - less than that of most song-birds -and is also coated with radar absorbing material. As a result, the bomber is virtually invisible to modern sensory equipment and attempts to locate the aircraft using radar incurs a whopping -40% penalty to the operator's read sensory equipment skill! Note: If the plane is armed with external long-range missiles (weapon system number 4 above), the penalty to detect the bird with radar drops to -25%.

34. Advanced Laser Targeting System: Can "paint" targets at ranges of 40 miles (64 km) and can be used to designate targets for friendly aircraft that are far beyond line of sight. Confers a bonus of +3 to strike.

35. Closed-Circuit Camera System: A sophisticated closed-circuit camera is located in the nose of the aircraft that can be used to identify enemy aircraft at ranges of 50 miles (80 km). Great for maintaining stealth, since the camera will not give the enemy warning of the Dagger's presence like active radar does.

36. Advanced 360 degree Infrared Imager: A Advanced -looking infrared imager that has incredible resolution and allows the aircraft's computer to identify targets from their heat signatures alone. Thus the aircraft can distinguish between Grinning Skull and Iron Hammer tanks, or between Night wing and Grey Falcon jets, using just the imager. Range 5 mile

37. Hardened Circuits & Avionics: The computer circuits used in the aircraft avionics systems have been hardened to withstand the effects of scramblers and electro-magnetic pulses.

38. Chaff main body: In the rear area of the aircraft is an eight-shot chaff launcher that fires cylinders holding thousands of small, reflective aluminum streamers. When released, these streamers mask the Dagger's radar signature and also confuse incoming missiles
(50% chance of deflecting normal missiles).


M.D.C

Main Body: 550
Main Body force filed 240 each
Propeller: 150 each
Engine (2) 240
Engine (2) force filed 240 each
Cockpit (1) 250
Cockpit (1) force filed 240 each
[2] Canards / Rudders (2):100
[2] Elevators (2):60
[1] Wings (2): 350
Force filed 240 each


Ground drone 120
Wheel (4)100 each
Satellite dish (1) 50

[1] Destroying a Wing will cause the plane to crash. Pilot and Radar Officer must eject to survive.
[2] Destruction of one rudder will result in the fighter having a penalty of -3 to strike and dodge and removes the 5% bonus to piloting aircraft. Destruction of both rudders will still allow the fighter to be controlled by the varying of power levels and direction of thrust of the engines but the fighter has a penalty of -5 to strike, -10 to dodge, and a -30% penalty to all piloting rolls.
[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. The crew may attempt an emergency landing or Crew 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.


Stats
Height: 90 feet
Length: 210 feet
Width: 219
Weight: empty starts at 20 tons, Cargo starts at 30 ton and goes up, Total weight 50 ton and not including weapon systems add
Troops 120
Vehicles 10 military hummer
Tanks 30 tons to 100 tons
APC 10 tons to 40 tons
IFV 10 tons to 40 tons
Robots man size 1000 pounds and up
Robots giant size 2 tons and up

Speed
Range: unlimited
Flying max 550 MPH, to hover
Weapons systems main anti laser
Type beam
Damage; 3d6x10+20
Range: 2 miles
Rate of fire: hand to hand
Payload: unlimited but have 200 shots recharges in 12 hours
Bonus: knock down table man size power armored x2 vehicles under 30 tons

Weapons systems
Type mini missiles pods or short range missiles
Damage varies
Range varies
Rate of fire: one or any or all
Payload: look below
Mini missiles pods 200 per pod (x2)
Short range missiles 28 mini missiles pods or short range missiles
Bonus: can select how type of missiles and future without losing an attack
Mini missiles weight 5 pounds each, Short range missiles weight 30 pounds each

Weapons systems
Type medium range missiles or long range missiles
Damage varies
Range varies
Rate of fire: one or any or all
Payload: look below
Type medium range missiles 8 standard missiles or 16 light weight missiles
or long range missiles 4 standard missiles or 8 light weight missiles
Bonus:
Type medium range missiles standard missiles weight 500 pounds or light weight missiles 120 pounds
Or long range missiles standard missiles 2 two tons (2000 pounds each) or light weight missiles 1000 pounds

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Sat Mar 03, 2012 7:54 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
after I read the The Rifter #57 I been able to come with a new chart but I am have been trouble post the NEW MDC chart
this is part of what I done
from zino117 enjoy till I can post the chart from 5 MM hand held weapon to 200 MM tank rifle more detail later

Caliber


links for chart the biggest I made :
http://www.mediafire.com/?jgrr8rcrjwpethj

http://www.mediafire.com/file/jgrr8rcrjwpethj/MDC Caliber Chart for MD setting.pdf

<a href="http://www.mediafire.com/?jgrr8rcrjwpethj" target="_blank">http://www.mediafire.com/?jgrr8rcrjwpethj</a>

http://www.mediafire.com/?jgrr8rcrjwpethj

This article is about the firearms dimension. For other uses, see Caliber (disambiguation).
"Caliber" redirects here. For other uses, see Caliber (disambiguation).
In guns including firearms, caliber or caliber is the approximate internal diameter of the barrel in relation to the diameter of the projectile used in it.
In a rifled barrel, the distance is measured between opposing lands or grooves; groove measurements are common in cartridge designations originating in the United States, while land measurements are more common elsewhere. It is important to performance that a bullet should closely match the groove diameter of a barrel to ensure a good seal. When the barrel diameter is given in inches, the abbreviation "cal" is used in place of "inches." For example, a small bore rifle with a diameter of 0.22 inch is a .22 cal; however, the decimal point is generally dropped when spoken, making it "twenty-two caliber" or a "two-two caliber". Calibers of firearms can be referred to in millimeters, as in a "caliber of eighty-eight millimeters" (88 mm) or "a hundred and five-millimeter caliber gun" (often abbreviated as "105 mm gun").
While modern cartridges and cartridge firearms are generally referred to by the cartridge name, they are still lumped together based on bore diameter. For example, a firearm might be described as a ".30 caliber rifle", which could be any of a wide range of cartridges using a roughly .30 inch projectile; or a ".22 rimfire", referring to any rimfire cartridge using a .22 caliber projectile.
In some contexts, e.g. guns aboard a warship, "caliber" is used to describe the barrel length as multiples of the bore diameter. A "5-inch 50 caliber" gun has a bore diameter of 5 inches (127 mm) and a barrel length of 50 times 5 inches = 250 inches (6.35 m).
Contents
1 Cartridge naming conventions
2 Metric versus Imperial

