N.A.AT

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ZINO
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

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XM-250 Mark B Medical Hover Station

Model Type:
XM-250 Class:
Military Medical Hover Vehicle Crew:

M.D.C. by Location:
***Force field — 100
***Rechargeable Force Field:
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored.
Can have more then Force Field generator up six more but add a ton for each field generator that 700 M.D. same rules apply look above

there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the N-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.


or can have variable Force Field 1d6 per side as above rules


A depleted force field requires a full 24 hours to regenerate to full capacity

Speed Flying:
140 mph (224 km) maximum, but cruising speed is usually around 50 mph (80 km).
upgraded to 400 MPH

Weapon Systems
1. Forward Weapon Turret:
Long-range Pulse variable Laser Cannon (1):
The single barrel turret is located on the top of the cockpit. It can rotate 360 degrees and the weapon barrel can be raised and lowered in a 45 degree arc of fire. The forward turret is typically operated by the co-pilot.
Primary Purpose:
Defense
Secondary Purpose:
Anti-Missile
Mega-Damage:
1d4x10 M.D. per single blast
2d6x10 per triple pulse (the triple pulse counts as one melee action).
Rate of Fire:
Equal to the pilot's attacks/actions per melee.
Maximum Effective Range:
6000 feet
Payload
Effectively unlimited.

2. Middle Weapon Turrets:
variable Long-range Pulse Laser Cannons (2):
These two laser turrets are located on the top of the medical station near the midsection. They can rotate 360 degrees and the weapon barrels can be raised and lowered 45 degrees. These turrets are typically operated by the gunner.
Primary Purpose:
Defense
Secondary Purpose:
Anti-Missile Mega-Damage:
1d4x10 M.D. per single blast
or
2d6x10 per triple pulse (the pulse counts as one melee action).
Or
both turrets can fire simultaneously at the same target, inflicting 4D6 x 10 + 6 M.D. (counts as one melee action).
Rate of Fire:
Equal to the gunner's attacks/actions per melee.
Maximum Effective Range:
6000 feet
Payload:
Effectively unlimited.

3. Single Barrel Laser Turrets (2):
A pair of laser turrets are located on top of the medical station toward the rear. These are smaller and shorter range weapons designed mainly as an anti-missile system. As usual, the laser turrets can rotate 360 degrees and the barrels can be raised and lowered in a 45 degree arc of fire. The rear laser turrets are typically operated by the gunner or communications officer.
Primary Purpose: Defense
Secondary Purpose: Anti-Missile Mega-Damage:
1d4x10 M.D. per single blast
or
2d6x10 per simultaneous blast from both turrets firing at the same target.
Rate of Fire:
Equal to the gunner's attacks/actions per melee round (typically 3 to 6).
Maximum Effective Range:
6000 feet
Payload:
Effectively unlimited.
4. Sensors of Note:
Long-range communication all robot features


4. Anti-Missile Chaff Dispenser (4): additional Located in the very tail rear of the vehicle is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.
Primary Purpose:
Anti-Missile
Mega-Damage:
None,
but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties:
Reduce melee attacks/actions, combat bonuses and speed by half.
Duration: 1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: 24
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

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A.M.C

American mercenary Company
Ground forces

Is the largest turn from a mercenary outfit to the frist P.M.C in Europe .They are seen in many area where Dbee Refugees operate and are seen as helpers ,protector to the point that Dbee have come to the aid .This allowed to be able to get Intel, thearts and info on New Dbee in NGR.

The Brodkil Empire and Gargoyle Empire was given devastating damage to thr A.M.C in the beginning But time and time A.M.C achieved it mission. Sadly at terrible cost .But man was extremely high, the fact they hire and train various area in A.M.C .This Company hired Any one that can be used and triple hazard pay

with benefits which A.M.C always honors. This gave a reputation many want to work in.
The need of close airsupprt was killing many troops .this is what the A-10is the perfect candidate for mission operation.



Designing Player & NPC Mercenary Companies Step One: The Size and Orientation
Massive Armed Forces
This army will have several hundred super-powered and magically and psionically adept agents. It will also have enormous resources and equipment, most of which will be technologically equal or superior to the CS . It will have land, air, and possibly sea support that's AMC ( and NGR in secret ). There is a hundred thousand

combat soldiers and hundreds of support personnel .The support personnel are very capable of combat operations as well.

The was a A.M.C and later AMC
The frist one is American Mercenary Company or A.M.C and the second coming out is a Navy version it started with Tarnow Kingdom The Walesa class cargo
There is over million combat troops and over millions in support personnel and can engage in

They mainly train refugee all over phase world due to the minion war.
They are larger than frontier Militia.
Step Two: Mercenary Company Features

A. Sponsorship Various
Massive Large Mercenary Army.
2. Secret N.A.A.Ts
4. Criminal. Organized Crime
5. Government NGR
B. Outfits
10. Unlimited Clothing.
C. Equipment
3. Electronic Supplies and Good Gear.
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies)
8. Unlimited Equipment.
D. Vehicles
5. Specialty Vehicles
6. Unlimited Vehicles
E. Weapons, Power Armor & Bots
5. Extensive Weaponry
6. Maximum Firepower
F. Communications
6. Superior Communications
G. Internal Security
6. Impregnable
H. Permanent Bases
4. Fortified Headquarters
5. Company Town
6. Company City
I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
6. Mega Bucks
K. General alignment of personnel
6. Scrupulous and Principled
L. Criminal Activity
1. Con Man
3. Cyber-Doc
6. Expert Assassin
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
5. Excellent Reputation
[br]N. Salary [/br]
6. Outrageous Salary

Note
10 infantry modern military Army "corp"
10 light cyborg modern military Army "corp
4 full conversion Cyborg modern military Army "corp
2 tank MBT Iron heart modern military Army "division"
5 tank. Abrams MBT modern military Army "division"
2 tank Abrams X MBT modern military Army "division"
1 tank Abrams Hover Tank modern military Army "division"
12 APC A modern military Army "division'
2 jet modern military Army "platoon" F16
1 jet modern military Army "platoon Iron eagle
2 gunship modern military Army "platoon" cobra
3 gunship modern military Army "platoon" Apache
1 gunship modern military Army "platoon"Apache longbow
6 gunship modern military Army "platoon" black hawk
3 modern military Army "division" osprey
3 modern military Army "platoon" Chinook

O.C.C used in A.M.C
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy Thief Professional

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program


Vehicles and weapons
Golden Age Weaponsmiths all
Improved Abrams Battle Tank
Improved APC M113
Improved Hummer
Special Ops Dune Buggy
Improved Thunderbolt II Fighter
Improved Hercules Airplane'
Improved Apache Helicopter
Improved Chinook
Improved super Cobra gunship
Improved Black Hawk Assault Helicopter
Improved Kiowa Warrior Helicopter
Improved F16
Improved amour design, Weapons system, electric power system or nuclear power system

Mega-Damage conventional weapons
Coalition Vehicles
S.A.M.A.S None in North America
Chipwell Armaments, Inc.
Wellington Industries
Iron Heart Armaments, Inc.
Northern Gun Weapons
And others no Naruni Enterprise are used but can be given to other faction


https://www.deviantart.com/evov1/art/A- ... -199822287



A-10 Thunderbolt II A,B,&C AND Mark I


The Thunderbolt, also known as the "Warthog," is a no-non-sense jet fighter designed for close air support of ground forces. It excels at shredding anything on the ground, especially tanks, with its fearsome GAU-8 Avenger Gatling gun, as well as other armaments. Tough, ugly and mean, the Thunderbolt spells major trouble for anybody on the ground and in its way. The Thunderbolt has been one of the easiest jets to retrofit with manual controls and avionics, largely because the craft

already had a number of manual backup systems built in. However, in Rifts earth this aircraft the Mark I can limited protection to M.D.C alloys .

Because of the need of this aircraft ,there a rush for troop support.
NGR is allowed to manufacture Troop support aircraft, for close air support.
These A10 will have aircraft carriers landing capabilities to land and able to fly high and fast .And able to locate targets from 1.5 miles to 5 miles or more with it weapon Systems.!!!All A-10 will have ultra light armor ,while new A 10 with better armor ,and better weapon features. The result will be seen as a god send to AMC and even NGR troops.

Stats
Length: 53 feet, 4 inches (16.16 m).
Basic Weight: 51,000 lbs (22,950 kg).
Payload: 16,000 lbs/7,200 kg.
Speed: 500mph
Range: 1500 miles S.D.C. model ,electrical power 2 years
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles. unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 300 mile range .
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.

S.D.C. by Location:
A.R.: 14. Deflects any fire under 29 mm or less for M.D.C or S.D.C Rounds .
Main Body: 650
Wings (2): 400 each
Tail (2): 300 each
Engines (2): 450 each

Ultra Light MD
Main Body: 100
Wings (2): 50 each
Tail (2): 25 each
Engines (2): 40 each
Pilot Compartment Armor: 40
Even if a Thunderbolt is shot down, the pilot compartment is likely to remain intact.
Note:
A Thunderbolt can remain aloft with only one engine and while missing large parts of its tail and/or a wing. While so severely damaged, all piloting rolls are made at -25%.
Bonuses: +2 to strike
Armaments:
The primary weapon is the GAU-8 Avenger Gatling gun, which for game purposes is the same as a 30mm chain gun, only each shot does 4D6X100 S.D.C Damage( or 4d6 M.D Damage ), Thunderbolts also have

four wing pylons total for accommodating extra weaponry, such as missiles, bombs, or modified weapons, such as rocket pods, additional machine guns, rail guns.thus system can be replaced with other M.D weapons system.

Crew: One pilot.

Cost:
5000,000 for S.D.C Model fossil fuel Systems
Light armored unit 1 million
Electric power system duration 1 or 2 years

These model are use in NGR but never in North America for various reasons
AMC models have add hover system to aide carrier landing and take off with hooks added
Another is Chaff, flares or Anti-Missile

Chaff Dispenser

Hidden miniature CIW system two per wing one rear or tip for anti missiles system energy base

Heavy force field 420 M.D.C recharging in 1 hour
Weapon Systems can be upgraded
There are 1d4x100 ready to be used at anytime

Carrier model wing fold
Length: 53 feet, 4 inches to 25 feet

There are also 1d6 x100 UAV A-10


Weapon Systems


GUNPOD are place in Hared points and added addition fire power for any jet fighter

GUNPOD M61 20mm Gatling Cannon:
Spoiler:
This is the same pre-Rifts gatling cannon . The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


MAIN GUN 30mm Auto-Cannon:

Spoiler:
This nose-mounted cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 2 tons

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles


Payload:
4000-round drum magazine;
that's 200 bursts!


MAIN GUN 30mm Ramjet Auto Cannon:
Spoiler:
This is a giant machinegun that fires cannon-size, ramjet armor penetrators. The IH-10RJ can chew through the front armor of a tank or a giant robot in a matter of minutes. When it fires, the ramjet rounds leave a white plume behind that resembles an energy beam.



Primary Purpose: Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: 2 tons
Mega-Damage:
A burst is 20 rounds and inflicts 2D6 x 10 M.D.
A single round does 3D6 M.D.
Heavy

20 rounds and inflicts 4D6 x 10 M.D.
A single round does 3D6 M.D

Rate of Fire:
Equal to the gunner's hand to hand attacks; each burst counts as one melee action.

Effective Range: 2 miles


Payload:

2000 round drum magazine; that's 100 bursts!

The cargo area has up to four additional drums. Reloading is done inside the vehicle and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure.


GUNPOD.50 Caliber Machine-Gun:
Spoiler:
This machine-gun is mounted under the nose position,

Primary Purpose: Defense and Assault.

Secondary Purpose:

Anti-Infantry and Soft Targets.

Mega-Damage:

1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.


Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 2000 feet (610 m) to 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a MiniGun:
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst
30 rounds burst
40 rounds burst
60 rounds burst
Mega-Damage:

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

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

5D10 X10 S.D.C OR 5 M.D per round

1D6X100 S.D.C OR 1D6 per round
Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.


Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun:

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:

A burst is 40 rounds and inflicts

1D4 x 10.
Or 1d6x10
or 2d4x10 M.D.;
can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet (1200 m)
Payload:
8,000 round internal magazine; that's 400 bursts.


GUNPOD Rail Gun Gatling:

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).


Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 5000 feet

Payload:

Belt-fed from drum magazine containing 8000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks



GUNPOD Anti-Tank Laser Rifle

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds


5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire: Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee



Missile PER Hard Point



WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.


Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four .

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines.

Primary Purpose:

Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km). Payload: Four long-range missiles


XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!


Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher





Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2):

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.




Mounted Mini Missile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures.
Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each



Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints
Last edited by ZINO on Mon Feb 13, 2023 12:49 am, edited 4 times in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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Part 2

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program

https://www.deviantart.com/choun1832/ar ... -617595135


UAV/ drone Warthog


Length: 53 feet, 4 inches (16.16 m).
Basic Weight: 51,000 lbs (22,950 kg).
Payload: 16,000 lbs/7,200 kg.
Speed: 420 mph (672 km).
Range: 1200 miles
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.
S.D.C. by Location:
A.R.: 14. Deflects any fire under 29 mm M.D.C or S.D.C Rounds .
Main Body: 650
Wings (2): 400 each
Tail (2): 300 each
Engines (2): 450 each


Light MD

Main Body: 100
Wings (2): 50 each
Tail (2): 25 each
Engines (2): 40 each
A.I Compartment Armor: 40

Even if a Thunderbolt is shot down, the pilot compartment is likely to remain intact.

Note:
A Thunderbolt can remain aloft with only one engine and while missing large parts of its tail and/or a wing. While so severely damaged, all piloting rolls are made at -25%.


Bonuses: +2 to strike
Armaments:
The primary weapon is the GAU-8 Avenger
Gatling gun, which for game purposes is the same as a 30mm chain gun, only each shot does 4D6X100 S.D.C Damage( or 4d6 M.D Damage ), Thunderbolts also have four wing pylons total for accommodating extra weaponry, such as missiles, bombs, or modified weapons, such as rocket pods, additional machineguns, automatic grenade launchers (not recommended, but you've got to make do with what you've got, right?), weapons.
Crew: none
Cost:
1,000,000 for S.D.C Model
Light armored unit 2 million

These model are use in NGR but never in North America for various reasons
AMC models have add hover system to aide carrier landing and take off with

hooks added
Another is Chaff, flares

Hidden miniature CIW system two per wing one rear or tip for anti missiles system energy base

Heavy force field 420 M.D.C recharging in 1 hour




VARIOUS WEAPONS SYSTEM
Main gun
Main gun 30mm Auto-Cannon:
Look part one
Main gun 30mm Ramjet Auto Cannon:
Look part one

Old weapon systems for number two and three


2. Wing Mounted Missiles Pylons (6):

Spoiler:
Three short-range missile are mounted on each wing. These missiles represent the majority of the aircraft 's firepower an d are used against conventional targets.

Primary Purpose: Anti-Structures/Anti-Vehicle and Anti-Robot.
Secondary Purpose: Anti-Aircraft Anti-Infantry and Anti Dragon.
Mega-Damage : Varies with type of missile.
Missile Type:
Any short-range missile can be used, but standard issue is Armor Piercing (2D6x 10 M.D. to a 5 foot/1 .5 m blast
radius)
light High Explosive (2D4x lO M.D.).
Rate of Fire: One at a time or volleys of 2, 4, or 6.
Effective Range : Five miles (8 km).
Payload: Six short-range missiles .


3. Fuselage Mounted Missile Pylons (3):
Spoiler:
These pylons can mount one medium-range missile (3 D6x lO M.D. with a 40
mile/64 km range) or three additional short-range missiles (typically the latter). Used for air-to-air interception missions against other aircraft.

Primary Purpose: Anti-Aircraft Anti-Dragon .
Secondary Purpose : Self-Defense.
Mega-Damage : Varies with type of missile.
Missile Type : Any medium-range missile or short-range missiles can be used.
Rate of Fire: One or a volley of 2 or 3.
Effective Range : Five miles (8 km) for
short-range missiles, 40
miles (64 km) for medium-range missile.
Payload : One medium or three short-range missiles.


Updated weapon systems for number two and three
2. Wing Mounted Pylons (6) and wing tip (8):

3. Fuselage Mounted Pylons (4):
Can have only on gun pod



Gun pods




XM-134 M.D.C 7.62 mm Mini-Gun: gun pod

Spoiler:
This six-barreled, 7.62 mm gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire later 320 degree arc.
Primary Purpose:
Anti-Robot/Anti-Vehicle.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:

2D6+3 M.D. per 10 round burst

4D6+4 M.D. per 20 round burst

1d4x10+8 M.D. per 40 round burst

2d4x10+8 M.D. per 80 round burst

4d4x10+8 M.D. per 160 round burst

4d8x10+8 M.D. per 320 round burst


Rate of Fire:
Each burst, counts as one of the gunner's attacks per melee round.
Effective Range:
4000 feet (1219 m).
Payload:
3500 rounds





M61 20mm Gatling Cannon: gun pod
Spoiler:
This is the same pre-Rifts gatling cannon . The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.

Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round



This machine-gun is mounted under the nose position,
Spoiler:
Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:

1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles
Payload: 2000 rounds ,or 3000 rounds ,
Or 4000 rounds ,





14mm Machinegun: gun pod
Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other
small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.
Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.


Rate of Fire: Standard
Effective Range: 2000 feet (610 m) to 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


50 Caliber Six Barrel Machine-Gun or a MiniGun: gun pod
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst

Or

20 rounds burst

30 rounds burst

40 rounds burst

60 rounds burst

Mega-Damage:
5D6X10 S.D.C OR 3M.D PER ROUND
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D PER ROUND
5D10 X10 S.D.C OR 5 M.D PER ROUND
1D6X100 S.D.C OR 1D6 PER ROUND

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round disintegrating belt or belt fed drum.




Vulcan Laser Turrets gun pod
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.
Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:
3D4 x 10 M.D. per blast.
Heavy 4d6 x 10 M.D. per blast
Rate of Fire:
Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited



Rail Gun: gun pod
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Spoiler:
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
A burst is 40 rounds and inflicts
1D4 x 10. Or 1d6x10 or 2d4x10 M.D.;
can only fire bursts.
Pick one
Rate of Fire:
Standard
Effective Range: 4000 feet (1200 m) Payload:
8,000 round internal magazine; that's 400 bursts.





Rail Gun Gatling: gun pod

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.
Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.
This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 5000 feet
Payload:
Belt-fed from drum magazine containing 8000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks



Anti-Tank Laser Rifle
Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:
3D6x10+20 M.D. per shot for 200 rounds
6D6x10+20 M.D. per shot for 400 rounds
5D6x10+20 M.D. per shot for 200 rounds
Rate of Fire:
Single shot only; each shot
empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee







Heavy weapons missiles

WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M

Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and Borgs.

Weight:
The missile system weighs 90 lbs and is six feet (1.8 m) long.
Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.).
Rate of Fire:
One-shot weapon or a pod of 4 is 1 to 4
Effective Range:
10 miles (16 km) or higher up to 40 miles.
The missile has less fuel than a vehicle-mounted medium-range missile.
Payload: One or four per pylons
A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.





Air-to-Ground Missiles

Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines.
Primary Purpose:
Anti-Robot and Anti-Vehicle.
Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km).
Payload: Four long-range missiles per pylons


XM-3 2.7 inch Rocket Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra and later to other aircraft. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:
5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!
Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's
Effective Range: 10,000 feet (1524 m)
or 2 miles
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launchers per pylons


Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: Four total, two per each rail later model 16 or 4 per pylons




Missile Rails (2):
Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted
to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km)for short range missiles
40 miles (8 km).for Medium range missiles
Payload:
16 total for both missiles per pylons
Each rail can mount 4 short-range missiles or 4 medium range missiles per pylons

Note
Spoiler:
short range missiles +4 to strike
or
medium range missiles system
+8 to strike



Tube Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type:
Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: 12 total mini-missiles in the launch tube. per pylons





Mounted MiniMissile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures.
Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 1 ton
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee. The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one rnile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each per pylons





Modified AIM-54 Phoenix Air-to-Air
Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload:6 missiles total. per pylons


Anti-Missile Chaff Dispenser (1):
Spoiler:
Located in the very tail end of the aircraft is a chaff dispenser. When tailed by
missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.
Primary Purpose: Anti-Missile
Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!! Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half.
Duration:
1D4 melee rounds (15 to 60 seconds).
However, after that period the creature
recovers and can renew his attack.
Payload: 48


4. Systems of Note:

The Thunderbolt has all the standard features of robot vehicles as listed in the Rifts® RPG. In addition to the following special features applicable to characters with the Jet Fighter skill; no bonuses for those untrained in
combat aircraft.
Special Bonuses :
One additional melee attack/action per melee round against ground-based opponents , +1 on in initiative, +2 to dodge when flying at slow speeds or at low altitude, +4 to dodge when flying over 325 mph (520 km).

Radar:

Can identify an d simultaneously track up to 96 different targets . Range : 300 miles (4 80 km). The radar
is in the nose and faces forward. Only targets in the forward 60 degree arc of the jet can be targeted. Special ground attack mode identifies and tracks ground targets only. Laser Designator/Targeting System: Mounted on the right side
of the nose, the laser targeting is used with Avenger Cannon shots. The aiming reticle appears on the HUD for cannon shots .
Bonuses:
+ 1 to strike with the cannon .
Range : 2 miles (3 .2 km).

Radar Detectors :
Hidden in the wingtips and tail section, these sensors will display, on a receiver screen, the direction an d
source(s) of radar energy hitting the aircraft . The radar detector system software and sensitivity is so great that it can identify theradar source, direction and type of signal with an accuracy rating of 80%.





Part 3

https://www.deviantart.com/crewshay/art ... -137825015

GAW A-10 Thunderbolt III MARK II and III

Model Type:
GAW A-10 Thunderbolt III MARK II and III , a.k.a. the "Warthog"
Class: Close-support ground attack aircraft.
Crew: One, pilot.
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.


M.D.C. by Location:

Old version
Dual-Rudder Tail - 45
* Landing Gear/Tires (3) - 5 each add
Jet Engines (2) - 55 each
* Avenger Cannon - 20
* Missile Pylons (9) - 5 each
** Wings (2) — 60 each
** Main Body/Fuselage - 140
Reinforced Pilot's Compartment – 60


Updated version
Dual-Rudder Tail - 90
* Landing Gear(3) - 15 each add
*Tires (3)-50 each
Jet Engines (2) - 155 each
* Avenger Cannon - 20
* Missile Pylons (11) - 10 each
** Wings (2) — 160 each
** Main Body/Fuselage - 240
Reinforced Pilot's Compartment – 60 or 240

* Items marked by a s ingle asterisk are small and/or difficult targets to hit and require a Called Shot to strike w ith a -5 penalty to strike when the aircraft is moving faster than 1 00 mph ( 1 60 km ; -2 to strike moving slower than that). Destroying the landing gear w ill result in an emergency landing (same as crash landing but with 0 1 -77% chance of success). The loss of one engine reduces maximum air speed by half and impose a - 1 5% penalty to the piloting ski l l and trick maneuvers . There are three weapon pylons per wing and three under the fuselage. Destroying a pylon prevents missiles or bombs from being mounted to the aircraft. Destroying a missile attached to a pylon will detonate it and inflict damage to the aircraft.

* * Destroying one of the wings or depleting the M.D.C . of the main body will knock the bird out of the sky ! Roll under piloting skill -30% for a successful crash landing (plane i s wrecked, but the pi lot comes out alive).


Speed :

Driving on the Ground: Not possible, taxi speed is 5 mph (8 km) on paved surfaces, 2 mph (3 .2 km ) on rough terrain.
Flying:
The twin turbojets enable the Thunderbolt aircraft to reach a maximum speed of 550 mph in level flight.
Cruising speed is considered 250 mph
(520 km). Stall speed is an impressive 40 mph fuLly loaded.
The landing system is reinforced, making landings possible on rough, level terrain (- 10% to -4 0% or 1d4x10% modifier, any higher results in a controlled crash attempt) and allows it to be positioned near the battlefield. At maximum weight, takeoff distance is only 70 feet (2 1 . 3 m ) !
Maximum Altitude :
The maximum altitude of the Warthog is 60 ,000 feet .
Range :
3000 miles ( 1 600 km) before requiring refueling .
electric power systems 2 years
Statistical Data :
Height: 11 feet (3 . 3 m).
Width: 60 foot ( 1 8 . 2 m) wingspan .nay version 30 feet when floded
Length: 64 feet ( 1 9 . 5 m)
Weight: 1 3 tons empty, 19 tons fully loaded.
Cargo : Minimal storage space for extra clothes, weapons and personal items.
Power System : Conventional twin turbojet engines.
Cost: 38 million credits for a single undamaged and fully armed Thunderbolt.

Weapon Systems:


1. GU-A/8 Mk. II Avenger Cannon (1 ; experimental) : Main gun
This is the centerpiece of the Thunderbolt. It is 21 fe et (6.4 m) long
without the ammo drum (32 feet/9 .8 m with it) . It fires specially, shaped armor piercing Mega-Damage projectiles using a high-yield propellant. It is highly accurate , ab le to concentrate its firepower inside a two foot (0.6 m) area. The cannon's high rate of fire re quires 77 horsepower just to rotate the barrels. The only exposed part of the gun is the armored 2 foot (0.6 m) section under the nose. The rest of it is inside the main body of the aircraft.
Primary Purpose: Assault/Anti-Armor.
Secondary Purpose: Anti-Dragon! Anti-Aircraft.
Mega-Damage :
2D6x1O M.D. to a two-foot (0 .6 m) area per 100 round burst. Ricochets are common against "hard targets" and
do 2D6 M.D. to everything in a 15 foot (4.6 m) radius of the main target .
Rate of Fire: 100 round bursts only.
Effective Range: 5800 feet (1768 m).
Payload :
The ammo drum holds 2000 rounds for 20 bursts, but it' s usually enough to get the job done . The ammo drum can behand-loaded inside the aircraft, but that usually takes 2 hours . Normally a belt driven loader, common to all heavy projectile weapon systems, is used (with reloading only taking 10 minutes). Instead of re loading the drum it can be replaced with an other one. Requires heavy equipment and/or a robotic P.S. of 25 or more.

Upgrades

Main gun 30mm Auto-Cannon:
Spoiler:
This nose-mounted cannon is controlled by the co-pilot/gunner. It is used to "hose"
enemy areas and to engage vehicles and infantry.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 2 tons
Mega-Damage:
A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.
Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;
Rate of Fire: Normal
Effective Range: 3000 feet to miles
Payload:
4000-round drum magazine;
that's 200 bursts!


Main gun 30mm Ramjet Auto Cannon:
Spoiler:
This is a giant machinegun that fires cannon-size, ramjet armor penetrators. The IH-10RJ can chew through the front armor of a tank or a giant robot in a matter of minutes. When it fires, the ramjet rounds leave a white plume behind that resembles an energy beam.
Primary Purpose: Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: 2 tons
Mega-Damage:
A burst is 20 rounds and inflicts 2D6 x 10 M.D.
A single round does 3D6 M.D.
Heavy
20 rounds and inflicts 4D6 x 10 M.D.
A single round does 3D6 M.D.
Rate of Fire:
Equal to the gunner's hand to hand attacks; each burst counts as one melee action.
Effective Range: 3000 feet (914 m) to 2 miles
Payload:
2000 round drum magazine; that's 100 bursts!
The cargo area has up to four additional drums. Reloading is done inside the vehicle and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure.


Old weapon systems for number two and three
2. Wing Mounted Missiles Pylons (6):
Spoiler:
Three short-range missile are mounted on each wing. These missiles represent the majority of the aircraft 's firepower an d are used against conventional targets.
Primary Purpose: Anti-Structures/Anti-Vehicle and Anti-Robot.
Secondary Purpose: Anti-Aircraft Anti-Infantry and Anti Dragon.
Mega-Damage : Varies with type of missile.
Missile Type:
Any short-range missile can be used, but standard issue is Armor Piercing (2D6x 10 M.D. to a 5 foot/1 .5 m blast
radius)
light High Explosive (2D4x lO M.D.).
Rate of Fire: One at a time or volleys of 2, 4, or 6.
Effective Range : Five miles (8 km).
Payload: Six short-range missiles .



3. Fuselage Mounted Missile Pylons (3):
Spoiler:
These pylons can mount one medium-range missile (3 D6x lO M.D. with a 40
mile/64 km range) or three additional short-range missiles (typically the latter). Used for air-to-air interception missions against other aircraft.
Primary Purpose: Anti-Aircraft Anti-Dragon .
Secondary Purpose : Self-Defense.
Mega-Damage : Varies with type of missile.
Missile Type : Any medium-range missile or short-range missiles can be used.
Rate of Fire: One or a volley of 2 or 3.
Effective Range : Five miles (8 km) for
short-range missiles, 40
miles (64 km) for medium-range missile.
Payload : One medium or three short-range missiles.



Updated weapon systems for number two and three
2. Wing Mounted Pylons (6) and wing tip (8):
3. Fuselage Mounted Pylons (4):
Can have only on gun pod

Gun pods

XM-134 M.D.C 7.62 mm Mini-Gun: gun pod
Spoiler:
This six-barreled, 7.62 mm gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire later 320 degree arc.
Primary Purpose:
Anti-Robot/Anti-Vehicle.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:

2D6+3 M.D. per 10 round burst

4D6+4 M.D. per 20 round burst

1d4x10+8 M.D. per 40 round burst

2d4x10+8 M.D. per 80 round burst

4d4x10+8 M.D. per 160 round burst

4d8x10+8 M.D. per 320 round burst


Rate of Fire:
Each burst, counts as one of the gunner's attacks per melee round.
Effective Range:
4000 feet (1219 m).
Payload:
3500 rounds





M61 20mm Gatling Cannon: gun pod
Spoiler:
This is the same pre-Rifts gatling cannon . The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


This machine-gun is mounted under the nose hardpiont ,
Spoiler:
Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:

1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.


1d6x10M.D. for a 100 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles
Payload: 2000 rounds ,or 3000 rounds ,
Or 4000 rounds



14mm Machinegun: gun pod
Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other
small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.


Spoiler:
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy
A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.
Rate of Fire: Standard
Effective Range: 2000 feet (610 m) to 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


50 Caliber Six Barrel Machine-Gun or a MiniGun: gun pod
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst
30 rounds burst
40 rounds burst
60 rounds burst
Mega-Damage:
5D6X10 S.D.C OR 3M.D per round
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round
5D10 X10 S.D.C OR 5 M.D per round
1D6X100 S.D.C OR 1D6 per round

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round disintegrating belt or belt fed drum.



Vulcan Laser Turrets gun pod
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.
Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:
3D4 x 10 M.D. per blast.
Heavy 4d6 x 10 M.D. per blast
Rate of Fire:
Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited



Rail Gun: gun pod
Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
A burst is 40 rounds and inflicts
1D4 x 10. Or 1d6x10 or 2d4x10 M.D.;
can only fire bursts.
Pick one
Rate of Fire:
Standard
Effective Range: 4000 feet (1200 m) Payload:
8,000 round internal magazine; that's 400 bursts
.


Rail Gun Gatling: gun pod
Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).
Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.
Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.
This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 5000 feet
Payload:
Belt-fed from drum magazine containing 8000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks




Anti-Tank Laser Rifle
Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one singleshot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes
two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)
Mega-Damage:
3D6x10+20 M.D. per shot for 200 rounds
6D6x10+20 M.D. per shot for 400 rounds
5D6x10+20 M.D. per shot for 200 rounds
Rate of Fire: Single shot only; each shot
empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee







Spoiler:
Heavy weapons missiles




WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.
Weight:
The missile system weighs 90 lbs and is six feet (1.8 m) long.
Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.).
Rate of Fire:
One-shot weapon or a pod of 4 is 1 to 4
Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.
Payload: One or four per pylons
A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines.
Primary Purpose:
Anti-Robot and Anti-Vehicle.
Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km).
Payload: Four long-range missiles per pylons



XM-3 2.7 inch Rocket Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:
5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!
Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's
Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launchers per pylons


Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can
be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: Four total, two per each rail later model 16 or 4 per pylons




Missile Rails (2):
Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against
heavily armored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missiles
Payload:
16 total for both missiles per pylons
Each rail can mount 4 short-range missiles or 4 medium range missiles per pylons

Note
Spoiler:
short range missiles +4 to strike
or
medium range missiles system
+8 to strike



Tube Mini-Missile Launcher pod
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage:
Varies with missile type.
Missile Type:
Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: 12 total mini-missiles in the launch tube. per pylons


Mounted MiniMissile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures.
Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 1 ton
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee. The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one rnile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each per pylons




Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload:6 missiles total. per pylons



Anti-Missile Chaff Dispenser (1):
Spoiler:
Located in the very tail end of the aircraft is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to
confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.
Primary Purpose: Anti-Missile
Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in
the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half.
Duration:
1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: 98



4. Additional Systems of Note: can be added to Mark I models if electric power
The Thunderbolt has all the standard features of robot vehicles as listed in the Rifts® RPG. In addition
to the following special features applicable to characters with the Jet Fighter skill; no bonuses for those untrained in combat aircraft.
Special Bonuses :
Spoiler:
One additional melee attack/action per melee round against
ground-based opponents ,
+1 on in initiative,
+2 to dodge when flying at slow speeds or at low altitude,
+4 to dodge when flying over 325 mph (520 km).