Cartridge naming conventions
Makers of early cartridge arms had to invent methods of naming[1] the cartridges, since there was at the time no established convention. One of the early established cartridge arms was the Spencer repeating rifle, which saw service in the American Civil War. It was named based on the chamber dimensions, rather than the bore diameter, with the earliest cartridge called the "No. 56 cartridge," indicating a chamber diameter of .56 inch; the bore diameter varied considerably, from .52 to .54 inch. Later various derivatives were created using the same basic cartridge but with smaller diameter bullets; these were named by the cartridge diameter at the base and mouth. The original No. 56 became the .56-56, and the smaller versions, .56-52, .56-50, and .56-46. The .56-52, the most common of the new calibers, used a .50 caliber bullet.
Other early white powder-era (Ballistite and Poudre blanche) cartridges used naming schemes that appeared similar, but measured entirely different characteristics. .45-70, .38-40, and .32-20 were designated by bullet diameter in hundredths of an inch and standard black powder charge in grains. Optionally the bullet weight in grains was designated, e.g. .45-70-405. This scheme was far more popular and was carried over after the advent of early smokeless powder cartridges such as the .30-30 Winchester and .22 Long; or a relative power, such as .44 Special and .44 Magnum. Variations on these methods persist today, with new cartridges such as the .204 Ruger and .17 HMR (Hornady Magnum Rimfire).
Metric calibers for small arms are usually expressed with an "x" between the width and the length; for example, 7.62x51 NATO. This indicates that the cartridge uses a 7.62 mm diameter bullet, loaded in a case 51 mm long. Similarly, the 6.5x55 Swedish cartridge has a bullet diameter of 6.5 mm and a case length of 55 mm. To convert from the diameter in mm to caliber divide the mm diameter by 25.4. If you want to convert from caliber to mm you multiply by 25.4. The means of measuring a rifled bore varies, and may refer to the diameter of the lands or the grooves of the rifling; this is why the .303 British, measured across the lands, actually uses a .311 inch bullet (7.70 mm vs. 7.90 mm), while the .308 Winchester, while dimensionally similar to (but should not be considered interchangeable with) the 7.62x51 mm NATO cartridge, is measured across the grooves and uses a .308" diameter (.308 times 25.4 = 7.82 mm) bullet. An exception to this rule are the proprietary cartridges used by U.S. maker Lazzeroni, which are named based on the groove diameter in millimeters, such as the 7.82 Warbird.
Modern small arms range in bore size from approximately .17 (4.5 mm) up to .50 caliber (12.7 mm). Arms used to hunt large dangerous game, such as those used in express rifles, may be as large as .80 calibers. In the middle of the 19th century, muskets and muzzle-loading rifles were .58 caliber or larger; the Brown Bess flintlock, for example, had a bore diameter of about .75 caliber (19 mm). Paintball guns (or "markers") are typically .68 caliber (17 mm).
Metric versus Imperial
The following table lists some commonly used calibers with their metric and imperial equivalents. Due to variations in naming conventions, and the whims of the cartridge manufacturers, bullet diameters can vary widely from the diameter implied by the name. For example, there is a difference of as much as 0.045 inches (1.15 mm) between the smallest and largest of the several cartridges designated as '.38 caliber'. And it may be noted that .38 inches is more than 9 1/2 mm

OK hope this works IN PDF File do enjoy
205.196.123.65/yi68i81hy0tg/jgrr8rcrjwpethj/MDC+Caliber+Chart+for+MD+setting.pdf

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Sat Mar 03, 2012 10:22 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
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 are here!!!!
we talking radius are each round hit a target a standard rail below or solid round rounds
5 mm 5d4 =20 M.D blast radius 1/6 inch
1d4x10 Two round burst, 1d6x10 three round burst, 2d4x10four round burst, 1D10X10 MD five round burst, 2D6X10 MD six round burst,3D6X10 eight round burst, N/A nine round burst , 5D4X10 ten round burst , 4D8X10 twenty round burst , 1D6X100 thirty round burst, 2D4X100 fourth round burst

6Mm to 10 mm 4d6 =24 blast radius 1/8 inch
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

11MM to 15 Mm 5d6 = 30 M.D blast radius 1/4 inch gun naval
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 , 1D6X100 M.D twenty round burst , 2D6X100 M.D thirty round burst, 2D6X100 M.D fourth round burst

16 to19 MM 6d6 =36 M.D blast radius 1/3 inch gun naval
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 ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A M.D fourth round burst

20MM 1d4x10=40 M.D blast radius 3/4 inch gun naval
2d4x10M.D Two round burst, 3D4X10 M.D three round burst, 4D4X10 M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 M.D six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D ten round burst , 2D4X100 M.D twenty round burst , N/A M.D thirty round burst, N/A M.D fourth round burst

30MM 5D10=50 M.D blast radius 1.1 inch gun naval
1D10X10 M.D Two round burst, N/A M.D three round burst, 5D4X10 M.D four round burst, N/A M.D five round burst,5D6X10 M.D six round burst,5D8X10 M.D eight round burst, N/A M.D nine round burst , 5D8X10+100 ( MAYBE ?) M.D ten round burst ,1D10X100 M.D twenty round burst , N/A M.D thirty round burst, N/A M.D fourth round burst

40MM 1D6X10= 60 M.D blast radius 1.5 inch gun naval
1D6X10 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,8D6X10 M.D eight round burst, 9D6X10 M.D nine round burst ,1D6X100 M.D ten round burst ,2D6X100 M.D twenty round burst , N/A M.D thirty round burst, N/A M.D fourth round burst


50MM 2D4X10 OR 1D8X10 =80 M.D blast radius 1.9 inch gun naval
4d4X10 M.D Two round burst, 4D6X10 M.D three round burst, 4D8X10 M.D four round burst, 5D8X10 M.D five round burst, 8D6X10 M.D six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 2D4X100 M.D ten round burst , N/A M.D twenty round burst , N/A M.D thirty round burst, N/A M.D fourth round burst