Radar:
Spoiler:
Can identify an d simultaneously track up to 96 different targets . Range : 300 miles (4 80 km). The radar
is in the nose and faces forward. Only targets in the forward 60 degree arc of the jet can be targeted. Special ground attack mode identifies and tracks ground targets only
.

Laser Designator/Targeting System:
Spoiler:
Mounted on the right side of the nose, the laser targeting is used with Avenger Cannon shots. The aiming reticle appears on the HUD for cannon shots .


Bonuses:
+ 1 to strike with the cannon .
Range : 2 miles (3 .2 km).

Radar Detectors :

Hidden in the wingtips and tail section, these sensors will display, on a receiver screen, the direction an d
source(s) of radar energy hitting the aircraft . The radar detector system software and sensitivity is so great that it can identify the radar source, direction and type of signal with an accuracy rating of 80%
.



additional armor can add up to 240 for the following locations Jet Engines,Wings,,Main Body/Fuselage
also can add force field




Motion Detector and Warning System: [/b]
Spoiler:
Registers vibrations in the air indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/impact. Range: 600 feet (180m). Bonus: Adds

+1d4 to initiative and +1d4 to parry and /or dodge. Add 1d4 for hover systems or garv systems Cost: 75,000 credits.




Motion Detector:
Spoiler:
The reliability of the detector is quite limited, but it can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a vehicle, aircraft, power armor, etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is especially useful in the dark because the speeding object must usually be within 5000 feet to create a detectable air current. Likewise, the motion sensor will detect the movement of somebody/thing moving nearby, within 40- feet (, but only if the sensor user is motionless or barely moving itself. The sensor can also detect

sudden changes in air current and pressure caused by somebody opening a door or window, and can estimate speed of travel when inside an open-air (or open window) vehicle. Cost: 15,000 credits.








Laser communication systems
Spoiler:
Are must to have contact to contact communication between vehicles and infantry but are mix in order to have some form of communication the fog of war from a few feet to miles .


Data combat net systems:
Spoiler:
Combines systems if one fail AI and crew can, but systems are kept separated to stop other enemies to fail equipment to replace eased in the fog of war .


Infrared variable lighting systems:
Spoiler:
This work in the Infrared allows to communicate with different color spectrum when needed


Additional sensor or optic system

Each sensor or optic system is numbered to indicate the features of each one of the ten sensor bulbs. If individually targeted by an enemy (a rarity) or if the Spider Probe is dam-aged in some other way and loses one or more of its reconnaissance features, the G.M. can pick one (or some) or 10 for random determination.
1. Multi-Optics system:
Spoiler:
Sees normal human and infrared and ultraviolet spectrum of light, plus passive nightvision. Range: 5 mile .


2. Telescoping zoom lens
Spoiler:
. Range: 5 mile .










CIWS Beam /Gatling Rail Guns (2):
Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!




CIWS Beam Gatling Guns (2):
Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds









varies Rechargeable Force Field:

Standard Rechargeable Force Field:
Spoiler:
One of the most impressive
"new" developments by the geniuses at Triax is an M.D.C. force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, or an incoming barrage, thus letting the rechargeable field take the brunt of the initial at-tack. There are two drawbacks, however: one, the laser can-not be fired when the force field is engaged, and two, 8-24 hours is needed to recharge the M.D.C. of the force field. Al-though the force field recharges at a rate of roughly 4.2 M.D.C. per hour, even minor damage (25 M.D.C. or less) will require eight hours to be restored (the 4.2 M.D.C. per hour cannot appear sooner than 8 hours, it's the way the sys-tem works). Restoring all 100 M.D.C. takes 24 hours. Depleting the force field of its 100 M.D.C. results in an automatic shutdown of the generating system, and all subse-quent attack damage is subtracted from the body of the X-1000. It weight 1000 lds


Improved Rechargeable Force Field:
Spoiler:
One of the most impressive "new advance " developments by the geniuses at Triax/Japan is an M.D.C. force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, or an incoming barrage, thus letting the rechargeable field take the brunt of the initial attack. There are two drawbacks, however: one, the laser can-not be fired when the force field is engaged, 24 hours is needed to recharge the M.D.C. of the force field. Al-though the force field recharges at a rate of roughly 20 M.D.C. per hour
From 480 M.D.C or 1d4x100 +80 . It weight 500 lds


Phase world Force Field:

Spoiler:
One of the most impressive "old" developments by the geniuses at PW is an M.D.C. force field generator that has been integrated into the overall system(this before Magnetic Deflection Shield ,Gravitonic Technology variable Force Field ) . The force field can be engaged at any time, usually at the beginning of heavy combat, or an incoming barrage, thus letting the rechargeable field take the brunt of the initial at-tack. There are two drawbacks, however: one, the laser cannot be fired when the force field is engaged, and two, 24 hours is needed to recharge the M.D.C. of the force field. the force field recharges at a rate of roughly 1d6 hour , even minor damage . Restoring all M.D.C. takes hours. Depleting the force field of its 100 to 600 M.D.C. results in an automatic shutdown of the generating system, and all subsequent attack damage is subtracted from the body of the of MBT. It weight 500 lds

From 120 to 420 roll 1d4x100 +20 to know base light force field
From 120 to 620 roll 1d6x100+20 to know base Medium force field


Number 11 Magnetic Deflection Shield
Spoiler:
This is not a variable force field, its entire M.D.C. must be depleted before any attacks can impact the armor. Once depleted to zero, the shield is gone and requires eight hours to come back online. Otherwise, it regenerates damage at a rate of one point per melee round. It weight 500 lds

Magnetic Deflection Shield — 600



Gravitonic Technology variable Force Field

Spoiler:
Many spaceships do not rely on their armor alone. Military and large spacecrafts have force field generators to supplement their armor. They are useful not only against enemy attacks, but against radiation, atmospheric re-entry heating, meteor storms and other dangers. Small commercial ships have a simple, full force field that protects the entire vessel with the same M.D.C. value. Military and large ships can manipulate the "density" of the variable force field over specific parts of the ships. This results in six different shield values, one each for the front, back, left and right side, top an bottom. All six sides have the same basic M.D.C. value, but they can shift M.D.C. points from one lo-cation to the next, or put the total M.D.C. points on one location! Damage on the force fields is subtracted on each side separately.
From 120 to 420 roll 1d4x100 +20 to know base light force field
From 120 to 620 roll 1d6x100+20 to know base Medium force field
From 120 to 820 roll 1d8( or 2d4)x100+20 to know base heavy force field
Requirement no track or wheelbase system any hover systems allowed


Example of Variable Force Fields:
Spoiler:
A ship with a force field of 1,000 M.D.C. per section (6000 total) can vary shield density from one location to another. It could shift 500 M.D.C. from the back to raise the M.D.C. of the front to 1,500, or even put all shield power on the front for 6,000 M.D.C. of protection, and zero on the rest of the ship. Or, if the left side has been depleted by 300 points due to an attack, the ship could replace the 300 by taking it from the other side, and so on. Remember, for space and air vehicles there are six sides, front, back, right side, left side, top and bottom. It weight 500 lds

















The Walesa class cargo

Model Type:
TC-B 100 Class: Cargo Transport
Crew: Typically 25-50: Captain,
first officer,
two chief officers (in charge of navigation, sensors, engineering and weapon systems respectively),
two medical officers,
three communication technicians,
6 engineers/mechanics,
a cook and two assistant cooks,and seamen.

The ship can be piloted by a skeleton crew of eight, but at half efficiency.
Troop Capacity:
The cargo ship typically has two sea stars and a dozen sting-ray power armor suits. In the capacity as a troop carrier the ship can carry a full company of 160 men or power armor troops and 30 tons of additional equipment. The inclusion of robots or vehicles will reduce the area available for troops.
Cargo Capacity:
110 tons

M.D.C. by Location:
Spoiler:
Bridge & Communications (rear) — 200
Giant Rail Crane (1) — 500
Missile Launchers (2) — 150 each
Depth Charge Launchers (2) — 50 each
* Main Body — 2600,'


* Depleting the M.D.C. of the main body will cause the ship to sink in 4D6 minutes. Inflatable rafts (enough for twice the maximum crew) are stored in special compartments on the ship.
Speed: 40 mph (64 km)
Statistical Data:
Height: 50 feet (15 m)
Width: 40 feet (12 m)
Length: 150 feet (45.7 m)
Weight: 300 tons
Power System:
Nuclear, with an average life of 20 years. Black Market Cost: 70 to 80 million credits.

Weapon Systems
1. Missile Launchers (2)
Spoiler:
:dial system Launcher carrying short range missiles and medium-range missile launchers are located in the stern of the ship. They are the main weapon systems
of the vessel and generally intended for defensive purposes only. These auto-loading missile turrets can fire off their entire payload in a couple of minutes. The launchers are controlled from the bridge, sometimes by a single gunner/operator.
Primary Purpose: Anti-Ship and Anti-Aircraft.
Secondary Purpose: Defense
Mega-Damage:
Varies with missile type. Any shot Range missiles and Any medium-range missile can be used.
Rate of Fire:
One at a time or any
Effective Range:
Short range missiles 5 miles
50 miles (80 km) depending on type any short range missiles and medium range missiles
Payload: 20 total;
each launcher has an auto-loading magazine that holds 100 missiles. The cargo hold may have additional missiles in storage.200



2. Depth Charge Launchers (2):
Spoiler:
A depth charge launcher is located at opposite ends of the ship. Primary Purpose: Defense and Anti-Sea Monster Mega-Damage: 2D4 x 10 M.D. — explosive canisters.
Rate of Fire:
One at a time or volleys of two as often as three times per melee round.
Effective Range:
Up to 2000 foot (610 m) depth
Payload: 40 total; 20 depth charges in each launcher.


3. Additional Weapon Systems can be added:
These can include four to six laser or rail gun turrets, mini-missile launchers, power armor troops, helicopters, and so on.
One dual weapon Systems one per side
Pick two different weapons system
From below
And Anti-Missile Chaff Dispenser one per side

Gun pods


XM-134 M.D.C 7.62 mm Mini-Gun:
Spoiler:
This six-barreled, 7.62 mm gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire later 320 degree arc.

Primary Purpose:
Anti-Robot/Anti-Vehicle.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
2D6+3 M.D. per 10 round burst
4D6+4 M.D. per 20 round burst
1d4x10+8 M.D. per 40 round burst
2d4x10+8 M.D. per 80 round burst
4d4x10+8 M.D. per 160 round burst
4d8x10+8 M.D. per 320 round burst
Rate of Fire:
Each burst, counts as one of the gunner's

attacks per melee round.

Effective Range:
4000 feet (1219 m).
Payload:
6500 rounds




M61 20mm Gatling Cannon: gun pod
Spoiler:
This is the same pre-Rifts gatling cannon . The cannon is armed with mega-damage, armor piercing ramjet ammunition.

Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:

A burst is 30 rounds and inflicts 1D6x10

M.D.

Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 6000 round



This machine-gun is mounted under the nose position,
Spoiler:
Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
1D6 M.D. per 10 round burst
2D6 M.D. for a 20 round burst.
4D6 M.D. for a 40 round burst.
1d6x10M.D. for a 100 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,
Or 4000 rounds ,





14mm Machinegun: gun pod
Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield M.D 240. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.


Primary Purpose: Anti-Vehicle and Anti-Personnel

Secondary Purpose: Defense
Mega-Damage: improve rounds

A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy
A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 2000 feet (610 m) to 5 miles

Payload:
10000 rounds




50 Caliber Six Barrel Machine-Gun or a Mini Gun: gun pod
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.


In ten rounds burst

Or
20 rounds burst 4D6+6
30 rounds burst 1d4x10
40 rounds burst 1d4x10+8
60 rounds burst 1d6x10+18
80 rounds burst 2d6x10


Mega-Damage:

5D6X10 S.D.C OR 3M.D
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst 2d6x10
60 rounds burst 3d6x10
80 rounds burst 4d6x10

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

20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst 4d4x10
60 rounds burst 4d6x10
80 rounds burst 4d8x10



5D10 X10 S.D.C OR 5 M.D
20 rounds burst 1d10x10
30 rounds burst 4d4x10+10
40 rounds burst 5d4x10
60 rounds burst 5d6x10
80 rounds burst 5d8x10


1D6X100 S.D.C OR 1D6
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst 4d6x10
60 rounds burst 6d6x10
80 rounds burst 8d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 10000 round disintegrating belt or belt fed drum.




Vulcan Laser Turrets gun pod

Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.
Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:
3D4 x 10 M.D. per blast.
Heavy 4d6 x 10 M.D. per blast
Rate of Fire:
Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimit
ed



Rail Gun
Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
A burst is 40 rounds and inflicts
1D4 x 10. Or 1d6x10 or 2d4x10 M.D.;
can only fire bursts.
Pick one
Rate of Fire:
Standard
Effective Range: 4000 feet (1200 m) Payload:
8,000 round internal magazine; that's 400 bursts.


Rail Gun Gatling
Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the

real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).


Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.
Mega-Damage:

A burst is 200 rounds and does 3D6x10
M.D.; can only fire bursts.
Or 400 burst does 6D6x10 M.D.; can only fire bursts.
This is slug rounds only
Rate of Fire:
Equal to the number of hand to hand attacks of the wearer.
Effective Range: 5000 feet
Payload:
Belt-fed from drum magazine containing 80,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks



Anti-Tank Laser Rifle
Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)
Mega-Damage:
3D6x10+20 M.D. per shot for 200 rounds
6D6x10+20 M.D. per shot for 400 rounds
5D6x10+20 M.D. per shot for 200 rounds
Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee






Heavy weapons missiles
Spoiler:
WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a
handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.
Weight:
The missile system weighs 90 lbs and is six feet (1.8 m) long.
Mega-Damage:
Any medium-range missile can be used. It
is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:
One-shot weapon or a pod of 4 is 1 to 4
Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.
Payload: One or four per
A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.








XM-3 2.7 inch Rocket Launchers :
Spoiler:
These rocket launchers were for honeycombed tubes mounted under the stubby wings of the Super Cobra and later to other aircraft. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:
5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!
Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's
Effective Range: 10,000 feet (1524 m)
or 2 miles
Payload: 480 total, 240 unguided rockets per launcher. Or 1000 per pod/Launchers per pylon
s



Missile (2):
Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missiles
Payload:
160 total for both missiles per pylons
Each can mount 4 short-range missiles or 4 medium range missiles per pylons
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike




Tube Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type:
Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6. OR ANY
Effective Range: One mile (1.6 m).
Payload: 120 total mini-missiles in the launch tube. per pylons












CIWS Beam /Gatling Rail Guns (6):
Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!




CIWS Beam Gatling Guns (6):
Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds


Anti-Missile Chaff Dispenser (6):
Spoiler:
Located in the very tail end of the aircraft is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.
Primary Purpose: Anti-Missile
Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!! Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half.
Duration:
1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: 240



Power Armor Crew:
Several crew members may use the sting-ray power armor and 4sea star power armor units and/or 5TC-R3 and R2 robots are typically part of the ship's resources.
There aslo 5 Modified sea S.A.M.A.S
Last edited by ZINO on Mon Feb 13, 2023 12:50 am, edited 3 times in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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PART four



https://www.deviantart.com/heckthor/art ... 5425&qo=10

Quote:
artist comment

https://www.deviantart.com/heckthor/art ... 5425&qo=10


A-10 redesigned to take off vertically
VTOL A-10 by ~heckthor
Digital Art / Photomanipulation / Conceptual ©2011 ~heckthor



JET FIGHTER : A-10 Thunderbolt IV ( VTOL or STOL )MARK V


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

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


The A-10 is exceptionally tough. Its strong airframe can survive direct hits from armor-piercing and high-explosive projectiles up to 29 mm M.D.C Rounds . The aircraft has quadruple redundancy in its flight systems, with mechanical systems to back up triple -redundant hydraulic systems. This permits pilots to fly and land when hydraulic power or part of a wing is lost. Flight without hydraulic power uses the manual reversion flight control system; this engages automatically for pitch and yaw control, and under pilot control (manual reversion switch) for roll control. In manual reversion mode, the A-10 is sufficiently controllable under favorable conditions to return to base and land, though control forces are much higher than normal. The aircraft is designed to fly with one engine, one tail, one elevator and half a wing torn off.
Its self-sealing fuel tanks are protected by fire-retardant foam. The A-10's main landing gear is designed so that the wheels semi-protrude from their nacelles when the gear is retracted so as to make gear-up belly landings easier to control and less damaging to the aircraft's underside. Additionally, the landing gear are all hinged toward the rear of the aircraft, so if hydraulic power is lost the pilot can drop the gear and a combination of gravity and wind resistance will open and lock the gear in place.
The cockpit and parts of the flight-control system are protected by 1,200 lb (540 kg) of titanium armor, referred to as a "bathtub". The armor has been tested to withstand strikes from 29 mm cannon fire and some strikes from 57 mm rounds. It is made up of titanium plates with thicknesses from 0.5 to 1.5 inches (13 to 38 mm) determined by a study of likely trajectories and deflection angles. This protection comes at a cost, with the armor making up almost 6% of the aircraft's empty weight. To protect the pilot from the fragmentation likely to be created from impact of a shell, any interior surface of the tub that is directly exposed to the pilot is covered by a multi-layer nylon spall shield. In addition, the front windscreen and canopy are resistant to small arms fire.
Proof of the durability of the original S.D.C version A-10 was shown when Captain Kim Campbell, flying a ground support mission over Baghdad during the 2003 invasion of Iraq on 7 April, suffered extensive flak damage to her A-10. Enemy fire damaged one of the A-10's engines and crippled its hydraulic system, which required the aircraft's stabilizer and flight controls to be operated via the back-up mechanical system, this being known as 'manual reversion mode'. Despite this damage, Campbell managed to fly the aircraft for nearly an hour and landed safely.
There are several reasons for the unusual location of the A-10's General Electric TF34-GE-100 turbofan engines. First, the A-10 was envisioned to fly from forward air bases, often with substandard, semi-prepared runways that present a high risk of foreign object damage to the engines. The height of the engines decreases the chance that sand, or stones will be ingested. This also allows engines to keep running while the aircraft is serviced and rearmed by ground crews, reducing turn-around time. Without the limitations imposed by engines, the wings could be mounted closer to the ground, to simplify servicing and rearming.

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

Weapon systems
The fuselage of the aircraft is built around the gun. The gun's firing barrel is placed at the 9 o'clock position so it is aligned on the aircraft's centerline. The gun's ammunition drum can hold up to 1,350 rounds (later 2000 rounds) of 30 mm ammunition, but generally holds 1,174(later 2000 rounds) rounds. The damage caused by rounds firing prematurely from impact of an explosive shell would be catastrophic, so a great deal of effort has been taken to protect the 5 feet 11.5 inch (1.816 m) long drum. There are many armor plates of differing thicknesses between the aircraft skin and the drum, to detonate an incoming shell before it reaches the drum. A final layer of armor around the drum protects it from fragmentation damage. The gun is loaded by Syn-Tech's linked tube carrier GFU-7/E 30 mm ammunition loading assembly car.

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


Modernization:

https://upload.wikimedia.org/wikipedia/ ... ight-2.jpg

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




https://images-wixmp-ed30a86b8c4ca88777 ... Pcea_XH2-0



Features

1. Radar: look below

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

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

4. Radio standard 100 miles, or N.A.A.T uses 30 miles back up systems

5. External audio pick up: same as robots

6. Spotlight range 5 mile optional

7. Ejection systems: zero to zero launch systems

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add

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

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

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

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


15.Any female pilot or partial Borg get a plus 1d8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative

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

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


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

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

20. Basic EVA systems (back up)


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

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



Sensor System Note: Has all the standard robot sensors and systems, as well as the following:

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

24. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 500 miles (800 km)able to look down with radar as well

25. Reduced Radar Cross Section: Makes the A-19 S.O.T.L/V.O.T.L This stealthy aircraft, and attempts to locate it with radar incurs a penalty of - 25% to the operator's read sensory equipment skill.

26. H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Look below . pilot don’t need to get at six oclock potion or rear of an aircraft .

27. Advance Fly-By-Wire System: Vastly increases the agility of the fighter aircraft. Bonuses of +1 on initiative (in addition to that from H.U.D. helmet above), add+6 to dodge, and +40% to piloting skill on aerial and combat maneuvers.

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

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

31.limited Stealth Package: To achieve almost total radar stealth, similar to Dagger was designed to have an extremely small radar cross section - less than that of most song-birds -and is also coated with radar absorbing material. As a result, the A-10 is virtually invisible to modern sensory equipment and attempts to locate the aircraft using radar incurs a whopping -70% penalty to the operator's read sensory equipment skill to rifts earth ! Note: If the A-10 is armed with external long-range missiles (weapon system number 4 above), the penalty to detect the bird with radar drops to -25%.

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

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


34.Advanced Infrared Imager: A forward-looking infrared imager that has incredible resolution and allows the aircraft's computer to identify targets from their heat signatures alone. Thus the A-10 can distinguish between Grinning Skull and Iron Hammer tanks, or between Nightwing and Grey Falcon jets, using just the imager AT range of 200 miles away!!!.

35. Hardened Circuits & Avionics: The computer circuits used in the A-10 avionics systems have been hardened to withstand the effects of scramblers and electro-magnetic pulses.

36. Chaff: In the rear area of the aircraft is an 24 chaff launcher that fires cylinders holding thousands of small, reflective aluminum streamers. When released, these streamers mask the A-10 radar signature and also confuse incoming missiles
(50% chance of deflecting normal missiles). Located in all wings, main body rear, bottom



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



M.D.C by location

[1] [5]Wings (2): 400 each
[2] Elevators (2): 100 each
[2] Rudders (2):100 each
[1] [5]Cockpit: 340
[3] [5]Tilt Engines systems (1): 300 each
[3] [5] Engines systems (2): 300 each
Landing Gear (3): 50 each
[4] [5]Main Body/fuselage : 800 for N.A.M.E.S AND N.A.A.Ts
[5] force field 100 to 400 in each section or 1d4x100
[1] Destroying a Wing will cause the plane to crash or Destroying Cockpit will cause the plane to crash
[2] Destruction of rudders or one elevator will still allow the fighter to be controlled by the varying of power levels of the engines but the fighter has a penalty of -15 to dodge, and a -10 TO 40% ( 1d4x10%) penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
[3] The destruction of one engine will reduce the fighters top speed by half and give the pilot a -1 penalty to dodge as well as giving a -5% penalty to piloting. Destruction of both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight if damages foes to negatives it blow up in the air or land auto ejection systems kick in 99%
[5 ] force field is the first to take damage ,it take 12 hours to rechargers if nuclear powered but fossil fuel systems not possible

Stats

• Crew: 1
• Length: 53 ft 4 in (16.26 m)
• Wingspan: 57 ft 6 in (17.53 m) wing can fold for NAVY Models 25 feet
• Height: 14 ft 8 in (4.47 m)
• Wing area: 506 ft² (47.0 m²) wing folded 304 ft
• Airfoil: NACA 6716 root, NACA 6713 tip
• Empty weight: 50,000
• Loaded weight: 30,384 lb (13,782 kg) On CAS mission: 50,00lb
On anti-armor mission: 50,00lb
• Max takeoff weight: 50,000 lb
• Powerplant: 2 × General Electric TF34-GE-100A turbofans, 9,065 lbf (40.32 kN) each
Performance
• Never exceed speed: 590 mph,
• Cruise speed: 340 mph, 560 km/h
• Stall speed: 30 mph !!!!!
• Service ceiling: 75,000 ft (13,700 m)
• Rate of climb: 6,000 ft/min (30 m/s)
• Wing loading: 99 lb/ft² (482 kg/m²)
Armament

Guns:

1× M.D.C 30 mm (1.18 in) GAU-8/A Avenger gatling cannon with 1,174 rounds (later 2000 rounds)

Hardpoints:

16 (8× under-wing and 4× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of.

Weapons systems


GAU-8/A Avenger


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

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

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

Accuracy


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

http://upload.wikimedia.org/wikipedia/c ... Type_1.jpg

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

Recoil


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

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

Variants
A 40 MM GAU-8/A oh god look out
Or a 30 MM cannon with a ATL (anti-tank laser ) 3d6x10+20 range 2 miles direct fire only nuclear powered R.O.F equal to pilots hand to hand plus one payload : unlimited

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

30MM 5D10 single round
Burst: 10 rounds Burst 5d10x10, 20 round Burst 1d10x100, 40 round burst not possible
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 greater or add +2 to strike to hit the target and i night as well

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


H.E.A.P

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

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

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

Range: direct fire 2 miles, deflection fire /shot/ leading targets 5 miles
Rate of fire: 10 round Burst, 20 round Burst, 40 round Burst ,
Payload: 1,150 standard rounds but L.E.A.P is 1725 rounds

Bonus:

Deflection
is a technique used for effectively firing a ranged weapon at a moving target, that describes "leading the target"; that is, shooting ahead of a moving target so that the target and projectile will collide. This technique is only necessary when the target will have moved a sufficient distance to fully displace its position during the period of time of the projectile would take to reach the target's range. This can become the case either over long distances (such as a distant target for a skilled sniper), due to fast moving targets (such as an opposing aircraft in an aerial dogfight), or using slow projectiles, such as a crossbow bolt or an arrow from a bow. During World War II, U.S. Navy pilots were taught explicitly on the concept in order to capitalize on the advantages of the F4F Wildcat.

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

Hardpoints:

11 (8× under-wing and 3× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of. But the A-10 S/V.T.O.L Has 42,000 lb or 21 tons
Or
1454 pounds per hard point for standard A-10
But A-10 S/V.T.O.L has 2000 pounds per hard point
The following is for just ONE hard point!!!! There are 11 hard points that 11 tons max 42,000 lb or 21 tons
Or one standard weight long range missiles
Or 4 four standard medium range missiles fire and forget muti-targeting systems
Or 16 light weight medium range missiles fire and forget muti-targeting systems
Or 60 missiles short missile pod that 33 pounds each missile
Or cluster bombs use any missiles damage but 16 pounds or 125 cluster bombs
Or M.D.C Rocket that 10 pounds each or a total of 200 M.D.C Rockets
M.D.C Rocket Damage: 1d4 each H.E Rocket, 1d6 A.P Rocket, 5D6 for H.E.A.T Rocket
R.O.F : 5 or in volley of 10 or volley of 20 or all, volley of 30 or volley of 40 and so or all (look out ) in one attacks
NOTE : mostly at ground targets speed of 600 MPH or less
or
any gunpod look above the other A10 models

additional features
please look above or replace with other weapon systems on the other models MARK I,MARK II ,MARK III
let your YES be YES and your NO be NO but plz no maybe
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ZINO
Knight
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Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

A.M.C

American mercenary Company
Ground forces

Is the largest turn from a mercenary outfit to the frist P.M.C in Europe .They are seen in many area where Dbee Refugees operate and are seen as helpers ,protector to the point that Dbee have come to the aid .This allowed to be able to get Intel, thearts and info on New Dbee in NGR.

The Brodkil Empire and Gargoyle Empire was given devastating damage to thr A.M.C in the beginning But time and time A.M.C achieved it mission. Sadly at terrible cost .But man was extremely high, the fact they hire and train various area in A.M.C .This Company hired Any one that can be used and triple hazard pay

with benefits which A.M.C always honors. This gave a reputation many want to work in.
The need of close airsupprt was killing many troops .this is what the A-10is the perfect candidate for mission operation.



Designing Player & NPC Mercenary Companies Step One: The Size and Orientation
Massive Armed Forces
This army will have several hundred super-powered and magically and psionically adept agents. It will also have enormous resources and equipment, most of which will be technologically equal or superior to the CS . It will have land, air, and possibly sea support that's AMC ( and NGR in secret ). There is a hundred thousand

combat soldiers and hundreds of support personnel .The support personnel are very capable of combat operations as well.

The was a A.M.C and later AMC
The frist one is American Mercenary Company or A.M.C and the second coming out is a Navy version it started with Tarnow Kingdom The Walesa class cargo
There is over million combat troops and over millions in support personnel and can engage in

They mainly train refugee all over phase world due to the minion war.
They are larger than frontier Militia.
Step Two: Mercenary Company Features

A. Sponsorship Various
Massive Large Mercenary Army.
2. Secret N.A.A.Ts
4. Criminal. Organized Crime
5. Government NGR
B. Outfits
10. Unlimited Clothing.
C. Equipment
3. Electronic Supplies and Good Gear.
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies)
8. Unlimited Equipment.
D. Vehicles
5. Specialty Vehicles
6. Unlimited Vehicles
E. Weapons, Power Armor & Bots
5. Extensive Weaponry
6. Maximum Firepower
F. Communications
6. Superior Communications
G. Internal Security
6. Impregnable
H. Permanent Bases
4. Fortified Headquarters
5. Company Town
6. Company City
7. state size is this size of small nation on planet scale ( phase world )
8. country again just like state size this the size of a nation or regional planet scale ( phase world )
9. Planetary estate again just like state size this the size of a nation but is a whole planet ( phase world )
10. Planetary Orbit not just the planet but also moon ( phase world )
11. Planetary Artificial Orbit not just the planet , moon but space station ( phase world )
12.Orbital body estates not just the planet , more than one moon but space stations ( phase world )
13. solar estates not just the planet , more than one moon ,space stations but s second planet ( phase world )
14 .Solar systems estates yup you know what this means the solar system ( phase world )
I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network
J. Special Budget
6. Mega Bucks
K. General alignment of personnel
6. Scrupulous and Principled
L. Criminal Activity
1. Con Man
3. Cyber-Doc
6. Expert Assassin
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger
M. Reputation/Credentials
5. Excellent Reputation
[br]N. Salary [/br]
6. Outrageous Salary

Note
10 infantry modern military Army "corp"
10 light cyborg modern military Army "corp
4 full conversion Cyborg modern military Army "corp
2 tank MBT Iron heart modern military Army "division"
5 tank. Abrams MBT modern military Army "division"
2 tank Abrams X MBT modern military Army "division"
1 tank Abrams Hover Tank modern military Army "division"
12 modern APC /modern I.F.V Bradley military Army "division'
10 APC M113 ( or Track battle taxis )military Army "division
10 APC M113 ( or hovercraft battle taxis or ambulances )military Army "division
2 jet modern military Army "platoon" F16
1 jet modern military Army "platoon Iron eagle
6 gunship modern military Army "platoon" cobra
6 gunship modern military Army "platoon" Apache
3 gunship modern military Army "platoon"Apache longbow
10 gunship modern military Army "platoon" black hawk
5 Kiowa Warrior Helicopter gunship modern military Army "platoon" black hawk
5 modern military Army "division" osprey army base no navy
8 modern military Army "platoon" Chinook
15 Hercules Airplane Army "platoon
8 VTOL Hercules Airplane Army "platoo
6 AC 130 Hercules Army "platoon

O.C.C used in A.M.C
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy Thief Professional

Vehicles and weapons
Golden Age Weaponsmiths all
Improved Abrams Battle Tank
Improved APC M113
Improved Hummer
Special Ops Dune Buggy
Improved Thunderbolt II Fighter
Improved Hercules Airplane'
Improved Apache Helicopter
Improved Chinook
Improved super Cobra gunship
Improved Black Hawk Assault Helicopter
Improved Kiowa Warrior Helicopter
Improved F16
Improved amour design, Weapons system, electric power system or nuclear power system

Mega-Damage conventional weapons
Coalition Vehicles
S.A.M.A.S None in North America
Chipwell Armaments, Inc.
Wellington Industries
Iron Heart Armaments, Inc.
Northern Gun Weapons
And others no Naruni Enterprise are used but can be given to other faction

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program



https://www.deviantart.com/evov1/art/A- ... -199822287



A-10 Thunderbolt II A,B,&C AND Mark I


The Thunderbolt, also known as the "Warthog," is a no-non-sense jet fighter designed for close air support of ground forces. It excels at shredding anything on the ground, especially tanks, with its fearsome GAU-8 Avenger Gatling gun, as well as other armaments. Tough, ugly and mean, the Thunderbolt spells major trouble for anybody on the ground and in its way. The Thunderbolt has been one of the easiest jets to retrofit with manual controls and avionics, largely because the craft

already had a number of manual backup systems built in. However, in Rifts earth this aircraft the Mark I can limited protection to M.D.C alloys .