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Tue Mar 06, 2012 12:40 am
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
sorry going to put new item
Spoiler:
and maybe house rules
but it huge !!! so give sometime

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Mar 08, 2012 6:26 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
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

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Tue Mar 13, 2012 6:52 am
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
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 :(

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Mon Mar 19, 2012 2:48 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Nice. I do like this. I am very impressed with the spy organization chart on the first page. Maybe we could get something like this on all of your various threads. And then maybe you could link all of these various universes together by a corporate executive council who run this from behind the scenes. And maybe you could give smaller organizational chaerts for the various continents that they work on.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: ARM TECH
Unread postPosted: Wed May 16, 2012 5:27 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Aramanthus wrote:
Nice. I do like this. I am very impressed with the spy organization chart on the first page. Maybe we could get something like this on all of your various threads. And then maybe you could link all of these various universes together by a corporate executive council who run this from behind the scenes. And maybe you could give smaller organizational chaerts for the various continents that they work on.

thanks will try man :)

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 10, 2012 1:19 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
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 !!!!!!

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 10, 2012 1:19 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
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 !!!!!!

_________________
let your YES be YES and your NO be NO but plz no maybe


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Mar 04, 2013 9:03 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
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 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
one last thing PLZ PLZ vote

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Mon Apr 01, 2013 11:34 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Arm tech (Advanced Research Military Technology) international security firm all over the world and the U.S.A is it main headquarters, it was able to set many manufacturing all over the country. It was known as the best of the best in light M.D.C Damage .but when the fall happen many turn to self-preservation, some became warlords or few protectors ( but won’t work for N.E.M.A ) or bandits or M.D.C gangs . The access of light M.D.C only add to the problem, if all would had join
Join N.E.M.A it would have been a game changer and would have added the support need to cover area that could have been done by civilian. Instead this made faction with faction and add to the problem in C.E. The fire powered gave a chance to fight MDC being and more, including going against N.E.M.A as well.

Location : this where the tundra ranger survive the dark age thank to arm tech it was in the dark against and later as myth and legend come in .still they help them. Ranger survives and set a foundation in the future earth.

America USA: They lasted as far deep 280 years after the fall of man .and were replace by the future power bloc of rifts earth. But waste of resource that could of help turn the tide instead for being selfish it made worst in the USA

Mexico and Central America: none survive the vampire infestation

South America: they were vital in keeping human settlement alive long enough to make new Tech to survive the Dark Age and we see these nation states now in rifts earth

Africa/middle east: there still many settlements that are alive thanks to ARM TECH but are in the lower section of Africa

What people didn’t know was that A.R.M Tech was the leader in second hand weapon systems in the world and space stations. Also many didn’t see the A.R.M Tech making trillions of credits worldwide and space stations. Many rogue nation were allowed to get their hands and The US didn’t mind the additional income (billions not just to politician but to the people as well). A.R.M Tech had turn like making light weapon systems and black water. Adding light cyborgs, with MD abilities, and even forces field systems they could hold their own against US forces and even NEMA as well. But this was something that A.R.M Tech kept a secret to all and was very help later down the road.
A.R.M Tech had 20,000 to 40,000 armed troops in each state, either getting law enforcement or armed force to retired military personal. This was due to NEMA was taking over military was getting small and this allowed many military families been betray by the government. This allow to have two fronts in the home front which many military personal were not need and A.R.M Tech need trained military personal . This is why A.R.M Tech didn’t run to NEMA and things were hit the fan well better stay close .in the US alone there were over 2 million A.R.M Tech working well in all 50 states and legally, also five times that amount of personal in much other area in the US!!! However their number drops like a cannon ball during the fall of mankind civilization. The lost was terrible a total of 15 to 19 million went down to under 2 million!!!
A.R.M Tech leader were ahead of the curve in many area, family first think and with the trillion it had coming in to the US help BIG time. They had two major base running in nuclear powered for each state!!! But the lost in the east and west coast were buried under many things. (This allowed for NAAT to come into existence and survive when they end up jumping to the future over 300 years). NAAT raided almost all and knew where to go.
Still A.R.M Tech broke into a small group team in Chicago, the second join gangs and other elements but again was even smaller and the last group teams up only with A.R.M Tech and anyone who want out of NEMA. There were a lot and even blame them (NEMA). For if a company A.R.M Tech was better readiness imagine what the US could have done. Still the US like many other nations in the world caught with their pants down. The loss of president and vice president could of change A.R.M Tech views was a major down fall of things.
Also everyone was running for really high teach weapons like rail guns, beam tech and other ideas. But what A.R.M Tech had was slowing letting people know they had cheap weapon systems that the US could of used in it arms race but turn it down many times. This was a big mistake for A.R.M Tech made the most advance and latest in Mega Damage bullets, (the more you fire the more damage you can do down range and this applies in world today). But no seems to see that just a big rail gun and robot but not a robot with a heavy MD machine.
To make sure no rogue government learn of this A.R.M Tech not only built it weapon systems but also hired it crews to handle them as well. A.R.M Tech used tactics to keep employee more loyal than them by using family’s values as the core to work with. This didn’t applied to been just a hire gun, but getting many families out of poverty and getting a better education. This work better then they hopes for A.R.M Tech worldwide which look more mercenary then that of North America and help their employee’s worldwide!!!
They (A.R.M Tech) kept the best in North America while cheap prototype to medium level to others. You always keep the best for yourself, and A.R.M Tech did that. A.R.M Tech was ahead with funds and A.R.M Tech many sure it work as a survival company. A.R.M Tech saw the writing of the war was coming and before chaos earth came they were getting ready for war and it came. Fast and deadly many join A.R.M Tech due to families values and with the terrors attacks happening many join the UN at the time. Which help open even more door close before and even more profits to A.R.M Tech.
Last the tech they had from A.R.M Tech could go toe to toe and cheaper to make than a rail gun. But A.R.M Tech knows what to do. This is why the glitter boy robot lost and many at the time didn’t get it yet. But it didn’t matter. Also A.R.M Tech didn’t suffer from the back lash like many other companies did. A.R.M Tech was working on the individual any then the company which allowed staying afloat better than any other company. And seen as an evil corporation when nation were entering the new cold war. A.R.M Tech was able to stay clear and work close to it secrets better than the CIA or FBI were close or small transfers allowed. This allowed A.R.M Tech to add to the company, A.R.M Tech was really pick up where the smaller and better and NEMA was taking over. Private security was still need, A.R.M Tech more than a hired guns , it need man powered , well trained man and women , intelligence also is need over sea as well. The need of hardware also from cars to APC, tanks, to robots A.R.M Tech was always keep cost down and it work well. Been the leader of stop gap technology which counties was play caught up with the US and other main powered blocks during the new cold war.