Because of the need of this aircraft ,there a rush for troop support.
NGR is allowed to manufacture Troop support aircraft, for close air support.
These A10 will have aircraft carriers landing capabilities to land and able to fly high and fast .And able to locate targets from 1.5 miles to 5 miles or more with it weapon Systems.!!!All A-10 will have ultra light armor ,while new A 10 with better armor ,and better weapon features. The result will be seen as a god send to AMC and even NGR troops.

Stats
Length: 53 feet, 4 inches (16.16 m).
Basic Weight: 51,000 lbs (22,950 kg).
Payload: 16,000 lbs/7,200 kg.
Speed: 500mph
Range: 1500 miles S.D.C. model ,electrical power 2 years
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 300 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.

S.D.C. by Location:
A.R.: 14. Deflects any fire under 29 mm or less for M.D.C or S.D.C Rounds .
Main Body: 650
Wings (2): 400 each
Tail (2): 300 each
Engines (2): 450 each

Ultra Light MD
Main Body: 100
Wings (2): 50 each
Tail (2): 25 each
Engines (2): 40 each
Pilot Compartment Armor: 40
Even if a Thunderbolt is shot down, the pilot compartment is likely to remain intact.
Note:
A Thunderbolt can remain aloft with only one engine and while missing large parts of its tail and/or a wing. While so severely damaged, all piloting rolls are made at -25%.
Bonuses: +2 to strike
Armaments:
The primary weapon is the GAU-8 Avenger Gatling gun, which for game purposes is the same as a 30mm chain gun, only each shot does 4D6X100 S.D.C Damage( or 4d6 M.D Damage ), Thunderbolts also have

four wing pylons total for accommodating extra weaponry, such as missiles, bombs, or modified weapons, such as rocket pods, additional machine guns, rail guns.thus system can be replaced with other M.D weapons system.

Crew: One pilot.

Cost:
5000,000 for S.D.C Model fossil fuel Systems
Light armored unit 1 million
Electric power system duration 1 or 2 years

These model are use in NGR but never in North America for various reasons
AMC models have add hover system to aide carrier landing and take off with hooks added
Another is Chaff, flares or Anti-Missile

Chaff Dispenser

Hidden miniature CIW system two per wing one rear or tip for anti missiles system energy base

Heavy force field 420 M.D.C recharging in 1 hour
Weapon Systems can be upgraded
There are 1d4x100 ready to be used at anytime

Carrier model wing fold
Length: 53 feet, 4 inches to 25 feet

There are also 1d6 x100 UAV A-10


Weapon Systems


GUNPOD are place in Hared points and added addition fire power for any jet fighter

GUNPOD M61 20mm Gatling Cannon:
Spoiler:
This is the same pre-Rifts gatling cannon . The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


MAIN GUN 30mm Auto-Cannon:

Spoiler:
This nose-mounted cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 2 tons

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles


Payload:
4000-round drum magazine;
that's 200 bursts!


MAIN GUN 30mm Ramjet Auto Cannon:
Spoiler:
This is a giant machinegun that fires cannon-size, ramjet armor penetrators. The IH-10RJ can chew through the front armor of a tank or a giant robot in a matter of minutes. When it fires, the ramjet rounds leave a white plume behind that resembles an energy beam.



Primary Purpose: Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: 2 tons
Mega-Damage:
A burst is 20 rounds and inflicts 2D6 x 10 M.D.
A single round does 3D6 M.D.
Heavy

20 rounds and inflicts 4D6 x 10 M.D.
A single round does 3D6 M.D

Rate of Fire:
Equal to the gunner's hand to hand attacks; each burst counts as one melee action.

Effective Range: 2 miles


Payload:

2000 round drum magazine; that's 100 bursts!

The cargo area has up to four additional drums. Reloading is done inside the vehicle and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure.


GUNPOD.50 Caliber Machine-Gun:
Spoiler:
This machine-gun is mounted under the nose position,

Primary Purpose: Defense and Assault.

Secondary Purpose:

Anti-Infantry and Soft Targets.

Mega-Damage:

1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.


Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 2000 feet (610 m) to 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a MiniGun:
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst
30 rounds burst
40 rounds burst
60 rounds burst
Mega-Damage:

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

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

5D10 X10 S.D.C OR 5 M.D per round

1D6X100 S.D.C OR 1D6 per round
Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.


Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun:

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:

A burst is 40 rounds and inflicts

1D4 x 10.
Or 1d6x10
or 2d4x10 M.D.;
can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet (1200 m)
Payload:
8,000 round internal magazine; that's 400 bursts.


GUNPOD Rail Gun Gatling:

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).


Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 5000 feet

Payload:

Belt-fed from drum magazine containing 8000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks



GUNPOD Anti-Tank Laser Rifle

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds


5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire: Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee



Missile PER Hard Point



WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.


Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four .

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines.

Primary Purpose:

Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km). Payload: Four long-range missiles


XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!


Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher





Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2):

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.




Mounted Mini Missile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures.
Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each



Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints
Last edited by ZINO on Thu Aug 31, 2023 1:59 am, edited 4 times in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program

https://www.deviantart.com/dbuilder/art ... -791363545


Hercules Airplane C-130 Lockheed




Hercules, which is arguably the finest military transport plane ever made. Golden Age Weaponsmiths has retrofitted and sold hundreds of these vehicles to a variety of users, including merchants, independent kingdoms, shipping companies, mercenary groups and major corporations like Wellington Industries and Wilk's. The transport can carry 92 fully equipped troops, 64 paratroopers, or cargo loads of up to 21 tons!

This is the work horse even more in Post-Apocalyptic era is vital. However needs to be upgraded to fits Rifts Earth is needed, even S.D.C Vehicles are needed. There several types Hercules VTOL,AC130 ,AC 130 VTOL ,Their varies and total of five models. In Europe they are heavily used as VTOL , while in North America they varies by model and are high popular the MARKII and MARKII are for general sales but the rest are for mainly N.A.A.Ts and all merc outfits.


Thus is the workhouse for all NAATs and
Mercenary outfits

Model Type
: Hercules MARKII
Class: Heavy lift transport aircraft.
Crew:
Three, plus up to 92 fully equipped soldiers or 64 para troopers.

1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 500 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.



M.D.C. by Location: MARKII. G.A.W MODEL
* Landing Gear/Tires (3) - 15 each
* Engines (4) - 45 each
** Wings (2) - 80 each
** Main Body/Fuselage - 180
Reinforced Pilot's Compartment - 60

M.D.C. by Location: MARKIII
* Landing Gear 30
Tires (3) - 50 each
* Engines (4) - 180 each
** Wings (2) - 160 each
** Main Body/Fuselage - 360
Reinforced Pilot's Compartment - 120


M.D.C. by Location:MARKIV
* Landing Gear 45
Tires (3) - 50 each
* Engines (4) - 380 each
** Wings (2) - 360 each
** Main Body/Fuselage - 560
Reinforced Pilot's Compartment - 240


M.D.C. by Location:MARKV
* Landing Gear 45
Tires (3) - 50 each
* Engines (4) - 380 each
**** amour Engines 240
** Wings (2) - 360 each
**** amour wing 240
** Main Body/Fuselage - 560
**** amour Body/Fuselage 240
Reinforced Pilot's Compartment - 240
**** amour Reinforced Pilot's Compartment 240
**** amour Reinforced crew Compartment 240
* Items marked by a single aster
isk are small and/or difficult to hit, requiring an attacker to make a Called Shot to hit with a penalty of -2 strike. Destroyed landing gear will result in emergency landing rules.

The loss of a single engine will reduce maximum air speed by 25% and impose a -15% penalty to all piloting rolls (penal ties are accumulative with each engine lost). Losing all four en gines will cause the plane to crash.

** Destroying one of the wings or depleting the M.D.C. of the main body will knock the aircraft out of the sky! Roll under piloting skill -50% for a successful crash landing.

**** amour is special plate amour that add protection and is the frist to take damage making a flying tank

Speed:
Driving on the Ground:
Not possible, taxi speed is 2 mph (3.2 k m) on paved surfaces.

Flying:

The powerful engines of the Hercules enable the plane to reach maximum flying speeds of 374 mph (598 km), even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 110 and 240 mph (176 and 384 km).
At maximum weight, takeoff distance is approximately 900 feet (274 m).

Later models propeller change to jet engines speed
plane to reach maximum flying speeds of 600 MPH, even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 200 and 400mph .
At maximum weight, takeoff distance is approximately 400 feet .


Maximum Altitude:
The maximum altitude for the Hercules is 33,000 feet (10,058 m).

Later models propeller change to jet engines speed
maximum altitude for the Hercules is 45,000 feet

Range:
3000 miles (4800 km), due to its newly designed engines. These are fossil fuel Systems. And they have air refuelling as well.

Later models propeller change to jet engines speed

Statistical Data:
Height:
38 feet, 1 inch (11 .6 m).
Later models 40 feet
Width:
132 feet, 7 inches (40.4 m) wingspan.
Navy version model wing folds to 66 feet
Length:
97 feet, 9 inches (29.7 m).
Later models 100 feet
Weight: 78 tons.

Cargo:
Internal cargo stowage of up to 21 tons
or 92 troops.

Power System:
Conventional jet engines.
Later models have either Electric power system with 2 year constant power
Add 1 million credits
Or
Nuclear power system from 2 year to 20 years
Varies 5 million credits for 2 years
Look at other cost
Cost:
12 million credits for a single undamaged Hercules. New models will low err the cost of MARK II models by 3 million, there are MARKI this version is S.D.C fossil fuels system 2 million credits

MarkIII 6 million credits
Weapon Systems:
None, exclusively transport. Mark II

For each newer model add 5 million


MarkIII and up has added as standard issue

Additional features
CIWS Beam /Gatling Rail Guns (6):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!




CIWS Beam Gatling Guns (6):

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds


Anti-Missile Chaff Dispenser (6):

Spoiler:
Located in the very tail end of the aircraft is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.
Primary Purpose: Anti-Missile
Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!! Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half.
Duration:
1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: 240



Towed Decoys (4):
Spoiler:
The pod takes place of all ordnance on the Hard Point. The aircraft can carry a special pod that carries four advanced towed decoy drones. These drones are dragged about 500 feet behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 1 each
Effects:
The decoy has an 60 %plus 6D6% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 60 plus 6d6% chance of fooling military level radars (like those of the Coalition), and the decoy has a 60 plus 6d6% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.

Range:
Not Applicable although the decoy is deployed 500 feey (4): The pod takes place of all ordnance on the Hard Point. The aircraft can carry a special pod that carries four advanced towed decoy drones. These drones are dragged about 500 feet behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 5 each
Effects:
The decoy has an 65% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 35% chance of fooling military level radars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.

Range:
Not Applicable although the decoy is deployed 500 feet from the aircraft

Rate of Fire:
One can be deployed at a time and requires 15 seconds to deploy (Reel Out) another decoyters) from the aircraft
Rate of Fire:
One can be deployed at a time and requires 15 seconds to deploy (Reel Out) another decoy



Optional Force field system varies for MARKIII and up
Spoiler:
Standard Rechargeable Force Field or Naruni Enterprises Force Field or other :
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The forcefield can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the body of the X-1000. A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored.







https://www.deviantart.com/jimmyjimjim/ ... -177344507

Hercules VTOL Transport

Hercules VTOL


Look.above

Model Type
: Hercules VTOL Transport
Class: Heavy lift transport aircraft.
Crew:
Three, plus up to 92 fully equipped soldiers or 64 para troopers.


M.D.C. by Location
Can be MARK II to MARKV

Flying:

The powerful engines of the Hercules enable the plane to reach maximum flying speeds of 374 mph (598 km), even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 110 and 240 mph (176 and 384 km).
At maximum weight, takeoff distance is approximately 100 feet (274 m).

Later models propeller change to jet engines speed
plane to reach maximum flying speeds of 600 MPH, even with a maximum load.
Cruising speeds vary according to the situation but tend to be slow, usually between 200 and 400mph .
At maximum weight, takeoff distance is approximately 400 feet

can take vertical like Helicopter and very agile for it size add1d4x10% to Piloting skills
Pilots and Copilot use VR Helmets credits in cameras around it hull
360 radar system and Multiple laser designator build into the hull


This has Statistical Data:
Height:
38 feet, 1 inch (11 .6 m).
Internal cargo 37 feet
Later models 40 feet
Internal cargo 37 feet
Width:
66 feet, 7 inches (40.4 m) wingspan.
Internal cargo 35 feet
Length:
97 feet, 9 inches (29.7 m).
Internal cargo 80 feet
Later models 100 feet
Weight: 100 tons. Weight 50 tons empty
Cargo:
Internal cargo stowage of up to 21 tons
or 92 troops.
Internal cargo weight 50 tons
Power System:
Conventional jet engines.
Later models have either Electric power system with 2 year constant power
Add 1 million credits
Or
Nuclear power system from 2 year to 20 years
Varies 5 million credits for 2 years
Look at other cost
Cost:
12 million credits for a single undamaged Hercules. New models will low err the cost of MARK II models by 3 million, there are MARKI this version is S.D.C fossil fuels system 2 million credits

MarkIII 6 million

Range:
3000 miles (4800 km), due to its newly designed engines. Thus fossil fuel Systems. And they have needvair refuelling as well.

Statistical Data:
Height:
38 feet, 1 inch (11 .6 m).
Later models 40 feet
Width:
132 feet, 7 inches (40.4 m) wingspan.
Navy version model wing folds to 66 feet
Length:
97 feet, 9 inches (29.7 m).
Later models 100 feet
Weight: 78 tons.
Cargo:
Internal cargo stowage of up to 21 tons
or 92 troops.
Power System:
Conventional jet engines.
Later models have either Electric power system with 2 year constant power
Add 1 million credits
Or
Nuclear power system from 2 year to 20 years
Varies 5 million credits for 2 years
Look at other cost
Cost:
12 million credits for a single undamaged Hercules. New models will low err the cost of MARK II models by 3 million, there are MARKI this version is S.D.C fossil fuels system 2 million credits

MarkIII 6 million credits



AC 130I Spectre


https://www.deviantart.com/fxevo/art/AC ... -195199881

AC 130I Spectre can be any models for NAATs and Mercenary Outfits only

All above stats
MARKII to MARKV

Armaments:
32,000 feet all weapons range

Two 20mm Vulcan cannons
Spoiler:
damage 1d6x10 that 10 round burst MD or dual 2d6x10 MD that 20 round burst
Range 32,000 feet
Rate Of fire : Burst
payload 3,000 rounds each gun or 6,000 total


Two 40 mm Bofors cannon
Spoiler:
damage 3d4x10 that 10 round burst MD or dual 4d6x10 MD that 20 round burst
Range 32,000 feet
Rate Of fire : Burst
payload 1,000 rounds each gun or 2,000 total


One 120mm Hybrid Rail gun this combination of rail gun with 120 mm tank round with fin stabilizer for additional speed range and damage .It can do two Amour perpetrator with a blast radius or air burst of 20 feet each round . Any roll of 16 or better goes half damage to pilot or crew reinforce compartment if they straight to pilot or crew
Spoiler:
damage H.E.A.P 3d6x10 can double tap fire or Two round burst fire 6d6x10
a standard round is 2d6x10 for H.E or H.E.AT Round
If depleted Uranium round is add to H.E.A.P then damage is 4d6x10 an double tap fire or Two round burst fire 8d6x10
Range 32,000 feet
Rate Of fire : Burst
payload :100 rounds a standard round is 2d6x10 for H.E or H.E.AT Round or 300 H.E.A.P rounds



Heavy beam Cannon
Spoiler:
5d6x10 either the following type
Standard laser
Variable laser
Particle Beam Cannon Primary
Purpose: Anti-Armor Secondary
Purpose: Defense Mega-Damage:.
3d6x 10 M.D. per single blast!
Rate of Fire:
Equal to number of combined hand to hand attacks (usually 4-8).
Maximum Effective Range:
20,000 feet
Payload: Effectively unlimited.
Special Feature: Independent power supply.




https://www.deviantart.com/unspacy/art/ ... -940848505


AC 130 VTOL



Like the VTOL Hercules but four
Wingspan as a Hercules
Statistical Data:
130 feet each can fold to 66 feet
Weight the game 71 tons fully loaded
M.D.C. by Location: MARK II to MARKV

Speed
same as Hercules model

Power System:
Same as Hercules model no fossil fuel Systems

Additional features same as Hercules

Armaments same as AC130
Same bonuses as HERCULES VTOL
Last edited by ZINO on Mon Feb 13, 2023 12:51 am, edited 4 times in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program


Rifts Earth Kiowa Warrior Helicopter


https://www.deviantart.com/shawnamac/ar ... -349566260

Kiowa Warrior Helicopter in the American military the Kiowa Warrior was employed as a scout helicopter working in conjunction with the AH-64 Apache. It is a small target, difficult to detect, and agile, allowing the helicopter to scout for enemy positions and then feed the targeting data to nearby combat choppers, which can attack from a distance without risking damage to the Apache. The bird remains popular on Rifts Earth with mercenary companies and armed forces as a workhorse reconnaissance and transport helicopter with light combat capabilities. Due to the fact that it can transport up to 6 passengers it is also used to insert and extract special forces squads into enemy territory.
Adding better Amour Protection, new weapon systems sensor equal to robots and was the silent killer .



Model Type:
Kiowa Warrior
Class:
Scout helicopter.
Crew:
Two, pilot and communications officer, plus up to 6 passengers.
Plus weapons system
Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km). unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.

M.D.C. by Location:VARIOUS MODELS


M.D.C. by Location: MARK II G.A.W
* Main Rotors (4) - 8 each
* Tail Rotor Section - 12
* .50 caliber Machine-Gun - 5
Reinforced Pilot's Compartment - 15
** Main Body/Fuselage - 75
Senor Dome 25

M.D.C. by Location: MARK III
* Main Rotors (4) - 100 each
* Tail Rotor Section - 55
* .50 cal Machine-Gun - 5
Reinforced Pilot's Compartment - 40
** Main Body/Fuselage - 150
Senor Dome 25

M.D.C. by Location: MARKIV
* Main Rotors (4) - 100 each
* Tail Rotor Section - 125
* .50 cal Machine-Gun - 5
Reinforced Pilot's Compartment - 140
** Main Body/Fuselage - 250
Senor Dome 25

M.D.C. by Location: MARK V for N.A.A.Ts only and allies
* Main Rotors (4) - 100 each
**Armor section Tail Rotor Section - 125
* Tail Rotor Section - 200
* .50 cal Machine-Gun - 5
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 350
**Armor section Main Body/Fuselage -200
**Armor section underbelly 225
Senor Dome 25
MARK II AND UP
***Force field — 100(varies look below )

* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -4 to strike (-7 if the helicopter is f lying faster than 100 mph/ 160 km). The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (penalties are accumulative with each blade lost). Losing three or all main rotors, or losing the tail rotors completely, will cause the helicopter to crash.

** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -40% for a successful crash landing by auto-rotating.


****Amour section has a thin layer of 240 M.D that section is designed to take damage first if doesn't have Force field or if the Force field fail, unless you are under the vehicle the underbelly of armor section design from enemy fire or if it crashes,then damage is transfer to vehicle, then Reinforced Pilot's Compartment finally the crew .If they are inside the vehicles




***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSTEMS IS DESIGN TO BE THE FIRST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity



Speed
Driving on the Ground:
Not possible.
Flying: 147 mph (235 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.

Maximum Altitude:
The maximum altitude for the helicopter is 15,000 feet (4572 m).

Range: 1400 miles (2240 km),
due to its electric engine.
Later models are electric ( Solid Oxide Fuel Cells )power system for two years weight 1008 lds )

Statistical Data:
Height: 12 feet, 11 inches (3.94 m).
Width: (rotors) 35 feet (10.67 m).
Length: 42 feet, 2 inches (12.85 m).
Weight: 4 tons.
Cargo: Minimal,
can carry about 100 pounds (45 kg) in gear, in addition to pilot and passengers
Power System:
Electric engine. Cost: 325,000 credits. Or standard 56 hours for MAKRII
Add 100,000 credits for each newer model for two years




Weapon Systems summary can be upgraded


Spoiler:
•Standard models Side can hold one weapon per sided
•N.A.A.TS models will have dual weapon Systems
•Example In one Beam weapon and one Rail gun or ballistic from gun pods Or hold mini-missiles, can combine Short range missiles or Medium-Range missile but no long range
•All have Chaff Dispenser and or CIWS Beam /Gatling Rail Guns


Two 50 Caliber Machine-Gun: one per side
Spoiler:
This machine-gun is mounted under the nose of the Kiowa in a fixed forward position, forcing the Kiowa to tum in order to engage new targets.
Primary Purpose: Defense and Assault. Secondary Purpose: Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
ID6 M.D. per 10 round burst
2D6 M.D. for a 20 round burst.
4D6 M.D. for a 40 round burst.
8D6 M.D. for a 80 round burst.
1d6x10 M.D. for a 100 round burst.
The weapon may substitute Wellington Indus tries M.D. ramjet ammunition for greater damage, but also at much greater expense. Thus is just one mavhinegun

Rate of Fire:
Each burst counts as one of the pilot's melee at tacks.
Effective Range:
6000 feet (1828 m).
Payload: 1000 rounds


Tube Mini-Missile Launcher (1):
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense.
Mega-Damage:
Varies with missile type.
Missile Type:
Can fire any type of mini-missile, but typically has
fragmentation (5D6 M.D.)
or
high explosive (5D6 M.D.).
Rate of Fire:
One at a time, or in volleys 2, 4 or 6. Effective Range:
One mile (1.6 m).
Payload: 12 total mini-missiles in the launch tube.

Other weapons system can be added



updated Weapon Systems:
XM-134 7.62 mm Mini-Gun:
Spoiler:
This six-barreled, 7.62 mm gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire.
Primary Purpose:
Anti-Robot/Anti-Vehicle. Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Slug rounds
2D6+3 M.D. per 10 round burst
4D6+4 M.D. per 20 round burst.

Improve round

Rate of Fire: Each burst, counts as one of the gunner's attacks per melee round.
Effective Range:
4000 feet (1219 m).
Payload:
2400 rounds for 240 short bursts or 120 medium bursts.


https://upload.wikimedia.org/wikipedia/ ... issile.jpg

Modified XM-3 2.7 inch Rocket Launchers (2):
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modem fragmentation war head by the technicians at Golden Age Weaponsmiths, for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: .
Area Saturation.
Mega-Damage: 5D6 M.D. per rocket, to a 20 foot (6. 1 m) blast radius.
Rate of Fire: One at a time, or in volleys of2, 4 or 6 rockets. Or volleys of 10 ,or 20 or 30 and so on counts as one attack.

Effective Range: 10,000 feet
Payload:
200total,
100 unguided rockets per launcher.


Short-Range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily ar mored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures and Anti-Armored Vehicle. Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used, but standard issue is
armor piercing (2D6x10 M.D.)
or
high explosive (2D4xlO M.D.).
Rate of Fire: Volleys of 1,2, 3, or 4. Effective Range: Five miles (8 km). Payload: Four total,
two per each rail.



M.D.C M-23 7.62 mm Machine-Gun:
Spoiler:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.

Improved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).


M.D.C M-23 7.62 mm Machine-Gun:
https://www.deviantart.com/polish3d/art ... -866425837
Spoiler:
The machine-gun is mounted in the rear side window of the vehicle as allowing it a 270 degree arc of fire. One in the left and one in the right.

Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D for a 80 round burst.
1d4x10 M.D for a 100 round burst.

Improved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,or 6000 rounds or 8000 rounds
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).


Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

CIWS Beam /Gatling Rail Guns (6):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


CIWS Beam Gatling Guns (6):

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds

Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field

https://www.deviantart.com/peter193/art ... n-52791464

GUNPOD are place in Hard points or chin mount nose and added addition fire power for any fighter

GUNPOD M61 20mm Gatling Cannon for chin gun or Hardpoints
Spoiler:
This for chin gun window one in each side
Or wind Hardpoints
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon:

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.
for chin gun or Hardpoints

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




GUNPOD.50 Caliber Machine-Gun: for chin gun or Hardpoints
Spoiler:
This machine-gun is mounted under the nose position,
for chin gun or Hardpoints

Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun: for chin gun or Hardpoints

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:

Spoiler:
for chin gun or Hardpoints
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3

Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets for chin gun or Hardpoints
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.
for chin gun or Hardpoints

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun: for chin gun or Hardpoints

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
for chin gun or Hardpoints

Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


GUNPOD Rail Gun Gatling: for chin gun or Hardpoints

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).
for chin gun or Hardpoints

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


GUNPOD Anti-Tank Laser Rifle for chin gun or Hardpoints

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)
for chin gun or Hardpoints
for Hardpoints. Only

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee


Missile PER Hard Point only


WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.
for Hardpoints. Only

Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four I Hardpoints

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines. for Hardpoints. Only

Primary Purpose:

Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km). Payload: Four long-range missiles


https://upload.wikimedia.org/wikipedia/ ... issile.jpg
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions .for Hardpoints. Only

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!

Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher


Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.
for Hardpoints Only.

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2):

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.
for Hardpoints. Only

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter. for Hardpoints Only

Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.

Mounted Mini Missile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures. for Hardpoints. Only

Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each


Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions. This wing tips one or two missiles for wing tips Hardpoints.
for Hardpoints Only

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints


addtinal Systems of Note:
The Kiowa Senor Dome T.A.G ( Target a ) system has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with a range of 500 miles (800 km), optics systems include passive night vision 10 miles), laser designator (+1 to strike) and radar: tracks 96 targets within a 500 mile range
Spoiler:
•Add +40 Piloting skills
• any allies from Vehicle to infantry get
•+2 to strike/initiative/+3 dodge
•any form of indirect fire + 4 added
• all sensor are connected to Senor Dome T.A.G
Target Acquisition Gear is an Muti-senor for the purpose of guiding weapons systems onto the target, thereby increasing the hit rate and damage, while also reducing lock on time. It also tightens the grouping of weapon systems and increases accuracy of allied from Infantry to allied vehicles .


UPDATE
Spoiler:
disposable missile senor drone only MARKV able to extend range by 10 miles radius senors ( for each )and size of mini missiles use propeller driven loiter time 96 hours S.D.C 100 Self-Destruct systems use any fission block
payload 10 in underbelly of main body.
Last edited by ZINO on Thu Feb 16, 2023 10:41 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program

Apache Helicopter

https://www.deviantart.com/shooter1970/ ... -210778526

A retrofitted version of the old US Army attack helicopter, the AH-64 Apache combat assault helicopter was upgraded us ing modem M.D.C. materials. A very capable aircraft that ex cels at missions of close air support and tank-busting.


Model Type
:
Apache Class
Ground attack helicopter.
Crew: Two; one pilot and one gunner.

Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 150 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.

M.D.C. by Location: VARIOUS MODELS



M.D.C. by Location: MARKII G.A.W
* Main Rotors (4 blades) - 15 each
* Tail Rotor Section - 20
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 15 each Reinforced Pilot's Compartment - 30
** Main BodyfFuselage - 112

M.D.C. by Location: MARKIII G.A.W
* Main Rotors (4 blades) - 55 each
* Tail Rotor Section - 50
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 35 each Reinforced Pilot's Compartment - 60
** Main BodyfFuselage - 224

M.D.C. by Location: MARKIV
* Main Rotors (4 blades) - 75 each
* Tail Rotor Section - 100
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 35 each Reinforced Pilot's Compartment - 100
** Main BodyfFuselage - 324


M.D.C. by Location: MARKV
* Main Rotors (4 blades) - 100 each
* Tail Rotor Section - 150
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 45 each Reinforced Pilot's Compartment - 200
** Main BodyfFuselage - 424



M.D.C. by Location: MARKVI
* Main Rotors (4 blades) - 170 each
* Tail Rotor Section - 175
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 50 each Reinforced Pilot's Compartment - 240
** Main BodyfFuselage - 524


M.D.C. by Location: MARKVII
* Main Rotors (4 blades) - 170 each
* Tail Rotor Section - 175
***Amour section Tail Rotor Section
*G-I09 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 50 each Reinforced Pilot's Compartment - 240
***Amour section Reinforced Pilot's Compartment
** Main Body/Fuselage - 524
***Amour section Main Body/Fuselage
Main BodyfFuselage underbelly

* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -4 to strike (-6 if the helicopter is f lying faster than 100 mph/160 km). Destroying one of the missile pods or an attached missile will detonate the ordnance and inflict damage to the helicopter. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each main rotor lost). Losing three or four main rotors or losing the tail rotors completely will cause the helicopter to crash.

** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -50% for a suc cessful crash landing by auto-rotating.


***Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes


***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity



Speed

Driving on the Ground: Not possible.
Flying: 184 mph (294.5 km), being a helicopter the64 is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the Apache is 20,000 feet (6096 m).
Range:
1200 miles (1920 km) before requiring refueling.
Later models pilots endurance

Statistical
Height: 16 feet, 3 inches (4.95 m).
Width: 48 feet (14.6 m) rotor blades. Length: 50 feet, 9 inches (15.47 m). Weight: 8 tons.
Cargo: None.
Power System:
Conventional combustion engine.
Cost: 350,000 million credits. Starting cost
For each additional models add 100,000
Later models electric power system 9 hours to month's 12 to 24 months
Some on nuclear power system varies by system


https://www.deviantart.com/shikyokamai/ ... -199362438


Weapon Systems:


G-I09 Rail Gun:original weapon systems upgraded
A modern rail gun was installed in the nose of the GAW-64 Apache, instead of its old mini-gun.
The G-I09 enhanced rail gun is mounted in the nose, as a "chin gun," allowing it a 270 degree arc offire.
Spoiler:
Primary Purpose:
Anti-Robot, Vehicle and Personnel. Secondary Purpose:
Anti-Aircraft and Anti-Dragon.

Mega-Damage:
Rail Gun:
ID4xl0 M.D. per 20 round burst.
ID6xl0 M.D. per 30 round burst.
2D4xl0 M.D. per 40 round burst.
ID6xl0 M.D. per 50 round burst.
2D4xl0 M.D. per 60 round burst.
2D6xl0 M.D. per 80 round burst
4D6xl0 M.D. per 160 round burst

If armor piercing uranium-tipped rounds
ID6xl0 M.D. per 20 round burst.
2d4xl0 M.D. per 30 round burst.
3D4xl0 or 2d6x10 M.D. per 40 round burst.
4D4xl0 M.D. per 50 round burst.
4d6xl0 M.D. per 60 round burst.
5D6xl0 M.D. per 80 round burst
6D6xl0 M.D. per 160 round burst

If the old style
Solid slugs
Mini-Gun is kept, it does
2D6+3 M.D. per 10 round burst
4D6+4 M.D. per 20 round burst.
6d6+4 M.D. per 30 round burst.
1d4x10+8 M.D. per 40 round burst.
1d6x10 M.D. per 80 round burst.
2d4x10 M.D. per 160 round burst.
2d6x10 M.D. per 320 round burst.
Rate of Fire:
Each burst counts as one of the pilot's melee at tacks.
Effective Range:
4000 feet (1219 m).
Payload:
4000 rounds Rails gun
8000 rounds slug Rounds



Short-Range Missile Rails (2):
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles, for use against heavily armored targets, like robot vehicles and main battle tanks. Primary Purpose:
Anti-Structures, Robots and Vehicles. Secondary Purpose: Anti-Aircraft. Mega-Damage: Varies with type of missile. Missile Type: Any short-range missile can be used. Rate of Fire: Volleys of 1, 2, or 4. Effective Range: Five miles (8 km). Payload:
Four total. Each rail can mount two short-range missiles.

Mini-Missile Pods (2):
A mini-missile pod is located on both sides of the AH-64 Apache.
Primary Purpose:
Anti-Infantry and Soft Targets.
Secondary Purpose:
Assault and Defense.
Mega-Damage:
Varies with mini-missiles type.
Missile Type:
Any mini-missiles can be used, but standard issue is
High Explosive (5D6 M.D.)
or
Armor-Piercing (ID4x10 M.D.). Fragmentation (5D6 M.D. to a 20 footl6.1 m radius) will be used for anti-personnel operations.
Rate of Fire:
One at a time or volleys of 2, 4, or 6. Effective Range:
One mile (1.6 km).
Payload: 36; 18 missiles per launcher.

original Systems of Note:

The Apache has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with range of
Spoiler:
500 miles (800 km),
optics systems include passive night vision/thermo imager, (7 miles),
laser designator (+1 to strike) 10 miles
enhanced radar: tracks 48 targets within a 120 mile range.




Other weapons system can be added

Weapon Systems summary can be upgraded


Spoiler:
• This for chin gun standard model one ballistic or beam weapon
• wind Hardpoints standard wing 2 Hardpoints one weapon Systems
• Extended wing wing 3 Hardpoints
• N.A.A.TS models will have dual mounted chin gun and Hardpoints 2 weapon but no missile
• Example In one Hardpoint one Beam weapon and one Rail gun or ballistic from gun pods Or hold mini-missiles, combine Short range missiles or Medium-Range missile but no long range


Weapon Systems:
XM-134 7.62 mm Mini-Gun:
Spoiler:
This six-barreled, 7.62 mm gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire.
Primary Purpose:
Anti-Robot/Anti-Vehicle. Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 30 round burst.
4d8 M.D. for a 40 round burst.
1d4x10 M.D. for a 100 round burst.

Imporved ammunition rounds
H.E.A.P rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,


Rate of Fire: Each burst, counts as one of the gunner's attacks per melee round.
Effective Range:
4000 feet (1219 m).
Payload:
4000 rounds


https://upload.wikimedia.org/wikipedia/ ... issile.jpg

Modified XM-3 2.7 inch Rocket Launchers (2):
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modem fragmentation war head by the technicians at Golden Age Weaponsmiths, for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: .
Area Saturation.
Mega-Damage: 5D6 M.D. per rocket, to a 20 foot (6. 1 m) blast radius.
Rate of Fire: One at a time, or in volleys of2, 4 or 6 rockets. Or volleys of 10 ,or 20 or 30 and so on counts as one attack.

Effective Range: 10,000 feet
Payload:
200total,
100 unguided rockets per launcher.


Short-Range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily ar mored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures and Anti-Armored Vehicle. Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used, but standard issue is
armor piercing (2D6x10 M.D.)
or
high explosive (2D4xlO M.D.).
Rate of Fire: Volleys of 1,2, 3, or 4. Effective Range: Five miles (8 km). Payload: Four total,
two per each rail.






M.D.C M-23 7.62 mm Machine-Gun:
Spoiler:
The machine-gun is mounted in the nose as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.

Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).



Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

CIWS Beam /Gatling Rail Guns (6):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


CIWS Beam Gatling Guns (6):

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds

Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field

https://www.deviantart.com/peter193/art ... n-52791464

GUNPOD are place in Hard points and added addition fire power for any jet fighter

GUNPOD M61 20mm Gatling Cannon for chin gun or Hardpoints
Spoiler:
This for chin gun window one in each side
Or wind Hardpoints
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon:

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.
for chin gun or Hardpoints

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




GUNPOD.50 Caliber Machine-Gun:
Spoiler:
This machine-gun is mounted under the nose position,
for chin gun or Hardpoints

Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:

Spoiler:
for chin gun or Hardpoints
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3

Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser A.T.L

https://www.deviantart.com/unspacy/art/ ... -949197643

Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.
for chin gun or Hardpoints

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun:

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
for chin gun or Hardpoints

Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


GUNPOD Rail Gun Gatling:

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).
for chin gun or Hardpoints

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


GUNPOD Anti-Tank Laser Rifle
https://www.deviantart.com/unspacy/art/ ... -949197643

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)
for chin gun or Hardpoints
for Hardpoints. Only

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee


Missile PER Hard Point


WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.
for Hardpoints. Only

Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four PER Hardpoints

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles
Spoiler:
Two OR FOUR long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines. for Hardpoints. Only

Primary Purpose:

Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any of one of the follwing
short-range missiles
medium-range missiles,
long -range missiles
but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: varies .
Payload: two or Four long-range missiles per hardpoint


https://upload.wikimedia.org/wikipedia/ ... issile.jpg
XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions .for Hardpoints. Only

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!

Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher


Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.
for Hardpoints. Only

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2):

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.
for Hardpoints. Only

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter.for Hardpoints. Only

Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.

Mounted Mini Missile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures. for Hardpoints. Only

Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each


Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions. This wing tips one or two missiles for wing tips Hardpoints.
for Hardpoints. Only

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints


Systems of Note for apache MARKIII AND UP:
Spoiler:
has all the standard
features common to most robot vehicles, plus a
radio with a range of 500 miles (800 km), optics systems include
passive nightvision 7 miles
, thermal imager 7 miles
laser designator range 40 miles
(+1 to strike but targeting uses up one of the gunner's melee attacks)
enhanced radar: tracks 72 targets, with 100 mile (160 km) range.
has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor.


Sensor Bonuses:
Spoiler:
Applicable to range weapon combat only, not hand to hand. +3 to strike and + 3 to dodge, add +40% to Piloting under 3000 feet


https://www.deviantart.com/white0222/ar ... -442900874


Systems of Note:
Spoiler:
has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a ra dio with a range of 500 miles (800 km),
optics systems include passive nightvision (3000 footl914 m range),
laser designator (+2 to strike rolls) and enhanced radar:
tracks 72 targets within a 120 mile (192 km) range
Can't lock targets while in cover


Longbow

Spoiler:
AH-64D Apache Longbow is equipped with a glass cockpit and advanced sensors, the most noticeable of which being the AN/APG-78 Longbow millimeter-wave fire-control radar (FCR) target acquisition system and the Radar Frequency Interferometer (RFI), housed in a dome located above the main rotor. The radome's raised position enables target detection while the helicopter is behind obstacles (e.g. terrain, trees or buildings). The AN/APG-78 is capable of simultaneously tracking up to 128 targets and engaging up to 16 at once; an attack can be initiated within 15 seconds. A radio modem integrated with the sensor suite allows data to be shared with ground units and other Apaches, 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 was expanded to accommodate new systems to improve survivability, navigation, and 'tactical internet' communications capabilities. In February 2003, the first Block II Apache was delivered to the U.S. Army, featuring digital communications upgrades. The Japanese Apache AH-64DJP variant is based on the AH-64D; it can be equipped with the AIM-92 Stinger air-to-air missiles for self-defence.


AH-64E Apache Guardian
Spoiler:
Formerly known as AH-64D Block III, in 2012, it was redesignated as AH-64E Guardian to represent its increased capabilities.

The AH-64E features improved digital connectivity, the Joint Tactical Information Distribution System, more powerful T700-GE-701D engines with upgraded face gear transmission to accommodate more power, the capability to control unmanned aerial vehicles (UAVs), full IFR capability, and improved landing gear. New composite rotor blades, which successfully completed testing in 2004, increase cruise speed, climb rate, and payload capacity. Deliveries began in November 2011. Full-rate production was approved on 24 October 2012, with 634 AH-64Ds to be upgraded to AH-64E standard and production of 56 new-build AH-64Es to start in 2019/20. Changes in production lots 4 through 6 shall include a cognitive decision aiding system and new self-diagnostic abilities. The updated Longbow radar has an overseas capacity, potentially enabling naval strikes; an AESA radar is under consideration. The E model is to be fit for maritime operations. The Army has expressed a desire to add extended-range fuel tanks to the AH-64E to further increase range and endurance. AH-64Es are to have the L-3 Communications MUM-TX datalink installed in place of two previous counterparts, communicating on C, D, L, and Ku frequency bands to transmit and receive data and video with all UAVs.


M.D.C. by Location:
Spoiler:
Use MARKII and up All Same M.D.C but
Radar dome 50
Statistical Data same
Weapon Systems same


Systems of Note:
Spoiler:
Apache MARKII and up
has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a ra dio with a range of 500 miles (800 km),
optics systems include
passive nightvision 8 MILES
laser designator (+3 to strike rolls) and enhanced radar:
tracks 200 targets within a 120 mile (192 km) range


Heavy Apache
Spoiler:
MARKII and up
Wing are extended
Instead of two Hardpoints but three Hardpoint
s

Apache Longbow
Spoiler:
Model MARKIII and up
AH-64D Apache Longbow
target acquisition system
228 targets and engaging up to 16 at once in ONE attack can be initiated within 15 seconds
Add Communications and Piloting add 30%
has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with a range of 500 miles (800 km),
optics systems include passive night vision 8 miles
laser designator (+4 to strike rolls) and enhanced radar +3 to dodge


Model MARKIII and up
Spoiler:
AH-64E Apache Guardian
an AESA radar better direction system
datalink installed in place of two previous counterparts, communicating on C, D, L, and Ku frequency bands to transmit and receive data and video with all any UAV/drone


AESA Radar:
Spoiler:
Medium range active electronically scanned array radar capable of tracking both air targets and ground targets. The radar system also has terrain following capacity. The fighter can track up to 198 targets simultaneously and can target and fire on up to 12 targets simultaneously. On the variant with, with a crew of two, the weapon officer frees the pilot from controlling the missiles so he can retain his full attacks. Range: 500 miles

• E.S.M.:
Spoiler:
Radar Detector, Passively detects other radars being operated.


• FLIR:
Spoiler:
Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.


Spoiler:
Add Communications and Piloting related 40%


Super Longbow
Spoiler:
MARKIII and up
Wing are extended
Instead of two Hardpoints but three Hardpoint
• E.S.M.: Radar Detector, Passively detects other radars being operated.
• FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals
on targets at night.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Apache Helicopter
Rifts Earth Kiowa Warrior Helicopter
Hercules VTOL Transport
A-10 Thunderbolt II A,B,&C AND Mark I


Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program

Black Hawk Assault Helicopter


https://www.deviantart.com/tacticalcras ... -123769766

The Black Hawk is an all-purpose utility helicopter that is used to move combat troops and military supplies, for airmobile assaults and to transport casualties to medical facilities.

https://www.deviantart.com/bagera3005/a ... k-99660629

Model Type:
Black Hawk
Class:
All-purpose utility helicopter.
Crew:
Two; pilot and gunner, plus up to 12 passengers.
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km). unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.


M.D.C. by Location: G.A.W MODEL MARKII
* Landing Gear -12
* Main Rotors (4) - 10 each
*Tail Rotor Section - 20
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 85

M.D.C. by Location: G.A.W MODEL MARKIII
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 120
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 120
** Main Body/Fuselage - 170

M.D.C. by Location: G.A.W MODEL MARKIII
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 220
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 200
** Main Body/Fuselage - 270

M.D.C. by Location: G.A.W MODEL MARKIV
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 190
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 370
***Rechargeable Force Field :100 or other look below

M.D.C. by Location: N.A.A.Ts and mercenary Outfits MODEL MARKIII
* Landing Gear -30
* Main Rotors (4) - 100 each
*Tail Rotor Section - 220
Amour Tail Rotor Section 240
****Amour Tail Rotor Section 240
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment -240
** Main Body/Fuselage - 400
****Amour Main Body/Fuselage 240
*****Amour under belly 240
***Rechargeable Force Field:100 or other look below

* Items marked by a single asterisk are small and/or difficult to hit, requiring an attacker to make a Called Shot to hit with a penalty of -3 strike (-5 to strike if the chopper is going 100 mphl160 km or faster). Destroyed landing gear will result in emergency landing rules. The loss of a single main rotor blade will reduce maximum air speed by 10% and impose a -25% penalty to all piloting rolls (penalties are accumulative with each blade lost). Losing three or all of the rotor blades will cause the helicopter to crash. Roll under piloting skill -40% for a successful crash landing.

****Amour section has a thin layer of 240 M.D that section is designed to take damage first if doesn’t have Force field or if the Force field fail, unless you are under the underbelly of armor section design from enemy fire or if it crashes



***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity

Speed:
Driving on the ground: Not possible.
Flying:
175 mph (280 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 19,150 feet (5837 m).
Range:
1500 miles (2400 km), due to its electric engine.
MARK III and up they fully power for 2 year
Electric power system!!
Statistical Data:
Height:
16 feet, 10 inches (5. 13 m).
Width:
53 feet, 8 inches (16.3 m) rotor blades.
Length:
50 feet, 1 inch (15.26 m).
Weight: 8 tons.
Cargo:
Can carry 6,000 lbs (2700 kg) suspended from the helicopter, in addition to passengers.
Power System: Electric engine.
Cost: 550,000 credits.
There are other System
Electric power system 2 years add 100,000
Nuclear power system 5 to 20 years varies by year

Weapon Systems:

https://www.deviantart.com/titan951/art ... -950082953

Other weapons system can be added
Weapon Systems summary can be upgraded ,they come from GUNPOD from aircraft Hardpoints.
Spoiler:
• This for chin gun
• window one in each side
• wind Hardpoints standard wing 2 Hardpoints one weapon Systems
• Extended wing 3 Hardpoints
• N.A.A.TS models will have dual mounted chin gun and Hardpoints 2 weapon but no missile
In one Hardpoint one Beam weapon and one Rail gun or ballistic from gun pods
Or
hold mini-missiles, Short range missiles or Medium-Range missile but no long range.







Standard M.D.C M-23 7.62 mm Machine-Gun: for chin gun and Hardpoints
Spoiler:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.

improved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: can be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).


M.D.C 7.62 mm Mini-Gun: for chin gun and Hardpoints
https://www.deviantart.com/polish3d/art ... -866425837
Spoiler:
The machine-gun is mounted in the side window of the Black Hawk as allowing it a 270 degree arc of fire. One in the left and one in the right.



Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for 40 round burst.
5d6+2 M.D. for 80 round burst.
1D6x10 M.D. for 160 round burst.
2D6x10 M.D. for 320 round burst.
4D6x10 M.D. for 640 round burst.

Improved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,
4d6x10 M.D. per 120 round burst,
6d6x10 M.D. per 240 round burst,
8d6x10 M.D. per 480 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload:
rail gun/special ammo 9000 rounds,
For slug rounds only 7000 rounds

Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).




Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

CIWS Beam /Gatling Rail Guns (6):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


CIWS Beam Gatling Guns (6):

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds

Heavy force field 100 M.D.C recharging in 24 hour
Or other force field

https://www.deviantart.com/peter193/art ... n-52791464

GUNPOD are place in Hard points and added addition fire power for any jet fighter

GUNPOD M61 20mm Gatling Cannon: for chin gun and Hardpoints
Spoiler:
This for chin gun window one in each side
Or wind Hardpoints
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon: for chin gun and Hardpoints

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




GUNPOD.50 Caliber Machine-Gun: for chin gun and Hardpoints
Spoiler:
This machine-gun is mounted under the nose position,

Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy Minigun: for chin gun and Hardpoints
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3
120 rounds burst 2d6x10 +3
240 rounds burst 3d6x10 +3


Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10
120 rounds burst 4d6x10


5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets for chin gun and Hardpoints
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun: for chin gun and Hardpoints

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


GUNPOD Rail Gun Gatling: for chin gun and Hardpoints

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


GUNPOD Anti-Tank Laser Rifle for chin gun and Hardpoints

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee


Missile PER Hard Point


WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M for Hardpoints
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.

Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four I Hardpoints

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles for Hardpoints
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines.

Primary Purpose:

Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km). Payload: Four long-range missiles


XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!

Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher


Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2): for Hardpoints

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher : for Hardpoints
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.

Mounted Mini Missile Launcher pod : for Hardpoints
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures.
Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each


Modified AIM-54 Phoenix Air-to-Air Missiles (6): for Hardpoints
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints


Systems of Note:
The Black Hawk has all the standard
features common to most robot vehicles,
Spoiler:
plus a
radio with a range of 500 miles (800 km), optics systems include
passive nightvision 7 miles
, thermal imager 7 miles
laser designator range 40 miles
(+1 to strike but targeting uses up one of the gunner's melee attacks)
enhanced radar: tracks 72 targets, with 100 mile (160 km) range.
has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor. Sensor Bonuses: Applicable to long range weapon combat only, not hand to hand. +2 to strike and + 1 to dodge.


Stealth Hawk

https://www.deviantart.com/bispro/art/S ... -239387076

https://www.deviantart.com/gtfir/art/Th ... -851037229 fossil fuel version

Top of the line armor protection and weapons

Spoiler:
has full optical systems, including laser targeting, telescopic, passive night vision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor. Sensor Bonuses:
Applicable to long range weapon combat only, not hand to hand.
+4 to initiative/strike
+ 3 to dodge
+5 Auto Dodge


Limited Stealth Feature:
Spoiler:
Lower detection 1d6x10%+60
Causes any attempts to detect the fighter using radar. The special shape of its exhaust also means that the gunship is -20% to detect using IR sensors. All IR guided missiles are -1 to strike. The engine is also much quieter than it is on the standard version of the fighter. Opening the main ordnance bay greatly increase the aircraft's radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions. Also, reduce Stealth by 10% for every hard point carrying ordnance
Weapon Systems are built in the hull
Other weapons system can be added


Spoiler:
Weapon Systems summary can be upgraded
Spoiler:
• MDC from MARKII and up
• This for one chin gun
• window one in each side
• no wings
• N.A.A.TS models will have dual mounted chin gun and Hardpoints 2 weapon but no missile
In one Hardpoint one Beam weapon and one Rail gun or ballistic from gun pods and will have force fields
Or
internal missiles pick 2 types missiles bay hold
mini-missiles 96, or
Short range missiles 24 or ,
Medium-Range 12missile,
but no long range
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Super-Cobra Gunship
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program

Super-Cobra Gunship

https://www.deviantart.com/great-jimbo/ ... -870061591

Older than the AH-64 Apache, but still very effective the Super Cobra is a popular attack chopper. The engines of the Super Cobras have been replaced with high-output electric engines to increase their loiter times and increase their flight ranges. The vehicle is smaller and faster than the Apache, but it doesn't pack the same payload of weapons. It makes an excellent light assault helicopter, scout and reconnaissance vehicle. At the same time it is capable of performing missions of close air support and tank-busting. Super-Cobras are often used as es cort aircraft for air ambulances and downed pilot rescue missions.

The improvement made in armor protection system and weapons system make more then just a scout and more of direct support for infantry, ground Vehicles support or force reconnaissance to escort duty. These new model give even law enforcement more teeth due to Rifts earth. Then combine with the Apache gunship, Apache longbow and A 10 in forces multiplier even a very old military Vehicle it can stand on its own.

https://www.deviantart.com/great-jimbo/ ... -868274471

Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 150 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.

M.D.C. by Location: VARIOUS MODELS


Model Type:
Zulu Cobra Class: Ground attack helicopter.
Crew: Two; one pilot and one gunner.

M.D.C. by Location: GAW MARKII
* Main Rotors (4) - 12 each
* Tail Rotor Section - 18
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 90

M.D.C. by Location: GAW MARKIII
* Main Rotors (4) - 100 each
* Tail Rotor Section - 32
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 60
** Main Body/Fuselage - 180

M.D.C. by Location: MARKIII
* Main Rotors (4) -100 each
* Tail Rotor Section - 180
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 180
** Main Body/Fuselage - 280

M.D.C. by Location: MARKIII
* Main Rotors (4) -100 each
* Tail Rotor Section - 280
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 220
** Main Body/Fuselage - 380

M.D.C. by Location: MARKIII N.A.A.TS and Mercenary Outfits
* Main Rotors (4) -100 each
* Tail Rotor Section - 280
****amour Tail Rotor Section 240
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each Reinforced Pilot's Compartment - 220
****amour Reinforced Pilot's Compartment 240
** Main Body/Fuselage - 400
****amour Body/Fuselage 200
*Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, and even then the attacker is -4 to strike (-6 if the helicopter is f lying faster than 100 mphl160 km). Destroying one of the attached missiles will detonate the ord nance and inflict damage to the helicopter. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each blade lost). Losing three or all blades or losing the tail rotor completely will cause the helicop ter to crash.
** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -50% for a suc cessful crash landing by auto-rotating.

****Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes

Speed:
Driving on the Ground:
Not possible.
Flying: 196 mph (314 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 14,750 feet (4496 m).
Range: 2000 miles (3200 km), due to its electric engine.
Statistical Data:
Height: 14 feet, 2 inches (4.31 m).
Width: 48 feet (14.63m) rotor blades. Length: 58 feet (17.68 m).
Weight: 7 tons.
Cargo: None.
ower System: Electric high-output engine.
Updated models power supply gir two years
Cost: 5,000 000 credits.for every new model add 80,000 credits

https://www.deviantart.com/gandoza/art/ ... -342338282

https://www.deviantart.com/corvuscoalit ... -876868594

Other weapons system can be added

Weapon Systems summary can be upgraded
• This for chin gun standard model one ballistic or beam weapon
• wind Hardpoints standard wing 2 Hardpoints one weapon Systems
• Extended wing wing 3 Hardpoints
• N.A.A.TS models will have dual mounted chin gun and Hardpoints 2 weapon but no missile
• Example In one Hardpoint one Beam weapon and one Rail gun or ballistic from gun pods Or hold mini-missiles, combine Short range missiles or Medium-Range missile but no long range

Weapon Systems:
XM-134 7.62 mm Mini-Gun:
This six-barreled, 7.62 mm gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire.
Primary Purpose:
Anti-Robot/Anti-Vehicle. Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Slug rounds
2D6+3 M.D. per 10 round burst
4D6+4 M.D. per 20 round burst.

Improve round

Rate of Fire: Each burst, counts as one of the gunner's attacks per melee round.
Effective Range:
4000 feet (1219 m).
Payload:
2400 rounds for 240 short bursts or 120 medium bursts.

https://upload.wikimedia.org/wikipedia/ ... issile.jpg

Modified XM-3 2.7 inch Rocket Launchers (2): These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modem fragmentation war head by the technicians at Golden Age Weaponsmiths, for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: .
Area Saturation.
Mega-Damage: 5D6 M.D. per rocket, to a 20 foot (6. 1 m) blast radius.
Rate of Fire: One at a time, or in volleys of2, 4 or 6 rockets. Or volleys of 10 ,or 20 or 30 and so on counts as one attack.

Effective Range: 10,000 feet
Payload:
200total,
100 unguided rockets per launcher.

Short-Range Missile Rails (2):
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily ar mored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures and Anti-Armored Vehicle. Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used, but standard issue is
armor piercing (2D6x10 M.D.)
or
high explosive (2D4xlO M.D.).
Rate of Fire: Volleys of 1,2, 3, or 4. Effective Range: Five miles (8 km). Payload: Four total,
two per each rail.

Full weapons range

Weapon Systems:

M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.

Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).

M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the side window of the Black Hawk as allowing it a 270 degree arc of fire. One in the left and one in the right.

https://www.deviantart.com/polish3d/art ... -866425837

Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D for a 80 round burst.
1d4x10 M.D for a 100 round burst.

Imporved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,or 6000 rounds or 8000 rounds
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).

Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

CIWS Beam /Gatling Rail Guns (1):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


CIWS Beam Gatling Guns (1): [u]

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds
Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field


https://www.deviantart.com/peter193/art ... n-52791464

GUNPOD are place in Hard points and added addition fire power for any Hardpoints Vehicle


GUNPOD M61 20mm Gatling Cannon for chin gun or Hardpoints
Spoiler:
This for chin gun window one in each side
Or wind Hardpoints
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon:

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.
for chin gun or Hardpoints

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




GUNPOD.50 Caliber Machine-Gun:
Spoiler:
This machine-gun is mounted under the nose position,
for chin gun or Hardpoints

Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:

Spoiler:
for chin gun or Hardpoints
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3

Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.
for chin gun or Hardpoints

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun:

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
for chin gun or Hardpoints

Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


GUNPOD Rail Gun Gatling:

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).
for chin gun or Hardpoints

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


GUNPOD Anti-Tank Laser Rifle

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)
for chin gun or Hardpoints
for Hardpoints. Only

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee


[u]
Missile PER Hard Point


WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.
for Hardpoints. Only

Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four I Hardpoints

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


https://upload.wikimedia.org/wikipedia/ ... issile.jpg
XM-3 2.7 inch Rocket pod/Launchers :

Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions .for Hardpoints. Only

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!

Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher


Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.
for Hardpoints. Only

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2):

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.
for Hardpoints. Only

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter.for Hardpoints. Only

Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.

Mounted Mini Missile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures. for Hardpoints. Only

Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each


Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions. This wing tips one or two missiles for wing tips Hardpoints.
for Hardpoints. Only

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints


Air-to-Ground Missiles
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines. for Hardpoints. Only

Primary Purpose:
Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any long range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km). Payload: two long-range per Hardpoints


Systems of Note:
Spoiler:
has all the standard
features common to most robot vehicles, plus a
radio with a range of 500 miles (800 km), optics systems include
passive nightvision 7 miles
, thermal imager 7 miles
laser designator range 40 miles
(+1 to strike but targeting uses up one of the gunner's melee attacks)
enhanced radar: tracks 72 targets, with 100 mile (160 km) range.
has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor.


Sensor Bonuses:
Spoiler:
Applicable to range weapon combat only, not hand to hand. +3 to strike and + 3 to dodge, add +40% to Piloting under 3000 feet


Systems of Note:
The Super Cobra h
Spoiler:
as all the standard fea tures of robot vehicles as listed in the Rifts® RPG, plus a ra dio with a range of 500 miles (800 km),
optics systems include passive nightvision (3000 footl914 m range),
laser designator (+2 to strike rolls) and enhanced radar:
tracks 72 targets within a 120 mile (192 km) range


Drone
https://www.deviantart.com/droneaircraf ... -516398613
update
use all model MARK III and up
weapon same
senor the same use Drone or AI use book Rifts Sourcebook one Revised & Expanded
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
A 10 Thunderbolt III Fighter
F16C
Apache Helicopter II AND Long bow III

Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program








F16C Falcon and up



Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 150 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.

M.D.C. by Location: VARIOUS MODELS

Model Type:
F16C Falcon Fighter
Class:
Multi-role fighter aircraft.
Crew:
One.



M.D.C. by Location: VARIOUS MODELS




M.D.C. by Location: MARK II G.A.W
* Landing Gear/Tires (3) - 5 each
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 2 each
** Wings (2) -43 each
Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 100

M.D.C. by Location:
F 16C Falcon G.A.W MARK IIB
* Landing Gear/ - 15 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 2 each
** Wings (2) -100 each
Reinforced Pilot's Compartment - 40
** Main Body/Fuselage - 200

M.D.C. by Location:
F 16C Falcon G.A.W MARK IIC
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 10 each
** Wings (2) -150 each
Reinforced Pilot's Compartment - 80
** Main Body/Fuselage - 300

M.D.C. by Location: F 16D Falcon MARK III
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 10 each
** Wings (2) -200 each
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 300
Fuselage Pylon Mounted (3)
***Rechargeable Force Field: standard 100 or other types

M.D.C. by Location:
F 16E Viper Falcon MARK IV
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Wing Pylon Mounted Missiles (6) - 10 each
** Wings (2) -200 each
Wing Hardpoints tips (1)-10
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 300
Vectors thrust nozzle (1)
Fuselage Pylon Mounted (3)
***Rechargeable Force Field: standard 100 or other types
***Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes

F 16F Stealth Viper Falcon MARK IV
https://www.deviantart.com/aksuperman/a ... -366469405

M.D.C. by Location:
* Landing Gear/ - 35 each
*Tires (3) 50
* Nose Gun (1) - 10
* Integrated Wing Hardpoints (6) - 10 each
** Wings (2) -200 each
Integrated Wing Hardpoints tips (1)-10
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 300
Vectors thrust nozzle (1)
Integrated Fuselage Hardpoints (3)
***Rechargeable Force Field: standard 100 or other types

* Targets marked by a single asterisk are small and/or difficult to hit and require a Called Shot to strike with a -3 modifier. Destroyed landing gear will result in emergency landing rules . Destroying a pylon-mounted missile or bomb will detonate it and inflict damage to aircraft.

* * Destroying one of the wings or depleting the M.D.C . of the main body will knock the bird out of the sky ! Roll under piloting wrecked, but pilot survives with a few scrapes and bruises).

***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity

Speed :
Driving on the Ground: Not possible, taxi speed is 5 mph (8 km) on paved surfaces, 2 mph (3 .2 km) on rough terrain.
Flying:
The turbofan engine of the Falcon j et fighter enables the aircraft to reach maximum flying speeds of Mach 2 (approximately 1 ,320 mph/2, 1 1 2 km) .
Cruising speeds vary according to the situation but tend to be sub-sonic, usually between 300 and 500 mph (4 80 and 800 km). At maximum weight, takeoff distance is approximately 600 feet ( 1 83 m).

F 16E Viper Falcon MARK IV
VTOL agile as helicopter
Vector thrust systems.


Maximum Altitude :
The maximum altitude for the Falcon is 50,000 feet .
Range :
2000 miles (3200 km) before requiring refueling.For all MARK II

F 16 D MARK III and up
Electric power system either 9 hours
Or
2 years of constant power

Statistical Data :
Height:
16 feet, 8 inches (5 m).
Width :
32 feet, 1 0 inches ( 1 0 m) wingspan .
Length :
49 feet, 4 inches ( 1 5 m).
Weight:
18 tons empty, 22 tons fully loaded.
Cargo :
Minimal storage space for extra clothes, weapons and personal items.
Power System:
Conventional turbofan, fuel-base engine.
Cost: 36 million credits for a s ingle undamaged and fully armed
GAW Improved Falcon.

Weapon Systems :these are Per rifts weapon systems first Generation systems

Standard M61 20m m Gatling Cannon : This i s the same pre-Rifts gatling cannon originally installed on the F- 14 and F-16 series fighters. The cannon is armed with Mega-Damage, armor piercing ramjet ammunition.
Primary Purpose :
Anti-Robot/Anti-Vehicle.
Secondary Purpose :
Assault.
Mega-Damage :
2D6+3 for a short 1 0 round burst,
6D6+6 for a medium 30 round burst.
Rate of Fire :
Each burst (short or medium) counts as one of the pilot ' s melee attacks/action s .
Effective Range :
6000 feet ( 1 829).
Payload:
2400 rounds, equal to 240 short bursts or 80 medium bursts.

Standard Air-to-Ground Missiles (4) :
Two medium-range missiles are mounted on each w ing. They are used for air to ground attacks,
typic ally to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed positions, but also to take down or soften up giant robots, tanks
and monsters, and to punch holes into infantry lines.
Primary Purpose :
Anti-Robot and Anti-Vehicle.
Secondary Purpose :
Anti-Structures and Anti-Dragon.
Mega-Dam age :
Varies ith missile type.
Missile Type: Can use any short- or medium-range missiles, but
High Explos ive (Heavy): 3D6x 10 M.D.
or
Plasma: 4D6x 10 M.D. , do the most damage .
Rate of Fire:
One at a time or in volleys of up to nine .
Effective Range :
40 miles (64 km).
Payload : Four medium-range missiles .

Wing Mounted Mini-Missiles (16) :
Eight mini-missiles are mounted on each of the wings. They are used for air-to-air interception
missions against other aircraft and missile volleys .
Primary Purpose :
Anti-Aircraft and Other Flyers .
Secondary Purpose :
Defense and Assault.
Mega-Damage :
Varies with type of missile. Missile Type: Any mini-missile can be used, but standard issue
are Armor Piercing and Fragmentation.
Rate of Fire :
Volleys of 2, 4 or 6; each volley counting as one
melee attack.
Effective Range :
One mile (1.6 km).
Payload: 16 ; eight per wing.





GUNPOD are place in Hard points and added addition fire power for any jet fighter


UPDATED Weapon summary :
Guns
Hardpoints:
2 × wing-tip air-to-air missile launch rails,
6 × under-wing,
3 × under-fuselage pylon

MARKIV and up
Guns ONE OR TWO
Hardpoints:
2 × wing-tip air-to-air missile launch rails,
6 × under-wing,
4 × under-fuselage pylon

GUNPOD: M61 20mm Gatling Cannon: for Nose Gun and Hardpoints
Spoiler:
This for chin gun window one in each side
Or wind Hardpoints
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon: for Nose Gun and Hardpoints

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




GUNPOD.50 Caliber Machine-Gun: for Nose Gun and Hardpoints
Spoiler:
This machine-gun is mounted under the nose position,

Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun: for Nose Gun and Hardpoints

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy Minigun: for Nose Gun and Hardpoints
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3
120 rounds burst 2d6x10 +3
240 rounds burst 3d6x10 +3


Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10
120 rounds burst 4d6x10


5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets for Nose Gun and Hardpoints
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun: for chin gun and Hardpoints

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


GUNPOD Rail Gun Gatling: for Nose Gun and Hardpoints

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


GUNPOD Anti-Tank Laser Rifle for Nose Gun and Hardpoints

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee


Missile PER Hard Point


WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M for Hardpoints
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.

Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four I Hardpoints

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles for Hardpoints
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines.

Primary Purpose:

Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km). Payload: Four long-range missiles


XM-3 2.7 inch Rocket pod/Launchers : Hard points only
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!

Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher


Short range Missile Rails (2): Hard points only
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2): for Hardpoints

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher : for Hardpoints
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.

Mounted Mini Missile Launcher pod : for Hardpoints
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures.
Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each


Modified AIM-54 Phoenix Air-to-Air Missiles (6): for Hardpoints
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions. In this case in wing tips .

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints








Standard issue for MARKIII and up
Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

CIWS Beam /Gatling Rail Guns (1):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


CIWS Beam Gatling Guns (1):

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds




Systems of Note:

The Falcon has all the features common to robot vehicles as listed in the Rifts® RPG. These include standard radio communications, ejector seats, a fully environ mental cockpit and a laser targeting system. Additionally, the plane has the following:
Spoiler:
Enhanced Radar:
Can identify and simultaneously track up to 96 targets. Range: 250 miles (400 km). Pilot and
Sensor Systems
: H.U.D. helmet 180 degree targeting systems
optics include
thermal imager (6000 feetl1828 m), passive nightvision (4000 foot/ 1219 m range),
laser targeting system (+2 to strike with M61 20mm Gatling Cannon), and
special fly-by-wire flight controls. These features significantly improve the reaction time of the pilot for firing weapons (missiles & cannon),
providing a bonus of
+ 1 on initiative,
+ 1 to strike, and
+8% skill bonus for pilots with the Jet Fighter skill.



QF-16
Combat drone
can be a MARKII and up
considered a full U.A.V or combat drone


Stealth F 16
https://www.deviantart.com/aksuperman/a ... -366469405
weapon pods



Additional systems added MARKII and up



The Falcon has all the features common to robot vehicles as listed in the Rifts® RPG . These include standard radio communications, ejector seats, a fully environmental cockpit and a laser targeting system. Additionally, the plane has the following :

Enhanced Radar:

Spoiler:
Can identify and simultaneously track up to 96 targets . Range : 250 miles (400 km).
Pilot and Sensor Systems : H.U.D . helmet, optics include thermal imager (6000 feetl 1 82 8 m), passive night vision (4000 foot/1 2 1 9 m range),
laser targeting system (+2 to strike w ith M6 1 20mm Gatl ing Cannon), and special fly-by-wire flight controls .
These features significantly improve the reaction time of the pilot for firing weapons (missiles & cannon), providing a bonus of
+ 2 on initiative,
+ 2 to strike,
+10 % skill bonus for pilots with the Jet Fighter ski
ll.


MARKIII and up

Spoiler:
The old F-16 has nine hard points for ordnance (The aircraft had two additional hard points but those are for electro-optical, infra-red, and terrain following pods which have been replaced by new internal equipment). Below is a list of hard points and the loads that they can carry. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point .


F 16E Viper Falcon MARKIII

Spoiler:
In addition senor except radar

Lock on targets don't need to be on six o'clock but has 180 degree of pilot
view

The old F-16 has nine hard points for ordnance (The aircraft had two additional hard points but those are for electro-optical, infra-red, and terrain following pods which have been replaced by new internal equipment). Below is a list of hard points and the loads that they can carry. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point .

Can be nuclear power system but at extra cost
Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power supply is surprisingly compact, safe, and has a long lifetime even under constant use. Any high-tech town, including `Burbs and places that cater to mercenaries and adventurers, can make repairs.
One Year: One million credits.
Two Years:
2 million credits.
Five Years: 4.5 million credits.
Ten Years: 8 million credits.
Twenty Years: 15 million credits.


Build in system
Infrared Spotlight:

Spoiler:
Emits an infrared beam that is invisible to the naked eye but can be seen with the right sensors.
Range is 10 miles but is reduced by half in smoke or inclement weather. .


Spoiler:
Tactical Camera:

Spoiler:
This camera, called the gun camera by pilots, can record up to 4 hours of footage into memory that can then be downloaded and watched. This footage is usually used for training and combat analysis. It sees directly ahead along the axis of the aircraft's main cannon.


Spoiler:
Thermal Imager:

Converts the heat signatures of warm objects into visible images. 10 miles range and allows the pilot to see through darkness, shadows, smoke, inclement weather and even through walls.

Spoiler:
Nightvision

Spoiler:
Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 10 miles range, but is completely useless in total darkness.


Distress Beacon:
Spoiler:
range 300 miles


Bombs
Spoiler:
Unguided "gravity" bombs are not precision weapons and have a tendency to fall wherever they are dropped. At an altitude of 15,000 feet (4572 m) and higher, pilots are -4 to strike stationary targets, -6 to strike moving targets. and -IO to strike small moving targets like enemy mecha, cars and trucks.

Precision-Guided Munitions or "Smart Bombs" have a short-range guidance/ tracking system and are +2 to strike large, stationary targets, + I to strike large, moving targets. and have no bonus (straight die roll) to strike small, moving targets like a Cyclone, truck or car.

Same as missiles per Hardpoints



Aesa radar
Spoiler:
Long Range Phased Array Radar capable of tracking both air targets and ground targets. The radar system also has terrain following capacity. The fighter can track up to 48 targets simultaneously and can target and fire on up to 120 targets simultaneously. Range: 300


Advanced Electro-Optical IRST:
Spoiler:
IRST stands for infrared search and track and uses multiple thermographic cameras that sense infrared radiation. Advanced 360 degree system which can be used both during the night and during the day to get visuals on target.


VTOL System
Spoiler:
Driving on Ground (Taxiing):
Only possible for take offs and landings as well as for parking and storage. Speed is 4 mph when traveling and not on take off or landing.
Flying:
The jet propulsion system enables the F16 to reach a maximum speed of Mach 2.1 and climb to an altitude of 65,000 feet . When in beast mode fighter is carrying ordnance on its external hard points, the fighter has a top speed of Mach 2 . The fighter has a minimum glide-speed of 100 mph ; if it goes any slower, the wings cannot provide sufficient lift and the aircraft will crash unless VTOL engines are engaged. This VTOL can be very agile due to vector thrust system from ground level to air to air combat. Cruising speed tends to be between 250 mph (400 kph) and Mach 1.0 (741.4 mph/ 1193.3 kph).
Maximum Effective Range:
No fossil fuels system


Varies
Electric power system Pilot endurance
From 9 hour or months from 12 to 24 months

Nuclear powered, giving it continual energy, but the jet engines begin to overheat after 48 hours of continual use.

Laser Navigational System:
Spoiler:
Allow flight at low altitude without use of Radar. Gives a map of the Terrain.


F 16F Stealth Viper Falcon MARK IV
Spoiler:
All abilities senor /look at F 16E Viper Falcon MARK
+ 4 on initiative,
+ 3 to strike,
+20 % skill bonus for pilots with the Jet Fighter skill.
Integrated Fuselage Hardpoints
Integrated Wing Hardpoints

Stealth system
Spoiler:
Causes a -80% to any attempts to detect the fighter using radar. The special shape of its exhaust also means that the plane is -20% to detect using IR sensors. All IR guided missiles are -1 to strike. The engine is also much quieter than it is on the standard version of the fighter. Opening the main ordnance bay greatly increase the aircraft's radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions. Also, Stealth is not reduce due the hard point carrying ordnance are integrated to wing and hull main Body.

The Senor Dome T.A.G ( Target a ) system has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with a range of 500 miles (800 km), optics systems include passive night vision 10 miles), laser designator (+1 to strike) and radar: tracks 96 targets within a 500 mile rangethis under the pilots
Spoiler:
•Add +40 Piloting skills
• any allies from Vehicle to infantry get
•+2 to strike/initiative/+3 dodge
•any form of indirect fire + 4 added
• all sensor are connected to Senor Dome T.A.G
Target Acquisition Gear is an Muti-senor for the purpose of guiding weapons systems onto the target, thereby increasing the hit rate and damage, while also reducing lock on time. It also tightens the grouping of weapon systems and increases accuracy of allied from Infantry to allied vehicles .


UPDATE
Spoiler:
disposable missile senor drone only MARKV able to extend range by 10 miles radius sensor ( for each )and size of mini missiles use propeller driven loiter time 96 hours S.D.C 100 Self-Destruct systems use any fission block
payload 10 in underbelly of main body.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Rifts Earth Chinook


Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program

https://www.deviantart.com/phxxxs/art/C ... -778458162

Chinook Larger than the Black Hawk, the Chinook is a heavy transport chopper used to move troops, supplies and casualties. It can also be used to drop paratroops or power armor troops, as well as transport supplies and light vehicles like the Hummer, Fast Attack Vehicle, hovercycles and similar cargo. The Chinook has two contra-rotating and intermeshing, three-bladed rotors which operate in tandem to keep the helicopter flying and moving at high speeds. The Chinook only has a basic radio (500 miles/800 km range).

Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 100 miles . unless otherwise look at vehicles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.

M.D.C. by Location: VARIOUS MODELS


Model Type:
Chinook Class: Heavy lift, transport helicopter.
Crew:
Three,
plus
56 fully equipped passengers
or
56 fully equipped para troopers
or fully equipped Basic Exo suits

or 32 power armor troops man size

M.D.C. by Location: MARK II G.A.W
* Landing Gear - 10
* Rotor Blades
(6; 3 front and 3 rear) - 12 each
Reinforced Pilot's Compartment - 30
** Main Body/Fuselage - 125

M.D.C. by Location: MARKIII G.A.W
* Landing Gear - 10
Wheel 50
* Rotor Blades
(6; 3 front and 3 rear) - 100 each
Reinforced Pilot's Compartment - 129
** Main Body/Fuselage - 350

M.D.C. by Location: MARKIV G.A.W
* Landing Gear - 30
Wheel 50
* Rotor Blades
(6; 3 front and 3 rear) - 100 each
Reinforced Pilot's Compartment - 249
** Main Body/Fuselage - 450

M.D.C. by Location: MARKV N.A.A.Ts
* Landing Gear - 40
Wheel 50
* Rotor Blades
(6; 3 front and 3 rear) - 100 each
Reinforced Pilot's Compartment - 240
** Main Body/Fuselage - 590
Ramp rear (1) 175
Side ramp (2) 200
Under armor missiles Launchers system
340
Side missiles Launchers system (2)240

* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -3 to strike (-5 if the helicopter is flying faster than 100 mphl160 km)Rotor Blades -12 to strike. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each main rotor blade lost). Losing three of the main rotor blade will cause the helicopter to crash.

** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -40% for a suc cessful crash landing by auto-rotating.

****amour Body/Fuselage 200
*Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, and even then the attacker is -4 to strike (-6 if the helicopter is f lying faster than 100 mphl160 km). Destroying one of the attached missiles will detonate the ord nance and inflict damage to the helicopter. The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen alties are accumulative with each blade lost). Losing three or all blades or losing the tail rotor completely will cause the helicop ter to crash.
** Depleting the M.D.C. of the main body will knock the he licopter out of the sky! Roll under piloting skill -50% for a suc cessful crash landing by auto-rotating.

****Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes

***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity
Speed:
Driving on the Ground: Not possible. Flying: 190 MPH
being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude flying.


Maximum Altitude:
The maximum altitude for the Chinook is just 8,450 feet (2575 m).
Range:
1300 miles (2080 km) before requiring refueling. Basic model
Statistical Data:
Height:
16 feet, 10 inches (5.13 m).
Width: (rotors) 60 feet (18.29 m).
Length: 52 feet (15.8 m).
Weight: 25 tons.
Cargo:
Can carry 12,000 Ibs (5400 kg) suspended from the helicopter, in addition to passengers.
Power System:
Conventional combustion engine.
Cost: 600,000 credits. for basic model now for a MARK III 700,000 credits , a MARK IV model 800,000 credits

Add 100,000 credits each additional model
Electric engine system MARKIII and up power for 2 year constant use
can run on nuclear power
Nuclear energy is the most popular form of energy used in
robots and high-tech machinery. The power supply is surpris-ingly compact, safe, and has a long lifetime even under constant use. Any high-tech town, including `Burbs and places that cater to mercenaries and adventurers, can make repairs.
One Year: One million credits. Two Years: 2 million credits. Five Years: 4.5 million credits. Ten Years: 8 million credits. Twenty Years: 15 million credits
Weapon Systems: None. MARKII ONLY
MARKIII and up chin mounted turret
Either two front window one left side and right side
And rear window one left and one right
Other models can have front wing with three Hardpoint two under wing and wing wing tips




Other weapons system can be added
Weapon Systems summary

can be upgraded ,they come from GUNPOD from aircraft Hardpoints.
• This for chin gun
• window one in each side
• wind Hardpoints standard wing 2 Hardpoints one weapon Systems
• Extended wing wing 3 Hardpoints
• Wing tips Hardpoints
• N.A.A.TS models will have dual mounted chin gun and Hardpoints 2 weapon but no missile
In one Hardpoint one Beam weapon and one Rail gun or ballistic from gun pods
Or hold mini-missiles, Short range missiles or Medium-Range missile but no long range.

M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.

Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).

M.D.C M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the side window of the Black Hawk as allowing it a 270 degree arc of fire. One in the left and one in the right.



Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.

Imporved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).

Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

CIWS Beam /Gatling Rail Guns (6):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


CIWS Beam Gatling Guns (6):

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds

Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field



GUNPOD are place in Hard points and added addition fire power for any jet fighter

GUNPOD M61 20mm Gatling Cannon:
Spoiler:
This for chin gun window one in each side
Or wind Hardpoints
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon:

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




GUNPOD.50 Caliber Machine-Gun:
Spoiler:
This machine-gun is mounted under the nose position,

Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3

Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun:

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


GUNPOD Rail Gun Gatling:

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


GUNPOD Anti-Tank Laser Rifle

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee


Missile PER Hard Point


WI-40M Fire & Forget Super-Heavy Missile Launcher The WI-40M
Spoiler:
provides the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-

portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 20 or greater, otherwise it will require two or three men to transport it. The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.

Weight:

The missile system weighs 90 lbs and is six feet (1.8 m) long.

Mega-Damage: Any medium-range missile can be used. It is usually Armor-Piercing (2D4 x 10 M.D.), Fragmentation (2D4 x 10 M.D.) or Plasma/Heat (5D6 x 10 M.D.). Rate of Fire:

One-shot weapon or a pod of 4 is 1 to 4

Effective Range: 10 miles (16 km) or higher up to 40 miles. The missile has less fuel than a vehicle-mounted medium-range missile.

Payload: One or four I Hardpoints

A missile box pods containing four missiles and weighing 520 lbs (234 kg) is available.


Air-to-Ground Missiles
Spoiler:
Two long-range missiles are mounted on each wing. They are used for air to ground at tacks, typically to target entrenched fortifications, bunkers, bridges, artillery, communication towers and other fixed po sitions, but also to take down or soften up giant robots, tanks and monsters, and to punch holes into infantry lines.

Primary Purpose:

Anti-Robot and Anti-Vehicle.

Secondary Purpose:
Anti-Structures and Anti-Dragon.
Mega-Damage:
Varies with missile type.
Missile Type:
Can use any short- or medium-range missiles, but High Explosive (Heavy): or Plasma: do the most damage.
Rate of Fire: One at a time or in volleys of up to nine.
Effective Range: 40 miles (64 km). Payload: Four long-range missiles


XM-3 2.7 inch Rocket pod/Launchers :
Spoiler:
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation warhead by the technicians , for anti-infantry missions in a

Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose: Area Saturation
Mega-Damage:

5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius per rocket!

Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.or burst fire of tent's

Effective Range: 10,000 feet (1524 m).
Payload: 48 total, 24 unguided rockets per launcher. Or 100 per pod/Launcher


Short range Missile Rails (2):
Spoiler:
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-ranged missiles for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures and Anti-Armored Vehicle.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage: Varies with type of missile.
Missile Type: Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive (2D4x10 M.D.).
Rate of Fire:
Volleys of 1, 2, 3, or 4,8 or all
Effective Range: Five miles (8 km).
Payload: 1 total, per Hardpoints


Missile Rails (2):

Spoiler:
Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles or Medium-Range missile, for use against heavily armored targets, like robot vehicles and main battle tanks.

Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile. Missile Type: Any short-range missile can be used.
Rate of Fire:
Volleys of 1, 2, 4. 6 any or 8 or all 18
Effective Range:
Five miles (8 km).for short range missiles
40 miles (8 km).for Medium range missile

Payload:
Each rail can mount 4 short-range missiles
or 4 medium range missiles
Note
short range missiles +4 to strike
or
medium range missiles system
+8 to strike


Tube/Pod Mini-Missile Launcher
Spoiler:
Mini-missiles can be fired from the side of the helicopter.
Primary Purpose:
Anti-Infantry and Anti-Power Armor. Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with missile type.
Missile Type: Can fire any type of mini-missile,
but typically has fragmentation (5D6 M.D.) or high explosive (5D6 M.D.).
Rate of Fire: One at a time, or in volleys 2, 4 or 6.
Effective Range: One mile (1.6 m).
Payload: per pod 12 total mini-missiles in the launch tube
.

Mounted Mini Missile Launcher pod :
Spoiler:
This is an autoloading missile launcher that allows for rapid firing (but not volleying) of mini-missiles. For strafing run can clear an area of enemies with one pass. This weapon system is also used in dog fights against other enemy aircraft/ flying creatures.
Primary Purpose: Anti-Personnel, Anti-Vehicle, and Anti-Aircraft
Secondary Purpose: Defense
Weight: 500 lds
Mega-Damage:
Varies per mini-missile type.
Rate of Fire: Equal to the total number of hand to hand attacks per melee.
The missiles are fired one at a time; or can fire volleys of 10 only
Effective Range:
About one 1 mile(1.6 km).
Payload: 50 mini-missiles in 5 magazines carrying 10 each


Modified AIM-54 Phoenix Air-to-Air Missiles (6):
Spoiler:
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age Weaponsmiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.

Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6x10 M.D.
Rate of Fire: One at a time or in volleys of up to two
Effective Range: 125 miles (200 km)
Payload: 1 total, per Hardpoints




Chinook Gunships
MARKIII and up but no power amour man size
Rest stats the same
And add weapon systems.
https://www.deviantart.com/unspacy/art/ ... -951779163


MARKV Model
super Chinook
https://www.deviantart.com/unspacy/art/ ... -921446348

Weapon Systems:

Other weapons system can be added
Weapon Systems summary can be upgraded ,they come from GUNPOD from aircraft Hardpoints.
• This for chin gun
• Forward fix Heavy beam or ballistic gun (2)
• window one in each side front and rear can two types of weapons system of choice but no missile
• Under belly 24 missile fire and forget system/or bomb type mounted
• Long range missiles Launchers system(6per sided) MDC 340
• N.A.A.TS models will have dual mounted chin gun weapon system but no missile
one Beam weapon and one Rail gun.
or ballistic from gun pods
Or hold mini-missiles, Short range missiles or Medium-Range missile but no long range on Hardpoints
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Rifts Earth NGR Bradley’s variant

https://www.deviantart.com/unspacy/art/ ... -915503136

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI


This is call Lazarus program

The ORINAL Bradley’s FROM G.A.W were being Some mercenary companies or small kingdoms may decide to purchase the vehicles due to their cheap price. G.A.W Weaponsmiths are also pretending the vehicles are more effective than they really are; that and the appeal of pre-Rifts artifacts may attract customers. However Bradley’s in NGR were more advance in many ways expect weapons were limited to main turret , one in main body front and fire and forget missile systems. And of course, a hovercraft Bradley for RDF or rapid deployment forces.

Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 100 miles . unless otherwise look at vehicles thus system is ground to air system.
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication system with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
14.optical IR Infrared range 5 miles
15. Optical thermo imager system range 5 miles
16.mutli carmera system varies cameras around the tank

M.D.C. by Location: VARIOUS MODELS


Model Type:

NGR - Heavy IFV Infantry Fighting Vehicle
Class:
Heavy APC Amour Personnel Carrier
Crew: three crewmen,
a Tank Commander/pilot/driver, gunner,
loader/Operator/mechanic or communications officer.

Plus 6 infantry, or light cyborg or full Cyborg

Statistical Data:
Height:9 feet
Width: 12 feet
Length: 21 feet
Weight:
G.A.W MARKI Prototype 25 tons fully loaded. Add 2 tons
MARKII add 3 tons
MARKIII add 4 tons
MARKIV add 5 tons
MARKV add 6 tons
MARKVI add 7 tons
Cargo:
Minimal storage space, just enough room for extra clothing, weapons and some personal items.

Speed: 60 MPH cross country 40 MPH
maximum fuel range: 300 miles (483 km). Fossils fuel Systems

Power System:

Conventional diesel engine. sold for 85,000 credits each. Starting cost
Later models electric power system from 9 hours to several months (12 to 24 months)
Or


Alternative Fuel Systems :Solid Oxide Fuel Cells
Spoiler:
Even the best batteries produced by Northern Gun can only offer roughly 100 hours( for NAAT/Guard Improved /AMC NAAT / Peacekeeper IS 1000 Hours or 41 days )

Solid Oxide cells are quite simple to use. Insert a fresh fuel cell into the vehicle, armor or robot's cell port, twist the handle to activate, and you're done

The cell will provide robots and large vehicles with energy for approximately four weeks (28 days) be-fore running out, or roughly eight weeks (56 days) for power ar-mor, hovercycles and light vehicles, after which it will need to be returned to an official Northern Gun outlet to be recharged and rebuilt.

Heavy-Duty Solid Oxide Fuel Cell ( for NAAT/Guard Improved /AMC NAAT / Peacekeeper )
Weight: 100 lbs
Duration: 7000 hours (approximately four weeks of constant use). Or 291 days
Protective Casing: 300 M.D.C.
Cost: 100,000 credits


The Dangers and Limitations of Solid Oxide Fuel Cells.
The first thing anyone who handles Solid Oxide fuel cells realizes is that they run hot. The average temperature of a Solid OX cell in use is 1,000 degrees C (1,832 F)! The cells tend to stay hot for a long time after being powered down as well, so working with them requires special heavy equipment, welder's gloves, masks and sometimes even heat suits. Touching an exposed hot fuel cell will inflict 1D4 M.D. to Mega-Damage creatures and 2D4x10 S.D.C. to human beings. For humans, these are third-degree burns and will result in permanent scarring.
Solid Oxide fuel cells are also less bountiful in their reserves of power than the nuclear cores that many customers are accustomed to. Using a Solid OX powered vehicle or robot to charge another vehicle's batteries will drain 50% of its energy life. Armor, robots and military vehicles that have replaced non-energy ballistic weapons like rail guns and missile launchers with energy weapons or added extra energy weapons will also put a strain on the system, cutting the fuel cell's life span by 25%.
In addition to their functional limitations, Solid Oxide fuel cells are also extremely volatile and will react explosively if their outer casing is ruptured. Reduce the M.D.C. of a fuel cell to 5 M.D.C. or less and there is a 50% chance of it exploding every minute (4 melee rounds). Reduce it to zero and it explodes immediately. A Standard Solid OX fuel cell does 4D6 M.D. to everything in a 6 foot (1.8 m) radius. The Heavy-Duty Solid OX cell does 1D6x10 M.D. to a 10 foot (3 m) radius. If a fuel cell is exposed and it is detonated while still inside the vehicle, all damage is done directly to the main body and utterly destroys
the power system, requiring complete replacement and extensive repairs (1D4 million credits and days for repairs).
Converting Vehicles to Use Solid Oxide Fuel Cells
In addition to selling the fuel cells and offering fuel cell systems as an option on new products, Northern Gun also offers con-version packages for older NG equipment and even competitors' models. They are more than happy to convert the vehicles of rival companies to use their Solid Oxide systems, for which they are the only provider of fuel cells. They even offer free installation at most official NG stores. Northern Gun envisions a day when Solid OX has replaced nuclear power packs as the most common and affordable vehicle fuel system in North America.
The conversion kits that they produce have been appearing at third party arms merchants and in the hands of the Black Mar-ket, just as Northern Gun intends. They are relatively simple to install, pre-designed to be partially modular and to fit right into the cavity left behind when a standard nuclear core is extracted. The job can be handled by any skilled Operator (01-94% chance of success) with access to heavy machinery or an assistant with Robotic or Supernatural P.S. to do the heavy lifting. Removing the old nuclear power pack safely is always the hardest part of the job.




N.A.A.T/Guard /A.M.C /N.A.M.E.S / Peacekeeper/
Improved Electric Batteries

Spoiler:
Most vehicle and robot designs now offer electric batteries as a power option with a standard 2000 hour field life, good for roughly 84 days of use in the field depending on the level of exertion. This lifespan doubles for light units like most man-sized power armor, light robot drones, exoskeletons and hover-cycles Armor .


Electric Battery Power System
Weight: Each battery weighs roughly 10 lbs (14 kg).
Duration: 40 days of continuous use in robots and heavy vehicles. 60 days of continuous use in most man-sized power armor (9 feet/2.7 m and smaller), 200 days hovercycles, rocket bikes , light vehicles and Armor vehicles
.
Protective Casing: 100 M.D.C.
Recharge Cost: 100 credits per battery at most NG stores and other weapon dealers and stores. However, a friend or good Samaritan may recharge a battery at no charge whatsoever. Takes 1 hours to charge a battery to full power (3 hours at an NG outlet). Cost: 10,000 to install the electric battery system and 15,000 credits per each NG electric battery used, and for replacement batteries. Otherwise, the life of an electric battery under normal use is five years; 10 years under combat conditions.


Or


Nuclear power system add costs
Cost 80,000 credits each (a steal compared to base model
Add 80,000 credits for each newer model

M.D.C. by Location varinats models


M.D.C. by Location :MARKI G.A.W Prototype
Main Turret - 60
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 20 each
* * * Main Body - 180
Reinforced Pilot's Compartment 25
Reinforced Crew Compartment 25
Amour section

M.D.C. by Location :MARKII
Main Turret - 120
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 30 each
* * Track Treads (2 ) - 40 each
* * * Main Body - 320
Reinforced Pilot's Compartment 50
Reinforced Crew Compartment 50
Amour section

M.D.C. by Location :MARKIII
Main Turret - 220
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 30 each
* * Track Treads (2 ) - 80 each
* * * Main Body - 420
Reinforced Pilot's Compartment 100
Reinforced Crew Compartment 100


M.D.C. by Location :MARKIV
Main Turret - 320
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 60 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 520
Reinforced Pilot's Compartment 240
Reinforced Crew Compartment 240
Amour section
***Rechargeable Force Field:

M.D.C. by Location :MARKV
Main Turret - 320
Amour section Main Turret 240 (1)
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 60 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 520
Amour section Main Body (5)
Reinforced Pilot's Compartment 240
Amour section Reinforced Pilot's Compartment 240
Reinforced Crew Compartment 240
Amour section Reinforced Crew Compartment 240
***Rechargeable Force Field:100 (can varies on type)

M.D.C. by Location :MARKVI
Main Turret - 320
Amour section Main Turret per side(4) 240
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 20mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 60 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 520
Amour section Main Body per side(5) 240
Reinforced Pilot's Compartment 240
Amour section Reinforced Pilot's Compartment 240
Reinforced Crew Compartment 240
Amour section Reinforced Crew Compartment 240
***Rechargeable Force Field:can varies on type)

* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a C alled Shot to strike with the shooter suffering a penalty of -2 to strike .

* * Depleting the M . D . C . of a tread requires a C alled Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x 10+ 1 0 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.

*** Depleting the M.D.C. of the main body completely destroys the vehicle.



***Amour section has a thin layer of 120 M.D that section is designed to take damage first if doesn’t have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes

***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity

Weapon Systems

Weapon package A
Old weapons system

Weapon package A



Light Auto cannon
Spoiler:
Damage
The cannon does 5D6 M.D.,
Rate of fire single shot
Range 5000 feet
Payload
single shot only 120





TOW Missiles
Spoiler:
Damage inflict 1D6 x 10 M.D
Rate of fire single shot
Range 2 miles
Payload 2
Reloader by hand
Weight 25 lds


Weapon package B

Side coaxial Machine-Gun or Rails gun
Or any energy base weapons payload 100 but nuclear power unlimited

Side mounted missiles
Mini missiles or short range missiles system or Medium-Range

Standard issue for all MARK III and up
CIWS System
Smoke Launcher system


Weapon Systems 20 mm HEAT round
Spoiler:
Damage.: 2d6 M.D single round burst are possible
100 round burst 2d6x10
200 round burst 4d6x10
Rate of fire burst
Range :2 to 3 MILES
Payload:2000 round
Weight built in turret or 250 lds ammo 600 lds


or
Weapon Systems 30 mm
Spoiler:
Damage:
3d6 M.D single round, burst are possible
100 round burst 3d6x10
200 round burst 6d6x10
Rate of fire round burst
Range 2 to 4 miles
Payload:2000 round
Weight built in turret or 250 lds ammo 600 lds


or
50 mm Autocannon
Spoiler:
Damage:
4d6 M.D single round , burst are possible
4d6 M.D burst are possible
100 round burst 4d6x10
200 round burst 8d6x10
Rate of fire round burst.
Range 2 to 5 miles
Payload:2000 round
Weight built in turret or 250 lds ammo 600 lds




Weapon turret on main turret (3)
The following turret standard model has three different weapon Systems the missiles system are separate, but N.A.A.TS model has five weapons system .The turret has 360 degrees capabilities and 360 view port and camera connection to other video .

M.D 50 cal Coaxial Machine-gun:

This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Conventional .50 Caliber Rounds:

Spoiler:
1D6x 100 S.D.C. or 1D6 M.D. per burst of 10 rounds.


Light Ramjet Rounds:
Spoiler:
One M.D. per round,
doing 1D8+2 M.D. per ten round burst.
(Cost is 4 credits per Light Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 5-6 credits each from GAW; fair to good availability.)


Heavy Ramjet Rounds:
Spoiler:
1D4 M.D. per round,
doing 1D4x10 M.D. per ten round burst.
(Cost is 8 credits per Heavy Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 10-12 credits each from GAW; fair to good availability.)


Improved ammunition H.E.A.P Rounds
Spoiler:
1D6 per round
1D6x10 per ten round burst.
2D6x10 per 20 round burst.


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Spoiler:
6000 feet up to 5 miles

Payload:
Spoiler:
3000 rounds, equal to 300 bursts!


Box Style Missile Launchers (2) turret:
Spoiler:
These two box-mounted launchers have been added to the sides of the GAW
Abrams for use against lightly armored targets and infantry
. Primary Purpose: Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type,
but GAW sells the tank with
six High Explosive (5D6 M.D. to a 5 foot/1.5 m blast radius)
and six Fragmentation (5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire:
Volleys of 1, 2, 4, or 6.
Fired by the gunner.
Effective Range: One mile (1.6 km).
Payload: 12 total.
Each missile launcher holds six mini-missiles.
Or
Short range missiles 3 each Launcher
Or
3 medium range missiles


In addition to
Spoiler:
WI-GL20 Automatic Grenade Launcher (2)one per side. This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Weight: 130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:
Fragmentary: 4D6 M.D. to a blast area of 12 feet (3.6 m).
Or
Armor-Piercing: 1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).
A burst is 10 rounds!
A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)!

A burst of ArmorPiercing grenades does 3D6 x 10 M.D. with an 8 foot (2.4 m) blast radius. C, 55,))
Rate of Fire: Standard.
Maximum Effective Range: 3000 feet (914 m).
Payload: 200 round of each Grenade


7.62 mm Cupola Machine-gun:

A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with Wellington Industries' WI-2E explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down.
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
Spoiler:
4D6x10 S.D.C.
or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst.



Using WI-2E explosive rounds doubles the damage noted above
Spoiler:
(2D4 M.D. per 10 round burst
4D4 M.D. per 20 round burst).


Improve ammunition H.E.A.P rounds
Spoiler:
2 M.D per round

(5D4 M.D. per 10 round burst
1D4 x10 M.D. per 20 round burst ,1d6x10 per 30 rounds burst and so on)

Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee.
Effective Range: 6000 feet
Payload:
Spoiler:
1600 rounds,


Additional. Weapon turret on main turret (2)


M.D.C M-23 7.62 mm MiniMachine-Gun:

Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
Spoiler:
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.
1d6x10 M.D for a 160 round burst
2d6x10 M.D for a 320 round burst


Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
Spoiler:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,


Rate of Fire:
Spoiler:
Each burst counts as one melee attack.