_________________
let your YES be YES and your NO be NO but plz no maybe


Last edited by ZINO on Tue Apr 02, 2013 3:26 pm, edited 1 time in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Mon Apr 01, 2013 11:35 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Finally the advance in weapon allows staying under the radar and making HUGE profits as well.
So here their tech from low caliber to high grade military weapons
http://farm4.static.flickr.com/3217/315 ... aa68_o.jpg
http://www.mycsg.com/images/Complete-Ri ... arisom.jpg
http://www.mycsg.com/images/Bullet-Comp ... USTERS.jpg
http://www.mycsg.com/images/Bullet_Cali ... 24x482.jpg
http://www.fas.org/man/dod-101/sys/land/bullets3.gif
http://www.mycsg.com/images/Bullet-Cali ... -chart.jpg
http://www.google.com/imgres?um=1&hl=en ... =149&ty=56
http://www.google.com/imgres?um=1&hl=en ... x=26&ty=46
http://www.fas.org/man/dod-101/sys/land/bullets3.gif
http://www.globalsecurity.org/military/ ... ig1-14.gif
http://www.biggerhammer.net/manuals/23-65/fig1-14.gif



Single shot only



type: Caliber.17
Metric equivalent 4.4 mm
Typical bullet diameter 0.172 in
Common cartridges.17 Remington, .17 HMR
Mega-Damage:

Notes/SINGLE ROUNDS 1D10 x10 S.D.C OR 1 M.D

type: Caliber.177
Metric equivalent4.5 mm
Typical bullet diameter.177 lead, .175 BB
Common cartridges Airgun .177 caliber

Mega-Damage:
Notes/SINGLE ROUNDS1D10x10 S.D.C. OR 1 M.D
Type: Caliber.20, .204
Metric equivalent 5 mm
Typical bullet diameter 0.204 in
Common cartridges .204 Ruger, 5 mm Remington Rimfire Magnum
Mega-Damage: Notes/SINGLE ROUNDS 1D10 x10 S.D.C. OR 1 M.D

type:
Caliber
Metric equivalent
.22, .218, .219 .220, .221, .222, .223, .224, .225, .226
Typical bullet diameter 5.5, 5.56, 5.7 mm
Notes/SINGLE ROUNDS.22 Long Rifle, .222 Remington, .223 Remington, 5.56×45mm NATO, 5.7 x 28 mm, .22-250 Remington, .22 Airgun
NATO Round, M4/M16
Common cartridges 0.223-0.224 in
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D

type:
Caliber.22, .218, .219 .220, .221, .222, .223, .224, .225, .226
Metric equivalent5.5, 5.56, 5.7 mm
Typical bullet diameter0.223-0.224 in
Common cartridges
.22 Long Rifle, .222 Remington, .223 Remington, 5.56×45mm NATO, 5.7 x 28 mm, .22-250 Remington, .22 Airgun
Notes/SINGLE ROUNDS
NATO Round, M4/M16
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.228
Metric equivalent none
Typical bullet diameter0.228 in
Common cartridges.228 Ackley Magnum
Notes/SINGLE ROUNDS Bullets formerly available from Barnes, in heavily constructed 70 and 90 grain weights for medium game use
Caliber.24
Metric equivalent6 mm
Typical bullet diameter0.243 in
Common cartridges.243 Winchester, 6 mm Remington, 6mm plastic airsoft BBs
Mega-Damage: Notes/SINGLE ROUNDS 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.25
Metric equivalent6.35 mm
Typical bullet diameter0.25 in, 6.35 mm
Common cartridges.25 ACP, 6.35x16mmSR
Notes/SINGLE ROUNDS A.K.A .25 Auto and 6.35 mm Brownin
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.257
Metric equivalent6.5 mm

Typical bullet diameter0.257 in, 6.527 mm
Common cartridges.257 Roberts, .25-06 Remington, .250 Savage
Notes/SINGLE ROUNDS typical 25 cal, not normally called 6.5
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.257
Metric equivalent6.5 mm
Typical bullet diameter0.257 in, 6.527 mm
Common cartridges.257 Roberts, .25-06 Remington, .250 Savage
Notes/SINGLE ROUNDS typical 25 cal, not normally called 6.5
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type: Caliber.26
Metric equivalent6.5 mm
Typical bullet diameter0.264 in, 6.7 mm
Common cartridges6.5 x 55 mm, .260 Remington
Notes/SINGLE ROUNDS cartridges commonly known as 6.5
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D


type: Caliber.27
Metric equivalent6.8 mm, 7 mm
Typical bullet diameter0.277 in, 7.035 mm
Common cartridges.270 Winchester, 6.8 SPC
Notes/SINGLE ROUNDS not called 7 mm
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D


type: Caliber.30
Metric equivalent7.62 mm
Typical bullet diameter0.308 in
Common cartridges30-06, .308 Winchester (7.62mm NATO), .300 Winchester Magnum
Notes/SINGLE ROUNDS NOTE: ak-47
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D


type: Caliber.30
Metric equivalent7.62 mm
Typical bullet diameter0.308 in
Common cartridges30-06, .308 Winchester (7.62mm NATO), .300 Winchester Magnum
Notes/SINGLE ROUNDS NOTE: ak-47
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D

type: Caliber.30
Metric equivalent7.62 mm
Typical bullet diameter0.311 in
Common cartridges.303 British, 7.62x39, 7.62x54R
Mega-Damage:
Notes/SINGLE ROUNDS5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

type:
Caliber.32, .327
Metric equivalent7.65 mm
Typical bullet diameter0.309 - 0.312 in
Common cartridges.32 ACP, .32 S&W, .327 Federal Magnum ,AK - 47
Notes/SINGLE ROUNDS
.32 caliber handgun cartridges

Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

type:
Caliber.338
Metric equivalent8.58 mm
Typical bullet diameter0.338 in
Common cartridges.338 Lapua, .338 Winchester Magnum, .338 Federal
Notes/SINGLE ROUNDS
.338 Rifle cartridge
Mega-Damage: 5D6X10 S.D.C OR 3 M.D
5D8X10 OR 4 M.D OR 1D4 M.D


type:
Caliber.38, .380, .357, .35
Metric equivalent9 mm
Typical bullet diameter0.355-0.357 in
Common cartridges.38 Special, .380 ACP, .357 Magnum, .357 SIG, .35 Remington, 9×19mm Parabellum, 9x18mm Makarov, .357 in certain new Crosman Pre-charged pneumatic (PCP) airguns
Notes/SINGLE ROUNDS
Generally .357 for revolvers and rifles, .355 in autoloaders
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

type: Caliber.38
Metric equivalent10 mm
Typical bullet diameter0.400 in
Common cartridges.38-40
Notes/SINGLE ROUNDS
Old black powder cartridge
Mega-Damage: N/A YET


type: Caliber.40
Metric equivalent10 mm
Typical bullet diameter0.400 in
Common cartridges.40 S&W, 10 mm Auto
Notes/SINGLE ROUNDS
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type: Caliber.404
Metric equivalent10.25 mm
Typical bullet diameter0.423 in
Common cartridges.404 Jeffery
Notes/SINGLE ROUNDS
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type:
Caliber.405
Metric equivalent10.75 mm
Typical bullet diameter0.411 in
Common cartridges.405 Winchester
Mega-Damage: Notes/SINGLE ROUNDS
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
5D6X10 S.D.C OR 3M.D


type: Caliber.405
Metric equivalent10.75 mm
Typical bullet diameter0.411 in
Common cartridges.405 Winchester
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type:
Caliber.408
Metric equivalent10.4 mm
Typical bullet diameter0.408 in
Common cartridges.408 Chey Tac
CheyTac Intervention
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D


type: Caliber.41
Metric equivalent10.25 mm
Typical bullet diameter0.410 in
Common cartridges.41 Magnum .41 Action Express
Mega-Damage: Notes/SINGLE ROUNDS5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D


type: Caliber.416
Metric equivalent10.6 mm
Typical bullet diameter0.416 in
Common cartridges.416 Barrett, .416 Remington Magnum, .416 Rigby, .416 Weatherby Magnum
Notes/SINGLE ROUNDS
Long-range sniper rounds If your target is under 500 Yards away and needs less than 1000 Ft. Lbs for an effective kill.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D


type: Caliber.43
Metric equivalent11 mm
Typical bullet diameter0.43 in Sl
Common cartridges.43 SL large
Mega-Damage:
Notes/SINGLE ROUNDS 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M. D

type:
Caliber.44
Metric equivalent10.8 mm
Typical bullet diameter0.427 - 0.430 in
Common cartridges.44-40 Winchester, .44 Special, .44 Magnum
Mega-Damage: Notes/SINGLE ROUNDS.44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type:
Caliber.45
Metric equivalent 11.45 mm
Typical bullet diameter0.451-0.452 in
Common cartridges.45 Colt post-WWII, .454 Casull, .45 ACP, 45GAP
Mega-Damage: Notes/SINGLE ROUNDS
Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech


type:
Caliber.45
Metric equivalent 11.6 mm
Typical bullet diameter0.458 in
Common cartridges 45-70 Government
Mega-Damage: Notes/SINGLE ROUNDS Most rifle .45 calibers
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D phase world tech


type:
Caliber.454
Metric equivalent 11.53 mm
Typical bullet diameter0.454 in
Common cartridges.45 Colt pre-WWII
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech

type: Caliber.458, .46
Metric equivalent11.6 mm
Typical bullet diameter0.458 in
Common cartridges.460 Weatherby, .458 Winchester Magnum
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D phase world tech

type: Caliber475, .480
Metric equivalent12 mm
Typical bullet diameter0.475 in
Common cartridges.480 Ruger, .475 Linebaugh
Mega-Damage:
Notes/SINGLE ROUNDS5D6X10 S.D.C OR 3M.D M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech

type:
Caliber.50
Metric equivalent12.7 mm
Typical bullet diameter0.50 in
Common cartridges.50 AE, .500 S&W, .50 Beowulf, .50 GI
Notes/SINGLE ROUNDS
Desert Eagle, S&W X-Frame, Alexander Arms .50 Beowulf, Guncrafter Industries 1911 .50, .50 caliber Paintball markers
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech

type: Caliber.50
Metric equivalent12.95 m
Typical bullet diameter0.510 in
Common cartridges.50 BMG, 12.7 x 108 mm
Notes/SINGLE ROUNDSM2 Browning machine gun and other heavy machine guns, long range rifles typified by Barrett Firearms Manufacturing products
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D phase world tech

type: Caliber.57
Metric equivalent14.5 mm
Typical bullet diameter0.586 in, 14.88 mm
Common cartridges14.5 x 114 mm, 14.5 mm JDJ
The 14.5 JDJ cartridge uses a .50 BMG case with opened neck, so only rifles chambered for the .50 BMG can be converted to this caliber
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
2D4X100 S.D.C OR 2D4M.D M.D

type: Caliber.68
Metric equivalent17.272mm
Typical bullet diameter0.675-0.695 in
Common cartridges.68 Caliber Paintball markers
Mega-Damage: N/A
Note: Notes/SINGLE ROUNDS
Typically .68 Caliber, not measured metrically and not generally tracked for variations; i.e. projectile size may vary (Not actually a firearm)