Effective Range:
Spoiler:
3000 feet to 5000 feet

Payload:
Spoiler:
6000 rounds,
For slug rounds
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).




M.D.C standard Heavy 7.62 mm Machine-Gun:

Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round

Spoiler:
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
5d6+2 M.D. for a 80 round burst. max rate of fire


Imporved ammunition rounds
Mega-Damage:
Spoiler:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,max rate of fire


Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 6000 rounds,
Spoiler:
For slug rounds .
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).


standard Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)


Weapon package C


weapons summary


1. 20 MM auto cannon standard-issue or any rail gun
2. 20 MM Chain gun
3. any rail gun max MDC Damage 2d4x10
4. WI-GL20 Automatic Grenade Launch(1): ( Rifts mercenary book)
5. 111-100 Rail Gun (1): ( Rifts mercenary book)
6. ATL-7 Anti-Tank Laser Rifle(1): ( Rifts mercenary book)
7. 30mm Auto-Cannon (1): ( Rifts mercenary book)
8. WI-23 Missile Launcher( Rifts mercenary book)
9. WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
10. WI-40MD Fire & Forget( rifts mercenary book)
11. Light Vulcan Laser Turrets (1): ( rifts mercenary book)
12. Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)
13. GAW Sledgehammer 81mm Medium Mortar ( Rifts merc spec ops book)
• Force Fields: pick one Standard Human Force Fields (Rifts® Sourcebook One Revised & Expanded ) NE Force Fields systems ( Rifts mercenary book)




1)20 MM auto cannon standard-issue

Or

2) 20 MM Chain gun or any rail gun

Primary Purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built in
Mega-Damage:
20 mm auto cannon can have higher damage per round on later models
1D10X10 SDC OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,

20 MM Chain gun for
Short burst 5d6 M.D thirty round burst,
Medium burst 1d6 x10 M.D that a 60-round burst,
Long burst 2d6 x10 M.D that a 120-round burst,counts as two attack
Full melee burst 4d6 x10 M.D that a 240-round burst,

any rail gun Max damage 2d4x10 per burst
Rate of Fire: burst


Effective Range:
20 mm auto cannon /20 MM Chain gun
5000 feet
Railguns varies
Payload
20 mm auto cannon /20 MM Chain gun
1000 rounds
Railguns 2500 rounds
Side-mounted shortage missile systems or TOW or short-range missile systems pick one on turret
Primary purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built-in
Mega-Damage: varies with missile
Rate of Fire: 1 or of set 2, 4 fire or 8 ,12 , 16 ,20 ,24 that one attack
TOW or short-range missile system 4 only
Effective Range: 5 miles
TOW or short-range missile system 3 miles
Payload: 24




Standard issued 20 MM auto cannon standard-issue or any rail gun

Main gun:
20 MM auto cannon standard-issue or any rail gun
Primary Purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built in
Mega-Damage:
20 mm auto cannon can have higher damage per round on later models
Spoiler:
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,

any rail gun Max damage 2d4x10 per burst
Rate of Fire: burst
Effective Range:
20 mm auto cannon
5000 feet
Railguns varies
Payload
20 mm auto cannon
1000 rounds
Railguns 2500 rounds
Standard issued Side-mounted shortage missile systems or TOW or short-range missile systems pick one on turrnt
Primary purpose:
Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: built-in
Mega-Damage: varies with missile
Rate of Fire: 1 or 2,3,set of 4 fire or 8 ,12 , 16 ,20 ,24 that one attack
TOW or short-range missile system 4 only
Effective Range: 5 miles
TOW or short-range missile system 3 miles
Payload: 24

or a single weapon systems one main gun one side gun right side and third left

1. WI-GL20 Automatic Grenade Launch(1): ( Rifts mercenary book)
2. 111-100 Rail Gun (1): ( Rifts mercenary book)
3. ATL-7 Anti-Tank Laser Rifle(1): ( Rifts mercenary book)
4. 30mm Auto-Cannon (1): ( Rifts mercenary book)
5. WI-23 Missile Launcher( Rifts mercenary book)
6. WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
7. WI-40MD Fire & Forget( rifts mercenary book)
8. Light Vulcan Laser Turrets (1): ( rifts mercenary book)
9. Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)
10. GAW Sledgehammer 81mm Medium Mortar ( Rifts merc spec ops book)




Weapon package D Porcupine weapon systems pick two


It dual systems weapon mount that will change this vehicle can operate in the field can be manual or remote .It replaces the 20MM weapon systems and carries two weapon systems .from number 1 to number 10 to use .


it has a Shielded Bradley Urban Survival Kit (BUSK)Amour 245 M.D.C
all weapon system 125 M.D.C
Force Fields is possible look below
only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper have this extra feature
pick two only
Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punish to the extreme


1. WI-GL20 Automatic Grenade Launch(1): ( Rifts mercenary book)
2. 111-100 Rail Gun (1): ( Rifts mercenary book)
3. ATL-7 Anti-Tank Laser Rifle(1): ( Rifts mercenary book)
4. 30mm Auto-Cannon (1): ( Rifts mercenary book)
5. WI-23 Missile Launcher( Rifts mercenary book)
6. WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
7. WI-40MD Fire & Forget( rifts mercenary book)
8. Light Vulcan Laser Turrets (1): ( rifts mercenary book)
9. Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)
10. GAW Sledgehammer 81mm Medium Mortar ( Rifts merc spec ops book)
11. Force Fields: pick one Standard Human Force Fields (Rifts® Sourcebook One Revised & Expanded ) NE Force Fields systems ( Rifts mercenary book) are NOT part of turret systems and are in main body


[b]1)WI-GL20 Automatic Grenade Launcher

Spoiler:
This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Weight: 130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:

Fragmentary:
4D6 M.D. to a blast area of 12 feet (3.6 m).

Armor-Piercing: 1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).
A burst is 10 rounds!

A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)! A burst of Armor-Piercing grenades does 3D6 x 10 M.D. with an 8 foot (2.4 m) blast radius.


Maximum Effective Range: 6000 feet
Payload:
40 round magazine or 200 round belt! Ammo drum 300 rounds
There are 10 more clips in Vehicle
Black Market :not available , Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punish to the extreme




2) 111-100 Rail Gun (1):
Spoiler:
This gun is a copy of Northern Gun's NG-202,modified for a higher rate of fire. It is located in the Turret over the main turret, and has a 360-degree rotation of fire and can elevate 90 degrees to engage aerial targets. The tank commander, the gunner, or the driver can access and use the rail gun.
Primary Purpose: Anti-aircraft and anti-vehicle.
Secondary Purpose: Defense: anti-personnel.
Weight: 300 lbs (135 kg)
Mega-Damage: A burst is 60 rounds and inflicts 1D6 x 10 M.D. One round does 1D4 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks (usually
4-6) of the gunner.
Effective Range: 8000 feet
Payload: internal 12,000 round drum, that's 200 bursts( three reloads ) ! Up to five drums can be carried by the tank. Reloading the drum takes 15 seconds if done by hand, 1 minutes if done manually .



3) ATL-7 Anti-Tank Laser Rifle (Rifts South America )
Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The short comings of this powerful weapon are that it must be reloaded by hand (takes one melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power
armor troopers can use it as a rifle without trouble or weapon mount ). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it.
Weight: 30 lbs. (13.5 kg)
Mega-Damage: 3D6x10+20 M.D. per shot
Rate of Fire: Single shot only; each shot empties an entire E-Clip
Effective Range: 9000 feet
Payload: 1 shot per E-Clip has or tie to vehicle other power systems 3 per melee Nuclear goes to 5 !!

Black Market: not available , Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punish to the extreme




4)30mm Auto-Cannon:
Spoiler:
This is like the Auto- cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry. It has 360 degree angle
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Weight: 200 pounds
Mega-Damage: A burst is 20 rounds and inflicts 2D6 x 10 M.D.; a single round does 3D6 M.D. standard

but only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper
• Short burst is 20 rounds and inflicts 2D6 x 10 M.D
• Medium burst is 40 rounds and inflicts 3D6 x 10 M.D
• burst is 80 rounds and inflicts 4D6 x 10 M.D
• long burst is 160 rounds and inflicts 5D6 x 10 M.D
• full melee burst is 320 rounds and inflicts 6D6 x 10 M.D takes all your attacks


Rate of Fire: burst
Effective Range: standard 3 miles
only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper 5 miles
Payload: 4000-round drum magazine; that's 200 Short burst
Black Market :not available , Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punish to the extreme


5)WI-23 Light Missile Launcher ( rifts mercenary book)
Spoiler:
This weapon is a clear improvement over the CR-1 Rocket Launcher and other similar anti-vehicle weapons. The WI-23 is an auto-loading launcher with a six-shot box magazine mounted on the right side of the tube. This allows the user to fire repeatedly without having to rely on a loader. The multi-optics scope is a copy of the CR-1 system, disguised to avoid accusations of patent violations (which are fairly unimportant anyway, since there are few commercial treaties between the CS and other nations).
Weight:
A fully loaded launcher weighs 26 lbs (11.7 kg), including its
payload of 6 missiles.
Each box magazine weighs 12 lbs (5.4 kg) fully loaded.
Mega-Damage:
Any type of mini-missile can be used, but the most common are armor piercing and plasma (1D4 x 10 or 1D6 x 10 M.D.).
Rate of Fire:
Equal to the user's number of attacks per melee (maximum 6); reloading the magazine takes three melee actions if using a box magazine, or one full melee round if reloading loose missiles. Effective Range: 1 mile (1.6 km)
Payload: Six missiles per magazine.
Black Market Cost: 30,000 for one launcher and one magazine, 4,000 for each additional magazine, not counting missile cost
Black Market :not available , Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punish to the extreme






6)WI-GL20 Automatic Grenade Launcher ( rifts mercenary book)
Spoiler:
This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: The "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system. Can be dismounted in one attack if need be
Weight:
130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:

Fragmentary:
4D6 M.D. to a blast area of 12 feet (3.6 m).

Armor-Piercing:
1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).
A burst is 10 rounds! A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)! A burst of Armor-Piercing grenades does 3D6 x 10 M.D. with an 8 foot (2.4 m) blast radius.

Rate of Fire: Standard.
Maximum Effective Range: 3000 feet (914 m).
Payload:
40 round magazine or 200 round belt! Drum 300 plus can be auto reloaded systems one drum on and two additional drums that 300 each ammo belt add 200 more rounds feed into drum
Drum M.D.C 100 ,Ammo Belt M.D.C 125 MDC get a -3 to hit while vehicle is still -6 at low speed -9 at high speed or any maneuvers



7)
WI-40MD Fire & Forget( rifts mercenary book)


Super-Heavy Missile Launcher
Spoiler:
This systems replace T.O.W systems with s better faster targeting systems for North America that been use by foot solider or infantry .The WI-40MD (the D is for modified version) provides the firepower of a tank (for one melee round/attack ) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 24 or greater, otherwise it will require two or three men to transport it.Can be dismounted from weapon systems in one attack if need be .
The WI-40MD is basically a medium-range missile or a short range Missile Launcher (pick one ) with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and borgs.
Weight: The missile system weighs 120 lbs (54 kg) and is six feet (1.8 m) long.
Mega-Damage:
Any medium-range missile can be used. It is usually
• Armor-Piercing (2D4 x 10 M.D.),
• Fragmentation (2D4 x 10 M.D.)
only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper
• H.E. (3D6X10 M.D.)
• H.E.A.T (3D6X10 M.D.)
• Heavy Plasma/Heat (5D6 x 10 M.D.) only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper commonly used .
Rate of Fire: One-shot weapon per attack/round
Effective Range: 10 miles (16 km). The missile has less fuel than a vehicle-mounted medium-range missile.
Payload:
four medium-range missile
or
16 short range missiles.
A missile box containing four missiles and weighing 520 lbs (234 kg) is available.
Taking a missile out of its box and aiming it usually counts as two melee actions/attacks.
Auto Reloader is possible
Note :
add +3 to strike short range missiles or +6 to strike Medium range missiles
Black Market Cost:







8)
Light Vulcan Laser Turrets (1): ( rifts mercenary book)

Spoiler:
This heavy, multi-barreled laser is used
for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted turret and only type . The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.
Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Defense
Mega-Damage: 2D4 x 10 M.D. per blast.
Rate of Fire: Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m)
Payload: Effectively Unlimited pick one , tie to vechile power systems 3 per mellee
There are a light version 2d4x10 ,medium version 2D6 x 10 M.D. per blast and 4D6 x 10 M.D. per blast heavy version


9)
Light M.D.C 14.5 mm or 50,cailber Machinegun: ( rifts mercenary book)

Spoiler:
A heavy, dual machinegun loaded with explosive bullets. The main section of the gun is protected by a metal shield (240 M.D.C). The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage:
A standard burst is 40 rounds and does 1D4 x 10 M.D. Only fires bursts.
only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper

• Standard burst 20 round burst 5d4 M.D
• Short burst is 40 rounds and inflicts 1D4 x 10 M.D
• Medium burst is 80 rounds and inflicts 2D4 x 10 M.D
• burst is 100 rounds and inflicts 3D4x 10 M.D
• long burst is 120 rounds and inflicts 4D4 x 10 M.D
• full melee burst is 140 rounds and inflicts 5D4 x 10 M.D takes all your attacks

Rate of Fire: Standard burst 20 round burst
Or
For only N.A.A.T/Guard Improved /A.M.C /N.A.M.E.S / Peacekeeper
• Short burst
• Medium burst
• burst
• long burst
• full melee burst

Effective Range:
standard 2000 feet (610 m)
only NAAT/Guard Improved /AMC /N.A.M.E.S / Peacekeeper 4.7 Miles
Payload:
2000 rounds (that's 50 bursts).with four boxes of 600 rounds 15 bursts





10)
GAW Sledgehammer 81mm Medium Mortar mark D ( rifts merc ops book)

Spoiler:
The Sledgehammer is a larger mortar that fires rounds at greater ranges. Before the Rifts these weapons were issued to heavy weapons platoons at the battalion level. When broken down into component parts these mortars can be transported on foot by their crew of five troops. This mortar fires standard HE rounds against infantry and soft-skinned vehicles, but with the development of "smart" HEAT mortar rounds they are also ef-fective against IFVs and tanks!
Weight: 89 lbs (40 kg).
Mega-Damage:
Varies with ammunition type.
Ammunition Types:
Uses the equivalent of grenades to inflict
Mega-Damage.
• Plasma: 6D6 M.D. to a blast radius of 12 feet (3.6 m).
• (Explosive/HE: 4D6 M.D. to a blast radius of 6 feet (1.8m).
• Fragmentation: 2D6 M.D. to a blast area of 20 feet (6.1 m).4'N 1406
• Smoke: Covers an area of 20 feet (6 m) in colored smoke (black, white, and red).
• Parachute Flares: Glides down And burns to illuminate the target area for ID6 minutes.

Rate of Fire:
1-2 shots per melee attack/round (characters with 5 or more attacks/actions per round can fire twice); each shot may include a minor adjustment and counts as three melee attacks.
Auto Reloader 2 shots per melee attack/round

Effective Range:
About 3 miles (4.8 km), the weapon has a minimum range of 100 feet .

Payload:
Single shot or two round burst, must be reloaded by hand.
Or Auto Reloader










11)
Force Fields

Standard Human Force Fields ( Rifts® Sourcebook One Revised & Expanded)
Rechargeable Force Field:
Spoiler:
One of the most impressive
"new" developments by the geniuses at Triax is an M.D.C. force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, or an incoming barrage, thus letting the rechargeable field take the brunt of the initial at-tack. There are two drawbacks, however: one, the weapons cannot be fired when the force field is engaged, and two, 8-24 hours is needed to recharge the M.D.C. of the force field. Al-though the force field recharges at a rate of roughly 4.2 M.D.C. per hour, even minor damage (25 M.D.C. or less) will require eight hours to be restored (the 4.2 M.D.C. per hour cannot appear sooner than 8 hours, it's the way the system works). Restoring all 100 M.D.C. takes 24 hours. Depleting the force field of its 100 M.D.C. results in an automatic shutdown of the generating system, and all subsequent attack damage is subtracted from the body of the vehicle.
Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punished to the extreme


Other this system cannot be used near any coalition/Quebec area
NE Force Fields systems ( rifts mercenary book)
N-F50A Superheavy Force Field
Spoiler:
This is the most powerful force field available. It looks and weighs the same as the N-F40A field, but is much more intense.
• M.D.C. 320
• Weight: 15 lbs
• No movement penalties.
• 6-hour duration per E-clip. Or systems triple ,nuclear unlimited
Black Market will return to NAAT/Guard Improved /AMC NAAT / Peacekeeper
Any Black Market that breaks this rule with punish to the extreme





Anti-Missile Chaff Dispenser (4):
Spoiler:
Located in the very tail end of the aircraft is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. This defensive feature is usually controlled by the co-pilot or pilot.

Primary Purpose: Anti-Missile

Mega-Damage:
None, but roll percentile dice to determine the result.

01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.

51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).

76-00 No effect! Missiles still on target!! Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through it.
The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half.

Duration:
1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.

Payload: 24 each



Special feature s



1) Special Alloy Armor Shielding: Specialized shielding protects the armor from EMP attacks and electrical blasts do half damage.

2) Flying Mini drone
The latest in spy drone technology, the Flying Mini drone is exactly what it sounds like, a hover, flying version of a Probe. That also means the Flying Mini drone is used to track, find, follow and spy on the enemy as well as locate victims of a disaster, only it quietly flies instead of scurrying across the ground. One of its different features is a retractable, folding arm that can end in a small mechanical arm and hand capable of picking up and carrying small, light objects such as a set of keys, pen, paper, knife, hand-held communicator, and similar items. In the alternative, it may end with a Pen Laser, mini buzz saw (does 2D6 S.D.C.) or an 11th sensor probe of some kind. As a probe and spy unit, it is primarily deployed by Intel-Agents, Military Specialists , scouts and Drone Specialist .It can hold 10 in turret and 20 in main body for wide cover area
Flying Probe for Reconnaissance —Robot/Artificial Intelligence
Model Type: Flying Mini drone
Class: Fully Automated Self-Sufficient Robot Probe.
Crew: None; artificial intelligence.
M.D.C. by Location:
Spoiler:
Legs (6) — 3 each
* Optic and Sensor Bulbs (10) — 1 each
** Main Body — 25
N.E Force field or Human Force field 150

* Destroying one of the sensor bulbs in the main body destroys one of its many optic systems, cameras, communications and sensory systems. When eight or more are lost, particularly video feed, the probe leaves its post unless commanded to do otherwise, and returns to base camp. These sensor bulbs are small and difficult to hit, especially on a moving target. Thus, they can only be hit when a character makes a "called shot," and the attacker is -5 to strike.
** Depleting the M.D.C. of the main body shatters the robot and destroys its electronic systems completely.
Speed & Movement:
Flying:
Spoiler:
Altitude up to 5 miles and link up with drone and vehicles
400 mph (32 km) maximum, but typically travels at about 10-50 mph when probing/examining/searching an area.

Stealth:
Excellent. Equal to a Prowl of
Spoiler:
95%;
silent flight.
Makes just a slight purr that is usually drowned out by even the slightest ambient noise, and makes a swishing sound as it flies by if traveling faster than
Spoiler:
50 mph .

Running, Leaping & Climbing: Not applicable.
Underwater Capabilities:
Spoiler:
2000 feet .

Statistical Data:
Size: the size of a softball with a small hover system attached; roughly six inches in diameter.
Weight:
Spoiler:
4.5 lbs (2 kg).

Physical Strength:
Spoiler:
Not applicable unless it has a retractable arm and hand (P.S. 6).

Cargo: None.
Power System:
Spoiler:
Nuclear, average energy life is two years.

Cost & Availability: Exclusive to
N.A.A.T/N.A.M.E. S/A.M.C/The Guard only was found or stolen and sells for upwards of 800,000 credits or equivalent in trade. Rare.

Weapon System:
Spoiler:
None.

Combat Capabilities:
Spoiler:
None per say.

Actions Per Melee:
Spoiler:
Five, mainly observation and tracking.

Hand to Hand Damage:
Spoiler:
Only if a cutting tool is part of its re-tractable arm.


Bonuses:

Spoiler:
Includes all bonuses from programming, robotics and sensors:
+1 to strike with retractable arm,
+4 to automatic dodge (can dodge without losing an melee attack/action),plus operator add as well
+3 to roll with impact or fall.
Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, bio-manipulation, and S.D.C. attacks. Also see sensors.


Sensor Systems of Note:
Spoiler:
All optics and lenses are tied to the video transmission system and can be broadcast to a N.A.A.T/N.A.M.E. S/A.M.C/The Guard only operator in the field monitoring the probe or base camp (if the latter is close enough). Robot Commanders and anyone working with probes will have a portable hand-held monitor and a larger monitoring unit (the size of a small laptop computer) or patch in to N.A.A.T/N.A.M.E. S/A.M.C/The Guard only vehicles , plus the data can be transmitted and displayed on the helmet HUD display of N.A.A.T/N.A.M.E. S/A.M.C/The Guard only body and power/robot armor.
All have
Each sensor or optic system is numbered to indicate the features of each one of the ten sensor bulbs. If individually targeted by an enemy (a rarity) or if the Spider Probe is dam-aged in some other way and loses one or more of its recon-naissance features, the G.M. can pick one (or some) or roll a 1D10 for random determination.


Standard issue
Communications systems :
Spoiler:
Wideband and directional radio communication system with built-in scrambler that transmits both voice and cockpit video. Range 5 miles


Self Destruct:
Spoiler:
A last ditch effort to prevent capture of the fighter or shuttle. The blast is largely contained, and destroys the ship and all of its systems, but only 3D6x10 M.D. is inflicted to everything within a 25 foot (7.62 m) radius


Motion Detector and Collision Warning System:
Spoiler:
Detects objects within 5,000 feet (1024 m) and alerts of an impending collision with an alarm and flashing red light; triple the range when fast moving objects are on a collision trajectory (providing 2D6+6 seconds to respond/take evasive action).


Laser Communications systems:
Spoiler:
up to 10 miles



1. Multi-Optics system:
Spoiler:
Sees normal human and infrared and ultraviolet spectrums of light, plus passive night vision. Range: 2 miles

2. Telescoping zoom lens.
Spoiler:
Range 2 miles

3. Micro-Magnifying lens
Spoiler:
with x2, x10, and x50 magnification. 5 miles

4. Thermo-Optics and heat sensors,
Spoiler:
vital for from warm bodies trapped under debris or hiding under camouflage or behind cover. Range: 2 miles

5. Camera/Video Eye with live transmission
Spoiler:
— live feed, no recording capability. Video camera and live transmission feed so its human partner can literally see what the probe sees. Range: 2 miles

6. Electronic Ear and audio transmitter
Spoiler:
with scrambler capabilities. Range: 2 miles

7. Laser Distancer:
Spoiler:
A light beam that accurately measures distance. Range: 5 miles

8. Radiation Detector.
Spoiler:
Range: 2 miles diameter.

9. Air Thermometer:
Spoiler:
Measures the ambient air temperature around the walking probe. Range: 2 miles

10. Molecular Analyzer:
Spoiler:
Detects and identifies impurities in the air. Mainly searches for toxic gases, pollution and chemicals harmful to humans. Range: 2 miles diameter.


11)Plus Radio Communications:
Spoiler:
Directional radio for coded messages between the robot and its human commander or base camp. Can also scan and communicate via code on conventional radio channels/frequencies, same range, and eaves-drop on enemy transmissions and track transmissions (60% success level) to their source. Range: 10 miles (16 km). ,

Note:
Spoiler:
Understands English, French, Spanish, German, Russian, Chinese, Arabic, and add 15 other languages; can identify all others but cannot understand or communicate in them.
Skill Programs of Note: Basic Math 98%, Radio: Basic 98%, TV/video (internal system), Prowl 72%, Tracking 60%, and Land Navigation 86%. Lore: Demons & Monsters:, Lore: Faerie, Lore: Indians, Lore: Psychics & Psionics, Lore: Psychics & Psionics, Lore: Religion at 90%
Programming and memory enable the robot to identify all NEMA, USA, Canadian, coalition, Quebec , Japan ,South America and Russian ,Merc outfits at 90% known and not well know and Mexican military ranks, uniforms, insignia, soldiers, robots, power armor, vehicles, weapons, equipment, and officers. This also cover bounties at a 90% ,if fail will metion inconclusive and retry every 15 seconds. Memory also includes the identification of 4000 different enemy targets, including new data on specific races, non-human features and powers, insignia, uniforms, enemy robot and vehicle designs, acts of aggression, and notorious enemies. Combat programming directs the actions and reactions to encounters and attacks.


12)Electronic Countermeasures (ECM):
Spoiler:
A combination of sensor jammers, radio-pulse flares and energy chaff dispensers. This system serves to protect fighters and shuttles against being detected by targeting systems as well as from in-coming missiles. When active, these systems impose a -10 % penalty to anyone trying to target a fighter or shuttle using the Weapon Systems skill, and cause missiles to lose any targeting bonus. Other fighters and missiles are -3 to strike a shuttle or fighter with active ECM.


13) sonar range 2000 feet

140 Special Alloy Armor Shielding:
Spoiler:
Specialized shielding protects the armor from EMP attacks and electrical blasts do half damage.




NGR hover Bradley Called R.D.F OR Rapid Deployment

https://www.deviantart.com/progv/art/Bradley-195066376

All stats the same but speed 100MPH over the water 45 PMH
Under water 20 MPH depth 3000 feet
Hover systems are built into the main body
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Rifts Earth M48A3 MBT

Aka M48 Patton OR heavy M48 Patton or super M48 Patton or Mega M48 Patton

Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.


This is call Lazarus program

https://www.deviantart.com/unspacy/art/ ... -952382823

Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive
2. none Radar
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
13.Polarized and light sensitive/adjusting tinted visor.
14.optical IR Infrared range 5 miles
15. Optical thermal imager system range 5 miles
16.mutli camera system varies cameras around the tank

M.D.C. by Location: VARIOUS MODELS


https://www.deviantart.com/konigstiger6 ... -896286414



Model Type:
heavy M48A3 MBT
Class:
Heavy M48 Patton tank.
Crew: five crewmen,
a Tank Commander/pilot/driver, gunner,
loader/Operator/mechanic or communications officer.

https://www.deviantart.com/the-empires- ... -414423719

Statistical Data:
Height:10
Width: 12 feet
Length: 30 feet
Weight:
40 to 50 tons
G.A.W MARKI Prototype 40 tons fully loaded. Add
MARKII add 5 tons
MARKIII add add 6tons
MARKIV add 8 tons
MARKV add 10 tons

Cargo:
Minimal storage space, just enough room for extra clothing, weapons and some personal items.

Speed: 30 mph (48.2 km);
maximum fuel range:
288 miles (463 km).
Fossils fuel Systems

Power System:
Conventional diesel engine. Cost: 100,000 credits. Starting cost
Later models electric power system from 9 hours to several months (12 to 24 months)
Or
Nuclear power system add costs
Cost 110,000 credits each (a steal compared to base model
Add 50,000 credits for each newer model

M.D.C. by Location
M.D.C. by Location :MARKI G.A.W Prototype
Cupola on Turret - 50
Main Turret - 100
Improved 120 mm Auto-Cannon - 50
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 20 each
* * * Main Body - 240
Reinforced Crew Compartment 25
Amour section

M.D.C. by Location :G.A.W MARKII G.A.W
Cupola on Turret (2) - 50
Main Turret - 100
Amour section Main Turret 120(1)
Improved 120 mm Auto-Cannon - 70
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 40 each
* * * Main Body - 240
Amour section per side (×6)Main Body 240
Reinforced Crew Compartment 50
Amour section Reinforced Crew Compartment 120

https://www.deviantart.com/aircraftfan3 ... -928589865

M.D.C. by Location :G.A.W MARKIII
Cupola on Turret (2) - 70
Main Turret - 200
Amour section Main Turret 200(1)
Improved 120 mm Auto-Cannon - 90
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 60 each
* * * Main Body - 480
Amour section per side (×6)Main Body 240
Reinforced Crew Compartment 220
Amour section Reinforced Crew Compartment 200

M.D.C. by Location : MARKIV
Cupola on Turret (2) - 120
Main Turret - 300
Amour section Main Turret 240(1)
Improved 120 mm Auto-Cannon - 100
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 80 each
* * * Main Body - 580

M.D.C. by Location : MARKV
Cupola on Turret (2) - 150
Main Turret – 400
***Amour section Main Turret (×5) 240 each
Improved 120 mm Auto-Cannon - 120
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 90 each
* * * Main Body – 680
*** Amour section per side (×5) 240 each
Reinforced Crew Compartment 240
Amour section Reinforced Crew Compartment 240

* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a C alled Shot to strike with the shooter suffering a penalty of -2 to strike .

* * Depleting the M . D . C . of a tread requires a C alled Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x 10+ 1 0 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.

*** Depleting the M.D.C. of the main body completely destroys the vehicle.



***Amour section has a thin layer of 120 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes

***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity











Weapon Systems Summary
Main gun
• 120 MM
• Over and under barrel Anti tanks Laser
• Coaxial gun pick one from Turret


Turret(x2)
• Cupola Machine-gun
• Chaff Dispenser
• Smoke Launcher system
• M61 20mm Gatling Cannon: turret
• GUN 30mm Auto-Cannon: turret
• Heavy M.DC.50 Caliber Machine-Gun: maduce for turret
• 14mm Machinegun: turret
• Vulcan Laser Turrets
• Rail Gun: turret




https://www.deviantart.com/unspacy/art/ ... -952382823

Main gun number one

120 mm Auto-Cannon:
The similar to Abrams main gun fires explosive shells at visible targets (line up in the targeting sights and fire and forget is only +1 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-2 to strike). The auto-cannon is built into the tur-ret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -3 to hit flying targets moving faster than 80 mph/128 km). The gun is controlled by a gunner inside the turret compartment.
Primary Purpose:
Anti-Tank/Anti-Robot/ Anti -dragon.
Secondary Purpose:
Self-Defense.
Mega-Damage:
Spoiler:
Old rounds single shot,

can be double tap or two round burst
6D6 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
or
1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Standard round

rounds single shot, can be double tap or two round burst rounds single shot, can be double tap or two round burst
1d6x10 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
or
1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius, if roll a 18 or better
Damage to crew/pilots compartment ,if None then to crew/pilots 6d6 M.D
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Improve round multipurpose rounds

rounds single shot, can be double tap or two round burst
1d6x10 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
or
1D6x10 per Armor Piercing round to a 3 foot (0.9 m) radius, if roll a 18 or better
Damage to crew/pilots compartment ,if None then to crew/pilots 1d4x10+8 M.D
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.
Instead of carrying two types of rounds now one rounds can either High-Explosive (HE) or Armor Piercing round

Depleting Uranium rounds add and extra dice instead of 1d4x10 M.D it 2d4x10 M.D.C


Rate of Fire:
A maximum of three attacks fire a
rounds single shot, or can be double tap or two round burst rounds single shot, can be double tap or two round burst

Effective Range:

Spoiler:
old rounds 6000 feet (1828 m) for all can rounds, can go as far 7 miles
Indirect fire 15 miles


Payload:
Spoiler:
The tank can carry up to 80 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.




Main gun number two

Over and under barrel Anti tanks Laser
It a combination of a 120 mm Auto-Cannon over and under barrel heavy Anti-tank laser system
Primary Purpose:
Anti-Armor and Anti-Gargoyle/Aircraft
Secondary Purpose:
Defense
Mega-Damage:
Spoiler:
120 mm Auto-Cannon look above top barrel
Anti-tank laser or A.T.L
Mega-Damage:3d6x10

Rate of Fire: equal to hand to hand plus 3
Effective Range:
Spoiler:
2 miles

Payload
Spoiler:
unlimited only for electric power system or nuclear power system


Weapon turret on main turret (2)
The following turret standard model has one weapon Systems ,but N.A.A.TS model has two weapons system .the turret has 360 degrees capabilities and 360 view via view port and camera connection to other video .

M.D 50 cal Coaxial Machine-gun:

This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:

Anti-Infantry/Soft Targets.
Mega-Damage:
Spoiler:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C. or 1D6 M.D. per burst of 10 rounds.

Light Ramjet Rounds:
One M.D. per round,
doing 1D8+2 M.D. per ten round burst.
(Cost is 4 credits per Light Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 5-6 credits each from GAW; fair to good availability.)

Heavy Ramjet Rounds:
1D4 M.D. per round,
doing 1D4x10 M.D. per ten round burst.
(Cost is 8 credits per Heavy Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 10-12 credits each from GAW; fair to good availability.)