type: Common cartridges 20 x 102 mm, 20x138mmB
Caliber.79
Metric equivalent20 mm
Typical bullet diameter0.787 in
Notes/SINGLE ROUNDS
Anti-material rifle and auto cannon caliber, from this these heavy calibers
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 6 M.D 1D6 M.D phase world tech
2D4X100 S.D.C OR 8 M.D or 2D4M.D phase world tech
2D6X100 S.D.C OR M.D or 12MD 2D6 M. D phase world tech
4d4x100 S.D.C M.D or 16 M.D phase world tech
5D4 X100 S.D.C OR 5d4M.D phase world tech

type:
Caliber.95
Metric equivalent24.13 mm
Typical bullet diameter0.950 in
Common cartridges.950 JDJ
Mega-Damage: Notes/SINGLE ROUNDS
.950 JDJ is the only known cartridge beyond .79 caliber to be used in a rifle
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D phase world tech
2D4X100 S.D.C OR 2D4M.D phase world tech
2D6X100 S.D.C OR 2D6 phase world tech
4D4X100 S.D.C OR 4D4 M.D phase world tech
5D4 X100 S.D.C OR 5d4M.D phase world tech

Note: from a 4.0 MM Caliber To a24.13 mm

Type of M.D.C Materials
Bullets for M.D.C 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.
look below

_________________
let your YES be YES and your NO be NO but plz no maybe


Last edited by ZINO on Sun Apr 14, 2013 9:34 pm, edited 12 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Mon Apr 01, 2013 11:36 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
look at the picture above
Burst chart FROM 4.MM TO 20 MM
type:
Caliber4.0 MM
Metric equivalent
Mega-Damage:
1d10 X10 S.D.C OR 1 M.D OR 100 M.D.C
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
type: Caliber.17
Metric equivalent4.4 mm
Typical bullet diameter0.172 in
BurstBullets formerly available from Barnes, in heavily constructed 70 and 90 grain weights for medium game use
Mega-Damage Burst : 1d10 X10 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
type: Caliber.177
Metric equivalent 4.5 mm
Typical bullet diameter.177 lead, .175 BB
Mega-Damage Burst : Burst
5D4 X10 S.D.C OR 2 M.D OR 2 M.D.C
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
type: Metric equivalent 5 mm
Caliber.20, .204
Typical bullet diameter0.204 in
Mega-Damage: Burst
a.k.a .25 Auto and 6.35 mm Browning
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
type: Caliber22, .218, .219 .220, .221, .222, .223, .224, .225, .226
Metric equivalent5.5, 5.56, 5.7 mm
Typical bullet diameter0.223-0.224 in
Mega-Damage Burst : Burst
typical 25 cal, not normally called 6.5
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
type: Caliber.228
Metric equivalent none
Typical bullet diameter0.228 in
Burst
Cartridges commonly known as 6.5
Mega-Damage:
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
type:
Caliber.24
Metric equivalent 6 mm
Typical bullet diameter0.243 in
Burst
not called 7 mm
Mega-Damage:
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
type: Caliber.25
Metric equivalent6.35 mm
Typical bullet diameter 0.25 in, 6.35 mm .commonly called 7 mm
Mega-Damage: 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
type: Caliber.257
Metric equivalent 6.5 mm
Typical bullet diameter0.257 in, 6.527 mm
Burst
American ".30 caliber"/ ak-47
Mega-Damage:
1d10 X10 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
5D4X10 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 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 , 5D4X10 fifty rounds , 4d6x10 for 60 rounds , 7d4x10 for seventy rounds fired, 4d8x10 for eighty ,5d8x10 for one hundred
type: Caliber.26
Metric equivalent 6.5 mm
Typical bullet diameter0.264 in, 6.7 mm Other ".30 caliber"
Mega-Damage: Burst
1d10 X10 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
5D6X10 S.D.C OR 3M.D
1d6 M.D Two round burst, 2d4+1 M.D three round burst, 2d6 M.D four round burst, 2d4+1 M.D five round burst, 3d6 MD six round burst, 5d6 M.D ten round burst , 1d6x10 M.D twenty round burst , 2d6x10 fourth round burst
5D8X10 OR 4 M.D OR 1D4 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
type: Caliber.27
Metric equivalent 6.8 mm, 7 mm
.32 caliber handgun cartridges
Typical bullet diameter 0.277 in, 7.035 mm
Burst
Mega-Damage:
1d10 X10 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 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 SDC or 3 MD
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
5D6X10 S.D.C OR 3M.D
1d6M.D Two round burst,
1d6+3 M.D three round burst, 2d6 M.D four round burst, 3d6 MD six round burst, 4d6 M.D eight round burst, 5d6 M.D ten round burst ,1d6x10 M.D twenty round burst ,2d4x10+10 M.D thirty round burst, 4d6x10 fourth round burst and so on
type: Caliber.28
Metric equivalent7 mm
Typical bullet diameter0.284 in, 7.213 mm
Burst
.32 caliber rifle cartridges
Mega-Damage:
1d10 X10 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 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
type: Caliber.30
Metric equivalent7.62 mm
Typical bullet diameter0.308 in
Burst
.338 Rifle cartridge
Mega-Damage:
1d10 X10 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 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
type: Caliber.30
Metric equivalent 7.62 mm
Typical bullet diameter0.311 in
Burst
Generally .357 for revolvers and rifles, .355 in autoloaders
Mega-Damage:
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
type:
Caliber.32, .325
Metric equivalent8 mm
Typical bullet diameter0.323 in
Mega-Damage: Burst1d10 X10 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 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
type: Caliber.338
Metric equivalent 8.58 mm
Typical bullet diameter0.338 in
Burst
Mega-Damage:
1d10 X10 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 X10 S.D.C OR 2 M.D
1D4 M.D for a 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
type: Caliber.38, .380, .357, .35
Metric equivalent9 mm
Typical bullet diameter0.355-0.357 in
Mega-Damage:
1d10 X10 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 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
TYPE Caliber.38
Metric equivalent 10 mm
Typical bullet diameter0.400 in
CheyTac Intervention
Mega-Damage burst
1d10 X10 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 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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type:
Caliber.40
Metric equivalent10 mm
Typical bullet diameter0.400 in
Mega-Damage:
1d10 X10 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 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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type:
Caliber.404
Metric equivalent10.25 mm
Typical bullet diameter0.423 in
Long-range sniper rounds If your target is less than 500 Yards away and needs less than 1000 Ft. Lbs for an effective kills.
Mega-Damage:
Burst
1d10 X10 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 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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type: Caliber.405
Metric equivalent10.75 mm
Typical bullet diameter0.411 in
Mega-Damage: 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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type: Caliber.408
Metric equivalent10.4 mm
Typical bullet diameter0.408 in
Mega-Damage: Burst
.44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type: Caliber.41
Metric equivalent10.25 mm
Typical bullet diameter0.410 in
Burst Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
Mega-Damage:
Note: 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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type: Caliber.41
Metric equivalent10.25 mm
Typical bullet diameter0.410 in
Burst Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
Mega-Damage:
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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type: Caliber.416
Metric equivalent10.6 mm
Typical bullet diameter0.416 in
Burst Most rifle .45 calibers
Mega-Damage:
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 or 1d4+1 M.D
1D10 M.D Two round burst, 2D4+1 M.D three round burst, 5D4 M.D four round burst, 4D6+1 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
type: Caliber.43
Metric equivalent11 mm
Typical bullet diameter0.43
Mega-Damage: Burst
1d10 X10 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 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
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
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
type: Caliber.44
Metric equivalent10.8 mm
Typical bullet diameter0.427 - 0.430 in
Mega-Damage:
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
type:
Caliber.45
Metric equivalent 11.45 mm
Typical bullet diameter0.451-0.452 in
Mega-Damage:
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 S.D.C 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 S.D.C OR 5 M.D phase world tech
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 phase world tech
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
type: Caliber.45
Metric equivalent 11.6 mm
Typical bullet diameter0.458 in Desert Eagle, S&W X-Frame, Alexander Arms .50 Beowulf, Guncrafter Industries 1911 .50, .50 caliber Paintball markers
Mega-Damage: 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 S.D.C 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 S.D.C OR 5 M.D phase world tech
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
type:
Caliber.45
Metric equivalent 11.6 mm
Typical bullet diameter0.458 in
Burst
Desert Eagle, S&W X-Frame, Alexander Arms .50 Beowulf, Guncrafter Industries 1911 .50, .50 caliber Paintball markers
Mega-Damage:
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 S.D.C OR 4 M.D OR 1D4 M.D phase world tech
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 S.D.C OR 5 M.D phase world tech
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
type:
Caliber.45
Metric equivalent454
Typical bullet diameter 0.454 in
BurstM2 Browning machine gun and other heavy machine guns, long range rifles typified by Barrett Firearms Manufacturing product
Mega-Damage:
1d10 X10 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 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 phase world tech
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 phase world tech
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
type:
Caliber .458, .46
Metric equivalent 11.6 mm
Typical bullet diameter 0.458 in
Burst The 14.5 JDJ cartridge uses a .50 BMG case with opened neck, so only rifles chambered for the .50 BMG can be converted to this caliber
Mega-Damage: 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 phase world tech
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 phase world tech
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 phase world tech
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
type: Caliber.475, .480
Metric equivalent 12 mm
Typical bullet diameter0.475 in
Burst Typically .68 Caliber, not measured metrically and not generally tracked for variations; i.e. projectile size may vary (Not actually a firearm)
Mega-Damage: N/A DATA
[ type:
Caliber.50
Metric equivalent 12.7 mm
Typical bullet diameter0.50 in
Burst
Anti-material rifle and auto cannon caliber, from this these are heavy calibers
Mega-Damage: 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 phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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 ,
type:
Caliber.50
Metric equivalent12.95 mm
Typical bullet diameter0.510 in
Burst
950 JDJ is the only known cartridge beyond .79 caliber to be used in a rifle
Mega-Damage: 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
M5D10 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 phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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
type: Caliber.57
Metric equivalent 14.5 mm
Typical bullet diameter0.586 in, 14.88 mm
Mega-Damage:
1d10X100 S.D.C TO 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 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
M5D10 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 phase world tech
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 phase world tech
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.C or 10 M.D phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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
type:
Caliber.68
Metric equivalent 17.272 mm
Typical bullet diameter 0.675-0.695 in
Mega-Damage:
1d10 X10 S.D.C OR 1 M.D OR 10 M.D.C
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 OR 6 M.D phase world tech
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 phase world tech
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 OR 10 M.D phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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
type:
Caliber.68
Metric equivalent 17.272 mm
Typical bullet diameter0.675-0.695 in
Mega-Damage:
1d10 X10 S.D.C OR 1 M.D OR 10 M.D.C
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
M5D10 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 phase world tech
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 phase world tech
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 OR 10 M.D phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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
type:
Caliber.79
Metric equivalent 20 mm
Typical bullet diameter0.787 in
Mega-Damage:
1D10X10 SDC OR 1MD
1D4 M.D four round burst, 1d4+1 M.D five round burst, 1D6 MD six round burst, 2d4 M.D eight round burst, 2d4+1 M.D nine round burst , 1d10 M.D ten round burst , 5d4 M.D twenty round burst , 5d6 M.D thirty round burst, 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
M5D10 X10 OR 5 M.D phase world tech
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 phase world tech
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 phase world tech
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.C phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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
type: Caliber.79
Metric equivalent20 mm
Typical bullet diameter0.787 in
Mega-Damage:
1D10X10 SDC OR 1MD
1D4 M.D four round burst, 1d4+1 M.D five round burst, 1D6 MD six round burst, 2d4 M.D eight round burst, 2d4+1 M.D nine round burst , 1d10 M.D ten round burst , 5d4 M.D twenty round burst , 5d6 M.D thirty round burst, 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
M5D10 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 phase world tech
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 phase world tech
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.C phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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
type: Caliber.95
Metric equivalent 24.13 mm
Typical bullet diameter0.950 in
Burst a.k.a .25 Auto and 6.35 mm Browning