Improved ammunition H.E.A.P Rounds
1D6 per round
1D6x10 per ten round burst.
2D6x10 per 20 round burst.

Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
6000 feet up.to 5 miles
Payload:
Spoiler:
3000 rounds, equal to 300 bursts!



WI-GL20 Automatic Grenade Launcher (2)one per side.

This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Spoiler:
Weight: 130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:
Fragmentary: 4D6 M.D. to a blast area of 12 feet (3.6 m).
Or
Armor-Piercing: 1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).
A burst is 10 rounds!
A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)!

A burst of ArmorPiercing grenades does 3D6 x 10 M.D. with an 8 foot (2.4 m) blast radius. C, 55,))
Rate of Fire: Standard.
Maximum Effective Range: 3000 feet (914 m).
Payload: 200 round of each Grenade


7.62 mm Cupola Machine-gun:

A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with Wellington Industries' WI-2E explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down.
Spoiler:
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:

4D6x10 S.D.C.
or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst.

Using WI-2E explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst
4D4 M.D. per 20 round burst).

Improve ammunition H.E.A.P rounds
2 M.D per round

(5D4 M.D. per 10 round burst
1D4 x10 M.D. per 20 round burst ,1d6x10 per 30 rounds burst and so on)
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee.
Effective Range: 3000 feet (914 m).
Payload: 1600 rounds,

Additional. Weapon turret on main turret (2)

M.D.C M-23 7.62 mm Mini Machine-Gun:

Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.
1d6x10 M.D for a 160 round burst
2d6x10 M.D for a 320 round burst

Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 6000 rounds,
For slug rounds
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).



M.D.C standard 7.62 mm Machine-Gun:
Spoiler:
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
5d6+2 M.D. for a 80 round burst. max rate of fire

Imporved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,max rate of fire

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 6000 rounds,
For slug rounds .
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).


Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (2): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

For N.A.A.T ONLY CIWS Beam /Gatling Rail Guns (1):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


[u] For N.A.A.T ONLY CIWS Beam Gatling Guns (1): [u]

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire:
6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds

Heavy force field 100 M.D.C recharging in 24 hour
Or other force field





Smoke Launcher system two main turret
Two in main Body
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
Spoiler:
Smoke grenades block IR and thermo imager blast radius 20 feet per grenade
Tear gas grenade same rules
blast radius 20 feet per grenade


Rate of Fire:
Spoiler:
one or burst

Effective Range
Spoiler:
3000 feet

Payload
Spoiler:
100 each


M61 20mm Gatling Cannon: turret
Spoiler:
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon: turret

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




Heavy M.DC.50 Caliber Machine-Gun: maduce for turret
Spoiler:
Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


14mm Machinegun: turret

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


.50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3

Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m)
Payload: Effectively Unlimited




Rail Gun: turret

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


Rail Gun Gatling: turret

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


Anti-Tank Laser Rifle turret

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Rifts NGR Abrams X draft 1



Lazarus program

Spoiler:
With N.A.A.T’s having to have massive armies the best way was to have conventional army BUT not all are combat merc outfits some are logistical support and providing Medical ,security , Transport lanes , access to health care human and other as well as education in areas like policing , EMS and local needs like electrical ,plumbing for heating or cooling and water (depending on area) and last working with local navies to have agreements ,trade and exchange idea that would benefit everyone all around . N.A.A.T’s in Mid-west of North America( as well in Europe and South America where possible ) has set up in area where they support local support and other races call D-Bee. N.A.A.T’s is known to pick as many refugees to move from area to another safe zones weather they are human and other races call D-Bee when possible. A big ticket item are robot pilots ,cyborgs , exchange of technology/engineers and magical individuals they are paid extremely

well and support projects but must share everything where possible. But sometime thing does not go well and this where enforcement varies from a simple reminder to full blown military action (which are very low).
N.A.A.T’s work in these areas of field technology, Techno-wizards, magic, psionic and other fields .there one thing N.A.A.T’s will not work is slavery and are not allowed to transport slaves.

In order to work in rifts earth and having connections with black market and weapon manufacturers ( major factions in rifts earth)it was best to used relic old pre-rifts and upgrade them to rifts level using soviet era as commercial use and using old USA empire that to GAW as well as other.

Abrams Battle Tank MARK VI DONE !!
M113 APC DONE !!
Hummer MKIII DONE !!
Fast Attack Vehicle (FAV)
Spoiler:
A 10 Thunderbolt III Fighter
Hercules Airplane II
Apache Helicopter II AND Long bow III
Chinook II
A-10 Improved Thunderbolt II Fighter
F 16 VI

This is call Lazarus program

Rifts Earth Abrams X Main Battle Tank

https://www.deviantart.com/unspacy/art/ ... -953936339

The Abrams X MBT was once second generation mainstay of the old U.S . Empire' s mechanized armored force; quick, tough and well armed, improving upon the tank was a relatively straightforward project
for the engineers . The new AbramsX is a match for Iron Heart' s medium to heavy main battle tank, and as tough as Iron Hammer MBT, but still, for the cost, the
Abrams X cannot be beat.This is a second generation main Battle tank made over Improved Abrams battle tank. Even they can be a up to Rifts earth standard and hold it own to the most heavily armed model can be a beast in the battlefield.

https://www.deviantart.com/unspacy/art/ ... -932386769

Model Type:
Abrams X Main Battle Tank

Class:
Main Battle Tank.

https://www.deviantart.com/unspacy/art/ ... -953936682
Crew: three crewmen,
a Tank Commander/pilot/driver, gunner, loader/Operator/mechanic or communications officer.

Features
1.Powered systems : Which means they various power systems like fossil fuel ,electric power from a few hours to months or nuclear power the most expensive

https://www.deviantart.com/unspacy/art/ ... -953936877

2. Radar: Can identify and track up to 98 targets simultaneously at a range of 100 miles . unless otherwise look at vehicles thus system is ground to air system.

https://www.deviantart.com/unspacy/art/ ... -953936477

3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).

https://www.deviantart.com/unspacy/art/ ... -953936500

5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 3 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication sys-tem with an effective range of about 50 miles , as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included.
8. Computer controlled life support system.
9. Internal cooling and temperature control.
10 Artificial air circulation systems, gas filtration, humidifier.
11. Computer controlled, independent oxygen supply and purge sys-tem that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
12. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
13. Radiation shielded
14.Polarized and light sensitive/adjusting tinted visor.

M.D.C. by Location: VARIOUS MODELS


https://www.deviantart.com/unspacy/art/ ... -932386746


M.D.C. by Location : N.A.A.TS and mercenary Outfits in NGR only
Cupola on sheild Turret - 120
Main Turret - 530
***Amour section Main Turret
Improved 120 mm Auto-Cannon - 150
* Modified .50 cal Coaxial Machine-Gun - 8
* Modified 7.62 mm Cupola Machine-Gun - 5
* Rear Box Style Missile Launchers (2) - 15 each
* * Track Treads (2 ) - 100 each
* * * Main Body - 930
***Amour section Main Body 240
Reinforced Crew Compartment 240
***Amour section Reinforced Crew Compartment
***Rechargeable Force Field: N.A.A.Ts only and allies

* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a C alled Shot to strike with the shooter suffering a penalty of -2 to strike .

* * Depleting the M . D . C . of a tread requires a Called Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x 10+ 1 0 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.

*** Depleting the M.D.C. of the main body completely destroys the vehicle.

https://www.deviantart.com/unspacy/art/ ... -953936220
***Amour section has a thin layer of 240 M.D that section is designed to take damage frist if dosen't have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes

***Rechargeable Force Field: N.A.A.Ts only and allies
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
there a heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT BE USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules

A depleted force field requires a full 24 hours to regenerate to full capacity

Speed:

Maximum Speed:
60 mph (96 km) maximum,
speed cross-country is typically 40 mph (64 km).
Range:
500 miles (800 km) before requiring refueling For prototype only





Statistical Data:
Height: 17 feet (5.5 m).
Width: 12 feet (3.6 m).
Length: 35 feet (10.9 m).
Weight: 40 tons fully loaded. standard M.B.T Heavy version removal of light materials goes up 73 tons !!!main for GB Rail gun

Cargo:
Minimal storage space, just enough room for extra clothing, weapons and some personal items.
Power System: will have power nuclear and lternative Fuel Systems :Solid Oxide Fuel Cells
1,200,000 credits

Alternative Fuel Systems :Solid Oxide Fuel Cells
Spoiler:
Even the best batteries produced by Northern Gun can only offer roughly 100 hours( for NAAT/Guard Improved /AMC NAAT / Peacekeeper IS 1000 Hours or 41 days )

Solid Oxide cells are quite simple to use. Insert a fresh fuel cell into the vehicle, armor or robot's cell port, twist the handle to activate, and you're done

The cell will provide robots and large vehicles with energy for approximately four weeks (28 days) be-fore running out, or roughly eight weeks (56 days) for power ar-mor, hovercycles and light vehicles, after which it will need to be returned to an official Northern Gun outlet to be recharged and rebuilt.

Heavy-Duty Solid Oxide Fuel Cell ( for NAAT/Guard Improved /AMC NAAT / Peacekeeper )
Weight: 100 lbs
Duration: 7000 hours (approximately four weeks of constant use). Or 291 days
Protective Casing: 300 M.D.C.
Cost: 100,000 credits


The Dangers and Limitations of Solid Oxide Fuel Cells.
The first thing anyone who handles Solid Oxide fuel cells realizes is that they run hot. The average temperature of a Solid OX cell in use is 1,000 degrees C (1,832 F)! The cells tend to stay hot for a long time after being powered down as well, so working with them requires special heavy equipment, welder's gloves, masks and sometimes even heat suits. Touching an exposed hot fuel cell will inflict 1D4 M.D. to Mega-Damage creatures and 2D4x10 S.D.C. to human beings. For humans, these are third-degree burns and will result in permanent scarring.
Solid Oxide fuel cells are also less bountiful in their reserves of power than the nuclear cores that many customers are accustomed to. Using a Solid OX powered vehicle or robot to charge another vehicle's batteries will drain 50% of its energy life. Armor, robots and military vehicles that have replaced non-energy ballistic weapons like rail guns and missile launchers with energy weapons or added extra energy weapons will also put a strain on the system, cutting the fuel cell's life span by 25%.
In addition to their functional limitations, Solid Oxide fuel cells are also extremely volatile and will react explosively if their outer casing is ruptured. Reduce the M.D.C. of a fuel cell to 5 M.D.C. or less and there is a 50% chance of it exploding every minute (4 melee rounds). Reduce it to zero and it explodes immediately. A Standard Solid OX fuel cell does 4D6 M.D. to everything in a 6 foot (1.8 m) radius. The Heavy-Duty Solid OX cell does 1D6x10 M.D. to a 10 foot (3 m) radius. If a fuel cell is exposed and it is detonated while still inside the vehicle, all damage is done directly to the main body and utterly destroys
the power system, requiring complete replacement and extensive repairs (1D4 million credits and days for repairs).
Converting Vehicles to Use Solid Oxide Fuel Cells
In addition to selling the fuel cells and offering fuel cell systems as an option on new products, Northern Gun also offers con-version packages for older NG equipment and even competitors' models. They are more than happy to convert the vehicles of rival companies to use their Solid Oxide systems, for which they are the only provider of fuel cells. They even offer free installation at most official NG stores. Northern Gun envisions a day when Solid OX has replaced nuclear power packs as the most common and affordable vehicle fuel system in North America.
The conversion kits that they produce have been appearing at third party arms merchants and in the hands of the Black Mar-ket, just as Northern Gun intends. They are relatively simple to install, pre-designed to be partially modular and to fit right into the cavity left behind when a standard nuclear core is extracted. The job can be handled by any skilled Operator (01-94% chance of success) with access to heavy machinery or an assistant with Robotic or Supernatural P.S. to do the heavy lifting. Removing the old nuclear power pack safely is always the hardest part of the job.




N.A.A.T/Guard /A.M.C /N.A.M.E.S / Peacekeeper/
Improved Electric Batteries

Spoiler:
Most vehicle and robot designs now offer electric batteries as a power option with a standard 2000 hour field life, good for roughly 84 days of use in the field depending on the level of exertion. This lifespan doubles for light units like most man-sized power armor, light robot drones, exoskeletons and hover-cycles Armor .


Electric Battery Power System
Weight: Each battery weighs roughly 10 lbs (14 kg).
Duration: 40 days of continuous use in robots and heavy vehicles. 60 days of continuous use in most man-sized power armor (9 feet/2.7 m and smaller), 200 days hovercycles, rocket bikes , light vehicles and Armor vehicles
.
Protective Casing: 100 M.D.C.
Recharge Cost: 100 credits per battery at most NG stores and other weapon dealers and stores. However, a friend or good Samaritan may recharge a battery at no charge whatsoever. Takes 1 hours to charge a battery to full power (3 hours at an NG outlet). Cost: 10,000 to install the electric battery system and 15,000 credits per each NG electric battery used, and for replacement batteries. Otherwise, the life of an electric battery under normal use is five years; 10 years under combat conditions.

models electric power system from 9 hours to several months (12 to 24 months) add 100,000 credits
Or
Nuclear power system add costs varies by duration

Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power supply is surprisingly compact, safe, and has a long lifetime even under constant use. Any high-tech town, including `Burbs and places that cater to mercenaries and adventurers, can make repairs.
One Year: Add One million credits.
Two Years: add 2 million credits.
Five Years: add 4.5 million credits.
Ten Years: add 8 million credits.
Twenty Years: add 15 million credits

https://www.deviantart.com/unspacy/art/ ... -932386690

Weapon Systems summary

original model
Main turret
• One main gun pick one type
• One side main weapon Systems energy base or any 20mm or 30 MM ballistic system


updated version
Main turret
• One mounted turret with one weapon
Systems and one missiles system fire and forget missiles system one shot
Or
Two mounted
Turret Systems as above
Or
Three mounted
Turret Systems as above

Main turret
Later one additional conceal weapon Systems one left one right fix forward
Grenade Launcher system one left one right fix forward

Main Body/hull
Smoke Launcher system
CIW system Anti-Missile systems two version
Chaff and flares system

Weapon Systems summary
Turret
one Main gun
one or two Coaxial gun
2 grenade Launcher
3 C.I.W
2 heavy weapons system original 1
( NAATs Carrie's two weapons on top turret)
Drone standard or kamikaze drone various
2 Chaff Dispenser and flares

Main Body/Hull
4 Chaff Dispenser and flares
1 heavy weapons system

Main gun


https://www.deviantart.com/unspacy/art/ ... -953936883

https://www.deviantart.com/unspacy/art/ ... -953936886

Number one

Main Gun

120 mm Rail-Cannon: number 1
Spoiler:
The Abrams main gun fires explosive shells at visible targets (line up in the targeting sights and fire and forget is only +3 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-2 to strike). The Rail-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 90 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -3 to hit flying targets moving faster than 600 mph/128 km). The gun is controlled by a gunner inside the turret compartment.


Primary Purpose:
Anti-Tank/Anti-Robot/ Anti -dragon.
Secondary Purpose:
Self-Defense.
Mega-Damage:
Spoiler:
Old 10 MM rounds single shot,

can be double tap or two round burst
6D6 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
or
1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.


Standard round

Spoiler:
rounds single shot, can be double tap or two round burst rounds single shot, can be double tap or two round burst
1d6x10 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
or
1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius, if roll a 18 or better
Damage to crew/pilots compartment ,if None then to crew/pilots 6d6 M.D
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications
.

Improve round multi purpose rounds
Spoiler:
rounds single shot, can be double tap or two round burst
1d6x10 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
or
1D6x10 per Armor Piercing round to a 3 foot (0.9 m) radius, if roll a 18 or better
Damage to crew/pilots compartment ,if None then to crew/pilots 1d4x10+8 M.D
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.
Instead of carrying two types of rounds now one rounds can either High-Explosive (HE) or Armor Piercing round


Depleting Uranium rounds
Spoiler:
add and extra dice instead of 1d4x10 M.D it 2d4x10 M.D.C or a 1d6x10 M.D it 2d6x10 M.D.C



Number two Rail gun Cannon


Spoiler:
rounds single shot, can not double tap or two round burst rounds single shot,

2d6x10 M.D. per High-Explosive (HE) round to a 20 foot radius
or
2D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius, if roll a 18 or better
Damage to crew/pilots compartment ,if None then to crew/pilots 6d6 M.D
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.


Improve round multi purpose rounds
Spoiler:
This is for Rifts earth North America
rounds single shot, can be double tap or two round burst
2d6x10 M.D. per High-Explosive (HE) round to a 20 foot radius
or
2D6x10 per Armor Piercing round to a 10 foot radius, if roll a 18 or better
Damage to crew/pilots compartment ,if None then to crew/pilots 1d4x10+8 M.D
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.
Instead of carrying two types of rounds now one rounds can either High-Explosive (HE) or Armor Piercing round


Depleting Uranium rounds
Spoiler:
add and extra dice instead of 1d4x10 M.D it 2d4x10 M.D.C
So 2d6x10 M.D add one more
3d6x10 M.D


Second generation MM round
Spoiler:
Add 50% Damage range for each round!
This is H.E.A.P Rounds
single shot, can be double tap or two round burst
3d6x10 M.D. per High-Explosive (HE) round to a 20 foot radius
or
3D6x10 per Armor Piercing round to a 10 foot radius, if roll a 18 or better
Damage to crew/pilots compartment ,if None then to crew/pilots compartment half damage
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.
Instead of carrying two types of rounds now one rounds can either High-Explosive (HE) air burst blast radius 30 per round or Armor Piercing round then to crew/pilots compartment half damage


Rate of Fire:
Spoiler:
A maximum of there to six attacks fire a
rounds single shot, or can be double tap or two round burst rounds single shot, can be double tap or two round burst


Effective Range:
old rounds 6000 feet (1828 m) for all can rounds, can go as far 7 miles with MM rounds
Indirect fire 15 miles

Payload:
The tank can carry up to 120 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.

Main gun
Number three


Boom Gun/Rail Gun (1):this is fire the 70 ton MBT can only use this weapon Systems. This version of the Boom Gun, like its predecessor, fires flechette style rounds at a speed of Mach 1.5 (slightly slower than the Mach 2 of the original) and actually creates a sonic boom when fired. The weapon is the first successful duplication of this Pre-Rifts weapon, but the Triax design departs significantly from the original, combining laser targeting, an independent computer radar tracking system and precision automated targeting calibration. When the gun is activated, the computer tracking and targeting system take over, instantly seeking out the nearest target, or a specific target designated by the pilot. It then tracks that target, automatically adjusting the angle of the gun. The Boom Gun can be set to fire automatically the instant the enemy is targeted, or to target and wait for the pilot's signal. Or the pilot can personally control and direct movement of the gun, targeting and shooting via voice command. Either way, the pilot never needs to physically touch the Boom Gun. This leaves both hands free to operate other weapons and equipment. The Boom Gun can angle itself forward and upward in a straight line, 90 degree arc of fire, but swing 360 degrees. Again, the radartargeting computer will help direct the pilot to achieve the proper alignment. Yes, it can fire in the upward position. The blast from the big gun is so powerful that without the automatic stabilization and recoil suppression system, it would thrown the main turret backwards and to the ground. UnLike its American predecessor, no retractable reinforced pylons in the rear of the shoot into the ground to help hold the tank in place. Synchronized built in jet thrusters also engage to hold the tank steady.
Spoiler:
Primary Purpose:
Anti-Armor and Anti-Gargoyle/Aircraft Secondary Purpose:
Defense

Weight:
700 lbs (315 kg), but built into the power armor.
Mega-Damage: One Boom Gun or flechette round holds 500 slugs that inflict 3D6 x 10 M.D.
Effects of the Sonic Boom:
The Tank is specially insulated from the shock waves of the Boom Gun. However, everybody within 200 feet (61 m) will be temporarily deafened. Characters without any type of head/ear protection will be temporarily deaf for 2D4 minutes and are — 8 on initiative, — 3 to parry and dodge. Characters clad in environmental body armor will be deafened for half the time, 1D4 minutes, and suffer the same penalties. They will also have a terrible headache. Characters with a cybernetic sound filtration system or in power armor or bot vehicle will not be adversely affected other than by a ringing in the ears. The sonic boom will also shatter most conventional glass and shake buildings and vehicles within a 300 foot (91.5 m) radius!
Rate of Fire:
Equal to the number of combined hand to hand attacks of the pilot and his power armor (usually 4-6) plus 3
Maximum Effective Range:
11,000 feet (about two miles/3.21cm) Payload: 500 rounds.



Main gun

Number four

Over and under barrel Anti tanks
Spoiler:
It a combination of a 120 mm Auto-Cannon over and under barrel heavy Anti-tank laser system
Primary Purpose:
Anti-Armor and Anti-Gargoyle/Aircraft Secondary Purpose:
Defense
Mega-Damage:
120 mm Auto-Cannon look above top barrel or rail gun
Anti-tank laser or A.T.L
Mega-Damage:3d6x10
Rate of Fire: equal to hand to hand plus 3
Effective Range: 2 miles
Payload unlimited only for electric power system or nuclear power system


Weapon top Secondary turret on main turret (can have up to 3 but starts with1)


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M.D 50 cal Coaxial Machine-gun:

This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:

Conventional .50 Caliber Rounds:
Spoiler:
1D6x 100 S.D.C. or 1D6 M.D. per burst of 10 rounds.


Light Ramjet Rounds:
Spoiler:
One M.D. per round,
doing 1D8+2 M.D. per ten round burst.
(Cost is 4 credits per Light Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 5-6 credits each from GAW; fair to good availability.)


Heavy Ramjet Rounds:
Spoiler:
1D4 M.D. per round,
doing 1D4x10 M.D. per ten round burst.
(Cost is 8 credits per Heavy Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 10-12 credits each from GAW; fair to good availability.)


Improved ammunition H.E.A.P Rounds
Spoiler:
1D6 per round
1D6x10 per ten round burst.
2D6x10 per 20 round burst.


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
6000 feet up.to 5 miles
Payload:
3000 rounds, equal to 300 bursts!



In addition to
Conceal WI-GL20 Automatic Grenade Launcher
Spoiler:
This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Weight: 130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:
Fragmentary: 4D6 M.D. to a blast area of 12 feet (3.6 m).
Or
Armor-Piercing: 1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).
A burst is 10 rounds!
A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)!

A burst of ArmorPiercing grenades does 3D6 x 10 M.D. with an 8 foot (2.4 m) blast radius. C, 55,))
Rate of Fire: Standard.
Maximum Effective Range: 3000 feet (914 m).
Payload: 200 round of each Grenade



7.62 mm Cupola Machine-gun:
Spoiler:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with Wellington Industries' WI-2E explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down. 0
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:

4D6x10 S.D.C.
or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst.

Using WI-2E explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst
4D4 M.D. per 20 round burst and so on).

Improve ammunition H.E.A.P rounds
2 M.D per round

(5D4 M.D. per 10 round burst
1D4 x10 M.D. per 20 round burst
1d6x10 per 30 rounds burst and so on)
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee.
Effective Range: 3000 feet (914 m).
Payload: 1600 rounds,


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Additional. Weapon turret on main turret (2)

M.D.C M-23 7.62 mm Machine-Gun:

Spoiler:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," al lowing it a 270 degree arc of fire
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.

Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).



M.D.C M-23 7.62 mm Mini Machine-Gun:

Spoiler:
The machine-gun is mounted in the side turret as allowing it a 360 degree arc of fire. One in the left and one in the right.

Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.

Imporved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 4000 rounds,
For slug rounds
for 400 short bursts,
200 medium bursts or
100 long bursts (4d4 M.D.).
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).


M61 20mm Gatling Cannon:

Spoiler:
This for on top of main turret with 270 degree angle.
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon:

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.
This for on top of main turret with 270 degree angle. This for on top of main turret with 270 degree angle.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




Heavy M.DC.50 Caliber Machine-Gun:maduce
Spoiler:
This machine-gun is mounted under the nose position,

Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield ( 100 to 240)This for on top of main turret with 270 degree angle. .
This for on top of main turret with 270 degree angle.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


.50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun: T
his for on top of main turret with 360degree angle.

Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3

Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. This for on top of main turret with 270 degree angle.

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


Rail Guns:

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
This for on top of main turret with 270 degree angle.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


Rail Gun Gatling:

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).

This for on top of main turret with 270 degree angle.

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


Anti-Tank Laser Rifle

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it.
This for on top of main turret with 270 degree angle.

Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee


Missile located in rear of main turret


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Box Style Missile Launchers (2) rear turret:
These two box-mounted launchers have been added to the sides of the
Abrams X for use against lightly armored targets and infantry.

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Primary Purpose
: Drone
Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Spoiler:
Can fire any standard drone -missile type,
Heavy fission block 4d6x10
Or
heavy medium Drone missiles
5d6x10

Rate of Fire:
Volleys of 1, 2, 4, or 6.
Fired by the gunner/A.I
Effective Range:
five mile standard drone -missile
Or
40 mile heavy medium Drone missiles

Payload:
24 standard drone -missile
12 Each missile launcher holds six mini-missiles.

Combat drones

Spoiler:
Robot Drones or Simple Intelligences [spoiler]Standard Robot Military Combat Skill Program Note: Illegal in the Coalition States. Climb (96%/86%) General Repair & Maintenance (80%) Intelligence (85%) Land Navigation (94%) Language: Basic (speaks/understands; cannot read): Typically American, Gobblely, Spanish and Techno-Can (94% each). Mathematics: Basic (98%) Military Etiquette (96%) Parachuting (90%) Pilot: Boat, Motor Type (86%) Pilot: Hover Craft (ground) or Hovercycle (92%) Radio: Basic (94%) Weapon Systems (90%) W.P. Paired Weapons W.P. Blunt W.P. Sword or W.P. Knife W.P. Rifles W.P. Energy Rifle or W.P. Heavy M.D. Weapons All the W.P.s listed are equivalent to 6th level experience. Hand to Hand Combat: Programs the Robot for fighting roughly equal to Hand to Hand: Expert, 6th level. Mega-Damage: As per the Robot P.S. Attacks per Melee Round: +2; generally a robot will have 4-6 attacks per melee. Currently, only the Triax Dyna-Bot has more, at 8 attacks per melee round. Bonuses: Bonuses in Hand to Hand Combat: +1 on initiative, +2 to strike, +4 to parry with fists/arms/foot/handheld weapon, +3 to dodge, +4 to dodge while running, +2 to disarm, +2 to roll with impact, and +2 to pull punch. Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, BioManipulation, and S.D.C. attacks. Bonuses Using Weapons: +3 to strike with ranged weapons, +4 to strike on an Aimed Shot, +1 to strike with a burst. +4 to strike and +6 to parry with Vibro-Blades/Knife/Sword.


Military, Communications: Specialized:
Spoiler:
Cryptography 80%, Electronic Countermeasures 94%, Laser Communications 94%, Literacy: Language of choice 94%, Photography 94%, Surveillance 90%, and TV/Video 94%. Cost: 250,000 credits. An ILLEGAL program in the CS.


Engines and Propulsion Systems look above

Step Eight:

Audio, Optics & Sensors Advanced Audio System


Spoiler:
Built-In Radio Receiver & Transmitter Headjack: A fully operational radio is built inside the head or a shoulder, back or hip unit. Range: 40 miles (32 km). Cost: 22,000; add 10,000 for scrambling radio messages and decoding.

Audio Recorder
Built-In Loudspeaker: The Bot can amplify the loudness of his voice, like a bullhorn,
Inaudible Frequency Transmission
Sound Analysis Computer
Radio Signal Scrambler System is linked to the radio system to send and receive coded messages. Cost: 10,000 credits. Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 3000 miles (480 km) with a retractable antenna (150 miles/240 km without the antenna). Cost: 38,000 credits.

Optics
Advanced Robot Eyes: Optic System
Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks in and registers the fire command. Bonus: +1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise, P.P. bonuses do not apply to long-range weapons. Range:
Optical Reader: Designed specifically to "read" words and text, including numbers, letters, diagrams, drawings, maps and other flat images. Cost: 10,000 credits. -50% to read/Literacy without it. Optical Scanner: Anything the robot "sees" can be digitally scanned and saved in its memory as digital images (e.g., a photograph, a page of text from a book, a drawing, map, and similar) as well as snapshot-like images (photographs) of people, scenery, etc., similar to a cell phone camera with limited zoom (x10 up to 500 feet/152 m away). Does not have a "flash" Capability, but other optics like infrared, passive nightsight, telescopic vision, etc. may be tied to the scanner. Cost: 150,000 credits.

Filters slip into place as needed. Cost: 1000 credits. Eye: Passive Nightvision. Light amplification system that uses ambient light (the moon, starlight, etc.) to see clearly in the dark. 20,000 foot range, but can be increased if combined with a telescopic lens feature. Cost: 30,000 credits.

Eye: Telescopic. In addition to normal 20/20 vision, the eye has a telescopic lens for long distance viewing (4-10x50 magnification). Range: 60,000 feet (1829 m). Cost: 10,000 credits; 16,000 for a pair. Eye: Targeting Display. Imposes crosshairs on a target, adding a bonus of +1 to strike with any ranged weapon (both eyes). Note: Two targeting eyes still provide only a +1 bonus to strike, not +2. Cost: 4,000 credits.

Eye: Thermal-Imager. The lens converts the infrared radiation of warm objects into a visible image, enabling the robot able to see heat as represented by bands of color. Ideal for targeting and tracking at night; can see in darkness, shadows, and through smoke, but can only see the heat radiation clearly, not all the details of the surrounding area. Range: 30000 feet Bonus: +1 to strike in darkness. Cost: 32,000 credits for a pair. Illegal in the CS.

Gyro-Compass: A device that can be implanted almost anywhere on the body. It enables the `Bot to always locate north and the other directions, as well as up and down. Ideal for pilots of aircraft and power armor as well as underwater operations. Cost: 600 credits. Motion Detector and Warning System: Registers vibrations in the air indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +1 to parry and dodge. Cost: 75,000 credits. Motion Detector: The reliability of the detector is quite lim- ited, but it can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a vehicle, aircraft, power armor, etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is especially useful in the dark because the speeding object must usually be within 500 feet (152 m) to create a detectable air current. Likewise, the motion sensor will detect the movement of somebody/thing moving nearby, within 40 feet (12 m), but only if the sensor user is motionless or barely moving itself. The sensor can also detect sudden changes in air current and pressure caused by somebody opening a door or window, and can estimate speed of travel when inside an openair (or open window) vehicle. Cost: 15,000 credits. Radar Detector: A tiny radar receiver that alerts the robot when he is being scanned by radar; 80% accuracy. Unfortu- nately, determining the direction or source of the radar probe is only 60%. Cost: 10,000 credits. Radiation Detector: Detects and measures the amounts of harmful types of radiation and warns its owner. Includes nuclear, atomic, and microwave radiation. Cost: 1,200 credits. Robot: Micro-Radar: A small, but sophisticated radar system usually used in human and animal-size robots 10 feet (3 m) and smaller. Can identify up to 30 targets and simultaneously track 12 bogies as low as 700 feet (213 m). Rate of travel, direction, and location are all indicated. Range: Two miles (3.2 km). Cost: 200,000 credits. Robot Radar System: A sophisticated radar system, suitable for ground to air monitoring. Can identify up to 96 targets and simultaneously track 42. Requires a special unit with an extendible dish attached to the Bot's back. Range: 50 miles (80 km) and is able to detect a cruise missile-type target, rocket bike or power armor flying as low as 500 feet (152 m)/200 feet (61 m) in an open area/plains without other ground clutter. Lower than that and the target is lost. Can also identify the speed of ground vehicles when a radar beam is directed at one specific target; works like a police officer's radar gun. Cost: 600,000 credits. Ideal for giant and vehicular robot types. Sensory Antenna: Registers vibrations in the air indicating movement, as well as having touch and heat sensors. The antenna enables the `Bot to maneuver even in total darkness by feeling its way around. Range: Touch, usually 3-10 feet (0.9 to 3 m) depending on the size of the robot (never larger than one third the robot's height). Bonus: Penalty for blindness is half and adds a bonus of +I to dodge. 1D4+4 M.D.C. per antenna. Cost: 120,000 credits per pair. Whether the `Bot has two or 10 antennas, the bonuse


Step Nine: Weapon
Spoiler:
Fusion Block A fusion block is a little square case about the size of a hand-held computer. On top of the block is a small key pad for programming the time of detonation. An automatic 1 to 30 second delay is built into each fusion bomb as a safety feature to avoid instant detonation. Mega-Damage:

4D6 x 10 M.D.C.
Blast radius is contained to a 10 foot area (3 m).