Mega-Damage:
1d10 X10 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 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 OR 6MD. phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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 phase world tech
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

bonus look below

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Last edited by ZINO on Sun Apr 14, 2013 9:31 pm, edited 14 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Mon Apr 01, 2013 11:40 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Burst chart FROM 4.MM TO 20 MM brust
Note: from a 4.0 MM Caliber To a24.13 mm
http://www.mycsg.com/images/Complete-Ri ... arisom.jpg
http://www.mycsg.com/images/Bullet-Comp ... USTERS.jpg
http://www.mycsg.com/images/Bullet_Cali ... 24x482.jpg
http://www.mycsg.com/images/Bullet-Cali ... -chart.jpg
http://www.fas.org/man/dod-101/sys/land/bullets3.gif
http://www.google.com/imgres?um=1&hl=en ... =149&ty=56
http://www.google.com/imgres?um=1&hl=en ... x=26&ty=46
http://www.fas.org/man/dod-101/sys/land/bullets3.gif
http://www.globalsecurity.org/military/ ... ig1-14.gif
http://www.biggerhammer.net/manuals/23-65/fig1-14.gif
Type of M.D.C Materials

Bullets for M.D.C 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. M.D.C 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. M.D.C 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. M.D.C 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. M.D.C 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. M.D.C 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. M.D.C 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. M.D.C 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. M.D.C 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. M.D.C Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. M.D.C 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. M.D.C 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. M.D.C L.E.A.P 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 last add 50% range
14. M.D.C H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. M.D.C 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. M.D.C 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 . if small target 10% making additional fires under 6 feet , over 6 feet like vehicle of any type add 50% starts small MDC fire!!!!!! GM be careful with this it bite Me in the rear end as GM you can use hero unlimited major power fire it works better
17. M.D.C A.S.A.S.P bonus as above but critical 15

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let your YES be YES and your NO be NO but plz no maybe


Last edited by ZINO on Mon Apr 08, 2013 9:11 pm, edited 2 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Tue Apr 02, 2013 10:38 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
ok what you guy think!!! post hate post too i am clad to hear it

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Apr 04, 2013 7:42 am
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
well anyone ????

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 Post subject: Re: ARM TECH
Unread postPosted: Sat Apr 06, 2013 1:27 pm
  

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Knight

Joined: Tue Mar 19, 2013 8:20 pm
Posts: 4916
Location: Right behind you.
Comment: Don't waste your time gloating over a wounded enemy. Pull the damn trigger.
It's a lot to process and i'm hung over. I'll get back to you.

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Mark Hall wrote:
Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Apr 08, 2013 8:48 pm
  

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Palladin

Joined: Wed Apr 15, 2009 8:33 pm
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Location: Peterborough, Ontario
Comment: Yeah yeah yeah just give me my damn XP already :)
As usual it all looks ok to me.

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I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree :D

Email - jlaflamme7521@hotmail.com, Facebook - Jaymz LaFlamme, Robotech.com - Icerzone

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 Post subject: Re: ARM TECH
Unread postPosted: Mon Apr 08, 2013 9:06 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
jaymz thanks hope you enjoy it
did you vote I cannot tell they need to add this feature
i am just guess in here

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 Post subject: Re: ARM TECH
Unread postPosted: Mon Apr 08, 2013 9:08 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Alrik Vas wrote:
It's a lot to process and i'm hung over. I'll get back to you.

ok will wait and see

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 Post subject: Re: ARM TECH
Unread postPosted: Tue Apr 09, 2013 7:15 am
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Johnnycat93 wrote:
Alright just some stuff I noticed:

Whenever you are using SDC capable weapons (i.e. 120 mm cannons, 7.62 mm machineguns) you should list the SDC damage as well as the MDC damage. If survivors made heavy use of your gear throughout the apocalypse, it is likely that most weapons would have used silver ammunition.

The fuel source of your vehicles is not listed. Do they still run on diesel, or have they been convereted over to electricity? Or even bio-fuels? hyrdrogen cells maybe?

Do the aircraft have standard aircraft sensors? Like radar or communications?

The damage capacity for the Apache is MDC right?

Does the scorpion tank give the pilot an auto-dodge? If so I don't really see that happening.

The rocket rifles RoF should be reduced to help with possible balance issues, also their should be a PS requirement for a 70 pound rocket cannon.

+3 attacks on the Thunderbolt is too many in my opinion, +2 or maybe +1 would be better.

The way the Reactive armor works is a little clunky. I would change to either straight damage reduction or just another layer of MDC protection before the main body starts taking hits (like command armor out of Mekton).

I can't really get behind different bonuses for borgs, females, and males. It seems unnecessary in my view.

The burst of 20 rounds on the GAU-8 is 1d1x100, how does that work? Also I think the damage is way too high.

Finally, The damages for most of this stuff is simply WAY to high. I would not use it in most of my games, especially not DR and CE. If you want more specific comments, let me know.

Other than that I don't have much to add. Good job.

Johnnycat93 are one cool guy thank you so much for your input and get right on and will revamp some of weapons platform with the new chart been set up
Thank U

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Apr 11, 2013 12:55 am
  

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Knight

Joined: Tue Mar 19, 2013 8:20 pm
Posts: 4916
Location: Right behind you.
Comment: Don't waste your time gloating over a wounded enemy. Pull the damn trigger.
Man, you are crazy! It's been a long time since i've been able to put the kind of work you did into this stuff. The details are fuzzy here and there, but that's to be expected with so much information.

Overall, i have to say i like it. Keep up the good work. :bandit:

_________________
Mark Hall wrote:
Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Apr 11, 2013 7:41 am
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3819
Location: new york
Comment: NEVER QUIT..... I got lucky
Alrik Vas wrote:
Man, you are crazy! It's been a long time since i've been able to put the kind of work you did into this stuff. The details are fuzzy here and there, but that's to be expected with so much information.

Overall, i have to say i like it. Keep up the good work. :bandit:


wow thank you Alrik Vas"
Alrik Vas wrote:
Man, you are crazy:
HUM …. SORRY sorry man can you explain man ??plz ??? thank you

Alrik Vas wrote:
The details are fuzzy here and there
where do I need to work on man love more details plz plz hopefully I get better at fixing this thanks for your honesty

Alrik Vas wrote:
but that's to be expected with so much information.
sorry cannot help myself

last did vote( and if you did vote then thank you soooooo much )? and thank you so much for your reply man thank you man Love CE RPG
doing PW now

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