Or heavy medium Drone missiles

Step Ten: Special Features
Expanded Memory: This increases the number of skill programs one can place into the robot. Artificial Intelligence: Add one program. Neural System: Add two programs. Transferred Intelligence: None. Cost: See Robot Programs in the pages that follow.

Counter Defense system main turret

[/spoiler]

C.I.W.S Beam Gatling Guns (2):

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire:
6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds

Heavy force field 100 M.D.C recharging in 24 hour
Or other other force field

Smoke Launcher system two main turret
Two in main Body and two main Body
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
Smoke grenades block IR and thermo imager blast radius 20 feet per grenade
Tear gas grenade same rules
blast radius 20 feet per grenade

Rate of Fire: one or burst
Effective Range 3000 feet
Payload 100 each

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

C.I.W.S Beam Gatling Rail Guns (1):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


Chaff Dispenser
Anti-Missile Chaff/Flare Dispenser (4):
Spoiler:
Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. These are located in main Body or hull.
Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.


Systems of Note:

Vehicular radio with 50 mile (80 km)

Drone can go as high as 30,000 feet
Senor use various system
Size bigger than a base ball

Note
M.D.C. by Location :MARKVI N.A.A.TS and mercenary Outfits
All stat the same just using hovercraft system
Replace treads with hovercraft

Speed
Spoiler:
Concealed Micro-Hover System A concealed hover jet system of tiny jet boosters built into humanoid or animal robots. The hover jets are strategically located in the Vehicle and/or underbelly. When not engaged, the jets are completely unnoticeable. Basic System Cost: add 500,000 credits; can be linked to the nuclear power system for an additional 100,000 credits.
Maximum Speed: 100 to 400 mph
Roll 1d4x100 MPH
Maximum Altitude: 1000 feet (152 m).



M.D.C. by Location : as above N.A.A.TS and mercenary Outfits
here an example
https://www.deviantart.com/unspacy/art/ ... -932341402

All stat the same just using contra gravity in Phase world main
system
Spoiler:
Replace treads with contra gravity
For phase world
Driving on the ground: 1d6x100 mph maximum speed. Can travel over ground and water and the contragravity system can lift the vehicle over any obstacle. Flying:
flight capabilities. Has no maximum altitude (can reach orbit, or even land from orbit!) but at altitudes higher than 15,000 feet (30.5 m), speed decreases to a crawling 1d4x100 mph . Also, the belly plates of the vehicle are vulnerable, so attacks from the ground below inflict double damage!.


Costs as double

https://www.deviantart.com/unspacy/art/ ... -953936623

https://www.deviantart.com/unspacy/art/ ... -953936635

Camera: Advanced Camera (1):
Spoiler:
Located in the right temple of the Prophet’s helmet is an advanced camera system with a superior telescopic zoom lens (2 miles/3.2 km) and a macro-len

x12 magnification) for surveillance, documenting police actions, f ilming crime scenes and evidence (in close detail if desired). The advanced camera can take still images and video, both of which can be transmitted, live to a mobile command center or police station as well as recorded on the data card. Five mile (8 km) range of transmission without being boosted by other means. Can video and record up to 96 hours of video and save 8,000 still shots.


Multi-Optics System:

Spoiler:
To the pilots ’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability to see the infrared; range 5 miles , ultraviolet vision (can see the ultraviolet light used by some security systems; range 5 miles ), binocular telescopic sight (range 5 miles), and macro-magnification (x12 for close work). All are perfect for surveillance, investigation and man-hunting.


Bonuses
Spoiler:
Due to the sensors and camera array , it is impossible to sneak up without the wearer knowing it. +1 on Perception Rolls, +2 to automatic dodge (the act of dodging does not use up a melee attack for hover or anti gravity drive systems ), +1 to roll with impact and cannot be surprised by attacks from behind.


A.I NGR Abrams X MBT

https://www.deviantart.com/unspacy/art/ ... -953936694

https://www.deviantart.com/unspacy/art/ ... -953936702

Neural Intelligence Typical Level of Intelligence: I.Q. 2D6+11
Origin Table
Base on Golden Age of Science shortly before the Great Cataclysm
I.Q. Bonus: +2.
Robot Alignments Unprincipled (Selfish) Alignment
Step Four:
Skill Programs Neural Intelligence:
Spoiler:
one of the General Programs (non-military or military) at no cost
Three additional skill programs may
Two additional skill programs can be purchased at the list price and added to the initial skill set
N.I. can learn new skills the same as a human through observation, study and tutelage. Thus, the N.I. may select two Secondary Skills at levels 2, 4, 6, 9, 12, and 15. Secondary Skills start at the Base Skill level and increase per level of experience. The only bonus ap-plied to these learned skills is the I.Q. bonus, when appropriate (applicable to an I.Q. of 16 or higher).



Standard Robot Military Combat Skill Programall are (98%)
Spoiler:
Standard Robot Military Combat Skill Program
Climb (96%/86%)
General Repair & Maintenance
Intelligence
Land Navigation (94%)
Language: Basic (speaks/understands; cannot read): Typically American, Gobblely, Spanish and Techno-Can
Mathematics: Basic (98%) Military Etiquette
Parachuting
Pilot: track
Pilot: Hover Craft (ground)
Radio: Basic
Weapon Systems
W.P. Paired Weapons
W.P. Blunt( Main gun )
W.P. Rifles
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
All the W.P.s listed are equivalent to 8 th level experience.


Hand to Hand Combat:
Programs the Robot for fighting roughly equal to Hand to Hand: Expert, 6th level.
Mega-Damage:
Spoiler:
As per the Robot P.S. RAM Run Over for 40 ton 6d6 M.D.C ,FOR 70 TONS 3D6X10 M.D.C


Attacks per Melee Round:

Spoiler:
10 attacks per melee round.
Bonuses:
Bonuses in Hand to Hand Combat:
+1 on initiative,
+2 to strike,
, +3 to dodge,
+4 to dodge while Hovercraft systems or anti gravity systems ,
+2 to disarm,
+2 to roll with impact, and +2 to pull punch.
Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, Bio-Manipulation, and S.D.C. attacks.
Bonuses Using Weapons:
+3 to strike with ranged weapons,
+4 to strike on an Aimed Shot,
+1 to strike with a burst.


programming
Spoiler:
Basic programming also includes the use of thousands of common everyday tools and machines (scissors, hammer, bolt cutter, flashlight, welding iron, blowtorch, ladder, etc.), appli-ances (toaster, can opener, oven, etc.), electronic devices (radio, telephone, camera, etc.) and related items like nails, screws, bolts, washers, etc. These are in addition to the specialized pro-grams below.
Military Combat programming includes a recognition pro-gram of 28,000 different enemy targets including specific races, monsters, aliens, non-human features and political powers in North America, such as the insignia, uniforms, body armor, mil-itary robots and vehicles, power armor, weapons of the Coali-tion States, Free Quebec, the Federation of Magic, bandits of the Pecos Empire, notable mercenary companies, the Minions of Splugorth, D-Bees, demons, monsters and dangerous animals in general, as well as 2000 enemies the purchaser can add.
Combat programming directs the actions and reactions to en-counters and attacks. Most programs offered in North America (excluding the ones used by Archie for his personal robot le-gion) are much more basic and reactionary than those from Triax and the NGR. A Northern Gun basic combat program makes the robot suitable for sentry duty, armed escort, border patrol, infantry combat and seek and destroy missions. Ba-sically, the drone identifies an enemy target or intruder and at-tacks. Triax/Dyna-Bot programs are not listed in this section as they come only with Triax imported Dyna-Bots.



Supplemental Military Robot Skill Programs all 98 %

Military, Communications:
Spoiler:
Specialized: Cryptography
Electronic Countermeasures
Laser Communications
Literacy: Language of choice
Photography
Surveillance
TV/Video



Military, Communications Language Program:
Spoiler:
Other: Understands and speaks all nine major languages



Military Pilot,
Spoiler:
Ground: Jet Pack 88%,
Truck Tracked & Construction Vehicles 90%,
plus select three military vehicle pi-loting skills,
Robot Combat skills.

.
Weapon Proficiencies:
Spoiler:
Modern: Select Four.







Step Five:
Body Construction
Vehicle: tank


Engines and Propulsion Systems


Concealed Micro-Hover System
Spoiler:
A concealed hover jet system of tiny jet boosters built into humanoid or animal robots. The hover jets are strategically located in the feet, hips, back, chest and/or underbelly. When not engaged, the jets are completely unnoticeable. linked to the nuclear power system . Maximum Speed: 200 mph (320 km) can go as high 400 MPH . Maximum Altitude: 2000 feet (152



Rifts Sourcebook one Revised & Expanded pages 28 and up buy the book


Step Eight:



Audio, Optics & Sensors
Audio
All


• Advanced Audio System
• Audio Recorder
• Basic Hearing System
• Bug Detector
• Built-In Language Translator
• Built-In Loudspeaker
• Built-In Radio Receiver & Transmitter Headjack
• Human Voice Synthesizer
• Inaudible Frequency Transmission
• Juke Box
• Sound Analysis Computer
• Modulating Voice Synthesizer
• Universal Headjack (and Fingerjack)
• Radio Signal Scrambler System
• Wide Band Radio Receiver and Transmitter

Sensors

• Biometric Scanner
• Bio-Scan Medical Survey Unit
• Depth Gauge & Alarm
• Explosives Detector
• Gyro-Compass
• Motion Detector and Warning System
• Motion Detector
• Radar Detector
• Radiation Detector
• Robot: Micro-Radar
• Robot Radar System
• Sensory Antenna


Step Nine:
Weapons tanks weapons
Spoiler:
Plasma Flame Thrower
small unit with a retractable nozzle and hose, usually housed the front sides and rear of vehicles.
Range: 140 feet (42.6 m).
S.D.C. Damage: 4D6 S.D.C. per blast, plus a 60% chance of set-ting combustibles on fire.
M.D. Damage: 3D6 M.D. per blast, plus an 80% chance of set-ting combustibles on fire.
Rate of Fire: Each blast counts as one melee attack.
Payload: 300 blasts per standard fuel tank mounted on the upper or lower back. Refilling or charging the fuel tank takes two minutes..





Step Ten:Special Features
• Climb Cord:
Spoiler:
Similar to the cybernetic garrote wire, this is a 50 foot (15.2 m) length of 1,500 lb (675 kg) test cord, no thicker than string. It can be pulled out of a housing in the robot's wrist or arm. The cord is primarily used for espionage and scaling walls. A weight can be attached and used as a chain-type weapon (2D4 S.D.C. damage), or a small grappling hook can be attached. grappling hook and other attachments can be made or bought

• Clock Calendar
• Cyber-Nano-Robot Repair Systems (CNRRS
• Depth Tolerance
• E-Clip Port
• Expanded Memory Neural System: Add two programs
• Increased Attacks per Melee Round 8 additional attacks per melee
• Increased I.Q. Attribute I.Q. 28.
• Increased P.P. Attribute maximum P.P. of 24
• Molecular Analyzer
• Monitor Jack/Connector Plug
• Prowl Capability when power by electrical power systems and hover craft under 101 MPH!!
• Remote Probe look above
• Secret Compartments :
Spoiler:
Same as bionics; see Rifts0 Ultimate Edition, page 49 (or Rifts® RPG page 241). Giant and ve-hicular robots can have twice as many normal size compart-ments, or the usual number but twice as large.

• Self-Destruct System 1d6x100 MDC blact radius 100 feet
• Space Worthy
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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Frontier Militia


Part 1



Using GAW and Chipwell and other as covert operations to send a vast of small merc Outfits to protect ,cover ,settle down ,or getting Intel from the frontier. This helps out to map out the land as well maintaining contact with other factions and respect the land like Indian tribes and proving support whenever ever allowed. Has help Indian nation and small
town ,as well as identify unknown threat like vampires with many were alerted has been at times positive results and looking for old military depots by using GAW and Chipwell and others for it has been the best cover to use.
Aslo to add more military equipment for old but really improvements to equal coalition if ever to hold the line and retreat to the west .But so far have been able to set up enough to cover these brave individuals in the frontier and result have been good to excellent !!they help buy bring supplies, medical aid, equipment or fire power these frontier Militia can cover a wide 500 mile range that out rival even the coalition heading toward the west coast!!

Using GAW and Chipwell and other as covert operations to send a vast of small merc Outfits to protect ,cover ,settle down ,or getting Intel from the frontier. This helps out to map out the land as well maintaining contact with other factions and respect the land like Indian tribes and proving support whenever ever allowed. Has help Indian nation and small
town ,as well as identify unknown threat like vampires with many were alerted has been at times positive results and looking for old military depots by using GAW and Chipwell and others for it has been the best cover to use.
Aslo to add more military equipment for old but really improvements to equal coalition if ever to hold the line and retreat to the west .But so far have been able to set up enough to cover these brave individuals in the frontier and result have been good to excellent !!they help buy bring supplies, medical aid, equipment or fire power these frontier Militia can cover a wide 500 mile range that out rival even the coalition heading toward the west coast!!

frontier Militia are found in northern America and Europe which is a vast network and heavily supported by several layer of groups to address many in that area. There time that is a quite good place to live to a very active combat environment.
The militia is not alone they will have several Mercenary Outfits ready to deploy in of support in any way possible. Mainly military militia and air asset's ready in case needed .This include a new mercenary Outfits which expanded massive amounts of manpower and equipment.


Are found in northern America and Europe which is a vast network and heavily supported by several layer of groups to address many in that area. There time that is a quite good place to live to a very active combat environment.
The militia is not alone they will have several Mercenary Outfits ready to deploy in of support in any way possible. Mainly military militia and air asset's ready in case needed .This include a new mercenary Outfits which expanded massive amounts of manpower and equipment.

Step One: The Size and Orientation
Various size
2. Minor Company.
3. Free Company
4. Large Company

Step Two: Mercenary Company Features A. Sponsorship
Independent Operative
6. Front


B. Outfits
Various from
2. Utility Outfits
7. Open Wardrobe
8. Specialty Clothing
9. Gimmick Clothing


C. Equipment Various from the following
2. Cheap Gear
3. Electronic Supplies and Good Gear
4. Medical Equipment. First-aid and paramedic type equipment and pharmaceuticals are avail
6. Magic Technologies

D. Vehicles Various from the following
3. Fleet Vehicles.
4. Combat Cars

E. Weapons, Power Armor & Bots
Various from the following
2. Basic Equipment
3. Basic Weaponry
4. Advanced Weaponry
5. Extensive Weaponry:

F. Communications
Various from the following
3. Secured Service
4. Full Range System
5. Deluxe Communications Networ
6. Superior Communications

G. Internal Security
Various from the following
2. Lax
3. Tight
5. Paranoid


H. Permanent Bases
Various from the following
2. Partial Headquarter
https://www.deviantart.com/zsolti65/art ... d-85244926


3. Headquarters
https://www.deviantart.com/pixini/art/P ... -140941418


4. Fortified Headquarters
https://www.deviantart.com/mutiny-in-th ... -406068639


I. Intelligence Resources
2. Scout Detachment.
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network



J. Special Budget
Various from the following
5. Big Bucks
4. Large Loans
3. Small Potatoes


K. General alignment of personnel
Anarchist



L. Criminal Activity
Various from the following
1. Con Man
3. Cyber-Doc
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger


M. Reputation/Credentials
None

N. Salary
Various from the following
2. Freelance
3. Pittance Salary
4. Good Salary

Mercs/Special Operatives
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy
Thief, Professional
Body Fixer
City Rat
Cyber-Doc
Operator
Rogue Scholar
Rogue Scientist
Vagabond
Wilderness Scout
Combat Cyborg
Cyber-Knight
Glitter Boy
Headhunter
Juicer
Merc Soldier
Robot Pilot
Elemental Fusionist
Ley Line Walker
Ley Line Rifter
Mystic
Shifter
Techno-Wizard
Burster
Mind Melter
Psi-Operator
Psi-Stalker, Civilized


Support by the following groups in silent

1. Golden Age Weaponsmiths
2. N.A.A.T
3. N.A.M.E.S
4. A.M.C
5. The Guard
6. RRK Corporation
7. Wellington Industries
8. Chipwell Armaments, Inc.
9. Northern Gun unknowly
10. W.I Inc. Wellington Industries
11. Peacekeeper
12. RRK Corporation merc ops
13. Armstrong TW Armaments Co.
14. MageFire Weaponry, Inc
15. Wellington Industries merc ops
16. Iron Heart Armaments, Inc. N.A.A.TS west coast
17. Chipwell Armaments, Inc merc ops
18. Bandito Arms west coast
19. The Chicago Network
20. The Immaterial Hand
21. EXTERMLY Limited work with El Oculta
22. Le Marche Noir east coast
23. The Verbrecher-Geschaeftsnetz
24. The Yakuza west coast
25. New Navy west coast
26. The Kingdom of Tarnow east coast
27. Titan product are ban








Rifts Earth Militia /Para-Military O.C.C


Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 60% are male, 40% female.


• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table



1 Bonus from Genetics Engineering Augmentation:

Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of
Choice
If you roll double numbers like 11,22,33,44 add a one time additional roll and NOT Pick one set of genetic bonuses


2- Best MOS AND Special Aptitude Bonuses


instead of rolling 3d6 you can roll the following table

• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:


01-11% Brainy :
Spoiler:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer


13-26% Strong-willed:
Spoiler:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is infantry/Military Specialist/or pilot


27-39% Charismatic:
Spoiler:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best M.O.S.. is Technical Officer and, Military Specialist


40-51% Physically Strong:
Spoiler:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist


52-65% Fast Reflexes and high
Dexterity:
Spoiler:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best M.O.S. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.


66-78% Great Endurance:
Spoiler:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best M.O.S. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.
Add 1d6x10 S.D.C ADD double H.P .triple P.P.E


79-88% Pretty Boy/girl: model
Spoiler:
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 20+1d4+1
Spd 1d6+9

Your best M.O.S.. is Technical Officer /Skills and Military Specialist OR Model


89-00% Fast as Lightning:
Spoiler:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your M.O.S. is Pilot giant robot, power armored ACE, Military Specialist



3 Special Aptitude Bonuses Table

Spoiler:
Note
if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, roll only




01-10%
Sure Shot :
[spoiler]+1d4 to strike with all types of projectile and weapons systems . From pistols and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles
get W.P Sharpshooter no penalties.


11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.
W.P Sharpshooter in robot or power armored.



21-30 %
Giant robot/or power armor Ace:
Spoiler:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.
W.P Sharpshooter in robot or power armored.



31-40%
High Perception and Solid gut Instincts:
Spoiler:
+1d6 on Perception Rolls. Roll 1d6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d6 initiative roll one time



41 to 50%
Quick Reaction Time:
Spoiler:
+1d6 on initiative. Roll 1d6 dodge, add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward



51-60%
Strongman :
Spoiler:
+1d6+4 to P.S. attribute and + 4 to pull punch. Add Height 1d10 inches, add weight 5d4%



61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two M.O.S.!! Also, if IQ 18 or higher add one-time bonus are allowed and for every 3above 24 get additional M.O.S . but without benefit Only I.Q max 2 M.O.S


71-80%
Quick Reflexes:
Spoiler:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative, AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,
W.P Sharpshooter


81-90%
Fearless :
Spoiler:
+ 1D6+2 to save Horror Factor. However, as a result, the character may also be a hot shot who take s foolish risks and daring chances.
ADD 1D6+1 to M.E and P.E


91-00%
Charismatic/Charmer:
Spoiler:
1d6+3 M.A. this character is especially likable and affable.
Awe factor if high P.B add 1d4. Base 10
Group 8+1 per 3 level max level 12
Individual 10 add +1 per 3 level max level 12
If high P.S male get plus 1 that 16 or better
If high P.B male get plus 1 that 16 or better Female +3






Education level

not all are fully train or educated tends vary

1. Limited rifts earth wildness
2. High school level small town
3. Higher education major city from rifts earth
4. Professional these are mainly either Phase world or rifts earth




Limited
Literacy, Native:.
M.O.S limited to Soldier/Grunt, Point Man/Scout, Pigman/Heavy Weapons, Transportation Specialist ,only one unless others wise .
Roll 1D4
1. Transportation Specialist
2. Pigman/Heavy Weapons
3. Point Man/Scout
4. Soldier/Grunt
O.C.C. Related Skills 4
Note Mechanical Skills no Aircraft Mechanics , Bioware Mechanics, Robot Mechanics

High school level
Math: Basic
Mathematics: Advanced (45%+5%)
Law (General; 35%+5%)
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
O.C.C. Related Skills 10
Language, Native: Standard.
Roll one time M.O.S

Higher education
Math: Basic
Mathematics: Advanced (45%+5%)
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Computer Operation (40%+5%)
Computer Programming (30%+5%)
History : Pre-Rifts (3 2%/24%+4%)
Law (General; 35%+5%)
Lore
O.C.C. Related Skills 12
Roll one time M.O.S



Professional
Math: Basic
Mathematics: Advanced (45%+5%)
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Computer Operation (40%+5%)
Computer Programming (30%+5%)
History : Pre-Rifts (32%/24%+4%)
History : Post-Apocalypse (350/0/30%+5%)
Lore pick 1d4
Pick up additional 1 MOS all with bonus first MOS double the bonus second M.O.S Standard
But O.C.C. Related Skills 6
Add 1d6+3 years of age.






MOS


01 -15% Communications Expert*
Language, Foreign: One of choice (+ 10%)
Literacy, Foreign: Standard. (+ 10%)
Computer Operation (+ 15%)
Basic Electronics (+ I 0%)
Electronic Countermeasures (+ 15%)
Optic Systems
Surveillance Systems (+ 1 4%)
Radio: Basic (+20%)
Cryptography (+ 1 5%)
extra Language (+ 1 5%).
Sensory Equipment (+20%)
TV/ video
Computer Programming (+ I 0%)

16-25% EOD/Demolitions Expert: *
Requires an I.Q. of 10 and a P.P. of 12 or higher.
Basic Electronics (+20%)
Basic Mechanics (+ 1 5%)
Demolitions (+ 1 5%)
Demolitions Disposal (+20%)
Demolitions: Underwater (+ 1 0%)
Trap/Mine Detection (+ 1 0%)
W.P. Heavy Energy Weapons


26-50% Soldier/Grunt*
Forced March
Land Navigation (+5%)
Physical : One of choice.
Pilot: One of choice (+ 1 0%);
W.P. : One Ancient Weapon of choice.
W.P. : One Modem Weapon of choice.
Optional W.P. Sharpshooting LOSE TO SKILLS RELATED if chosen.
Pilot Skills 2 or/and Horsemanship Skills


51 -65% Point Man/Scout: *
Requires an I.Q. of 9 or higher, a high P.P.
and Spd. are helpful.
Scout 1d4 Wilderness Skills or/and Horsemanship Skills
Point Man 1d4 skills Wilderness Skills or/and Pilot Skills
Detect Ambush (+ 15%)
Detect Concealment (+ 10%)
Intelligence (+ 15%)
Land Navigation (+ 14%)
Prowl (+ 10%)
Surveillance Systems/Tailing (+ 15%)
Wilderness Survival (add+ 10%)
Optional W.P. Sharpshooting. Scouts only LOSE 2 SKILLS RELATED if chosen.
W.P. Paired Weapons Point Man
Scout pick an animal as transport or vechile(s)

66-80% Pigman/Heavy Weapons*
Requires a P.S. of 1 4 and a P.E. of 12 or higher.
Recognize Weapon Quality (+20%)
Weapon Systems (+ 1 0%)
Physical : two choices.
W.P. Rifles
W.P. Heavy Military Weapons
W.P. Heavy Energy Weapons (including rail guns)
W.P. Two of choice (any) two Demolition skills (+5%).
W.P. Paired Weapons LOSE TO SKILLS RELATED if chosen.
W.P 1d6

81-90% Transportation Specialist*
Combat Driving (+5%)
Navigation (+ 10%)
Pilot: Automobile.
Pilot Motorcycle (+20%)
Pilot: Hover Craft (ground)
Hovercycle (+ 1 5%)
Pilot: Tanks & APCs (+ 1 0%)
Pilot: Trucks (+ 10%) or pick an animal as transport or vechile(s)
Pilot: 1d4+1 of choice (+ 10%),
Physical Labor
Physical : One of choice.
Favorite skill picks one from MoS add 20% or Mechanical Skills (+ IO%) pick 1d4. (+ IO%)
Navigation (+ 10%),
Sensory Equipment (+ 10%),
Weapon Systems (+ 10%),

91-00% Medic : Requires an I.Q. and P.P. of 11 or higher. *
Brewing (+5 %)
Biology (+ 1 5%)
Field Surgery (+ 1 5%)
Medical Doctor (+5%)
Pathology (+ 1 0%)
Chemistry (+ 1 0%)
Sewing (+ 1 0%)
Science Skills pick 1d4 skills
Running




O.C.C. Skills:

All get the following.
Military Etiquette (+5%)
*Mechanical Skills except Bioware Mechanics (+10%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing
Spelunking (+5%)
Pilot one vehicle( look below )
Swimming (+10%)
Wilderness Survival (+ 10%)
W.P. Knife (includes Vibro-Knives)
W.P. Automatic Pistol
W.P Revolver
W.P. Energy Rifle
Hand to Hand:
Basic, which can be changed to Expert at the cost of one "O.C.C. Related Skill" or Martial Arts for the cost of two skill selections.
*Requires skill are added if not in character


O.C.C. Related Skills:

other skills look above M.O.S
Plus select one additional skill at levels 4, 8, 12, and 15. All new skills start at level one proficiency.
Communications: Performance or TV / Video only.
Domestic: Any (+10%). Electrical: Basic only.
Espionage: None.
Horsemanship: Any, except Cowboy.
Mechanical: Automotive and Basic Mechanics only (+5%).
Medical: Brewing and First Aid only.
Military: None.
Physical: Any.
Pilot: Basic vehicle types only (+5%)
Pilot Related: Read (& Operate) Sensory Equipment.
Rogue: Gambling (either) or Streetwise
Science: Any, except Artificial Intelligence.
Technical: Any (+5%).
W.P.: Any, except Sharpshooting.
Wilderness: Any (+5%).

Secondary Skills:
The character also gets Secondary Skills look above at level one, and one additional at levels 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.



Standard Equipment:

Khaki fatigues for a uniform, M.D.C. armored vest (covers chest and belly, 30 M.D.C., A.R. 11), standard helmet with visor and air filter (70 M.D.C.), Rifle, Laser Rifle and two extra E-Clips or conventional S.D.C. assault rifle, and any approved weapon from the volunteer's own collection, two smoke grenades, two flares, one Vibro-Knife or/and Neural Mace, survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments.


Vehicles

they pick one custom car, van, truck ,or airplane ,helicopter , hover craft ,propeller plane but must have the skills back up motorcycle
Pick one or roll 1D20
1. Vehicle: Car or Horseman ship
2. Vehicle: Motorcycle
3. Vehicle: Mid-Size Sedan
4. Vehicle ATV
5. Vehicle Full-Size Van
6. Vehicle back up Motorcycle only
7. Vehicle Hover Craft
8. Vehicle Helicopter
9. Vehicle jet fighter
10. Vehicle boat, Motor, Race & Hydrofoil except ship
11. Vehicle Hovercycles
12. Vehicle Submersibles
13. Vehicle Tanks
14. Vehicle APCs
15. Vehicle Robots & Power Armor yikes
16. Vehicle Robots
17. Vehicle Power Armor
18. Vehicle Truck
19. Vehicle back up use get a reroll add additional Vehicle or pick one
20. Vehicle propeller plane



Pick one

Power Sources
Engines and Propulsion Systems
Weapons Damage: 1d4 unless but Robots & Power Armor are standard issue
Main Suppliers
Pick one favorite or roll 1D10
1. Golden Age Weaponsmiths
2. RRK Korporation
3. Northern gun
4. Wellington Industries
5. Iron Heart Armaments, Inc.
6. Chipwell Armaments, Inc.
7. Wilk's Laser Weapons
8. Bandito Arms
9. The Chicago Network
10. Triax Imports

Pick one favorite
Pick one favorite

Deck out means pick one category and add at no cost.
Vehicles all amour or other feature max out like sensors
Power Sources
Weapons Damage have all 4 weapons systems
Main Suppliers can be one item special connection and to get
A onetime robot or vehicle


Or

Animal mount (must have skills mainly scouts but will have back primary sell for parts and secondary functional )
Last edited by ZINO on Sat Apr 15, 2023 1:19 am, edited 5 times in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4060
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Frontier Militia



Part 2


NOTE all cost are drop to 25 %!!!!

Vehicle: Motorcycle

https://www.deviantart.com/scottahemi/a ... -494174195

Spoiler:
The frame of this `Bot resembles that of any number of ordinary motorcycles or hover cycles, only it possesses a robot intelligence, and may have arms, weapons and other


https://www.deviantart.com/scottahemi/a ... -494174195

Spoiler:
special capabilities added to it.
Speed: Depends on type of propulsion. Sleek, aerodynamic body provides a bonus of +20 mph (32 km) to the final propulsion speed.
Light Frame: 300 lbs (135 kg) and 100 M.D.C. main body points.
Cost: 600,000 credits up to six feet (1.8 m) long, 1 million credits for 7-10 feet (2.1 to 3 m).


https://www.deviantart.com/eddie-mendoz ... -775650011

Spoiler:
Number of Seats:
Two, driver and one passenger. A sidecar can be added to carry one additional passenger for the cost of 380,000 (has 45 M.D.C.), but reduces speed by 5%. Frame Reinforcement:
Add 200 lbs (45 kg) and 100 M.D.C. points to the main body for each reinforcement done to the frame.
As many as three reinforcements can be done, but each instills a cumulative skill penalty of -10% to Prowl.
Cost: 300,000 credits per each reinforcement.




Vehicle: Car

https://www.deviantart.com/the--kyza/ar ... -470855445

Spoiler:
The frame resembles that of any number of ordinary sports cars, it can possesses a robotic artificial intelligence and may have a range of other special capabilities.
Speed: Depends on type of propulsion. Sleek, aerodynamic body provides a bonus of +20 mph (32 km) to the final propulsion speed.


https://www.deviantart.com/mikemars/art ... -159448195

Spoiler:
Light Frame: 1200 pounds (540 kg) and 200 M.D.C. main body points.
Cost: 1.2 million credits for a bot up to 12 feet long (3.6 m).
You're paying for style and flash.
Number of Seats: Two, driver and one passenger.
Frame Reinforcement:
Add 200 lbs (90 kg) and 115 M.D.C. points to the main body for each reinforcement done to the frame.
As many as four reinforcements can be done, but each instills a cumulative skill penalty of -15% to Prowl.
Cost: 400,000 credits per each reinforcement.





Vehicle: Mid-Size Sedan or ATV The frame
https://www.deviantart.com/romandubina/ ... -485806468

Spoiler:
of this robot resembles that of any number of ordinary ground and hover cars, from sedan to Jeep, except it has an artificial intelligence and may have a range of other special capabilities.
Speed: Depends on type of propulsion. Light Frame: 2000 lbs (900 kg)
and 250 M.D.C. main body points.

https://www.deviantart.com/milosh--andr ... -460339994

Spoiler:
Cost: 800,000 credits for a bot up to 16 feet (4.9 m) long.

https://www.deviantart.com/ohjayzuz/art ... -796191856
Spoiler:
Number of Seats: Four, driver and three passengers, but another one or two passengers could squeeze in under very cramped condition
s.

https://www.deviantart.com/redspider200 ... -335069110

Spoiler:
Frame Reinforcement: Add 250 lbs (113 kg) and 125 M.D.C. points to the main body for each reinforcement done to the frame. As many as five reinforcements can be done. Prowl is not possible.

https://www.deviantart.com/jflaxman/art ... -440785759

Cost: 510,000 credits per each reinforcement.






Vehicle: Full-Size Van or Small Truck/Truck
https://www.deviantart.com/mechamasterm ... -823688314
Spoiler:
The frame of this robot resembles that of any number of ordinary ground and hover vans, large SUVs, and trucks,


https://www.deviantart.com/elly-klamsky ... -572576521

Spoiler:
Speed: Depends on type of propulsion. Light Frame: 3000 lbs (1350 kg) and 300 M.D.C. main body points.

https://www.deviantart.com/stingray-24/ ... -386460222

Spoiler:
Cost: 1.4 million credits for a robot up to 24 feet (7.3 m) long.


Number of Seats: Driver and seven passengers comfortably, but another one or two passengers could squeeze in without being too cramped.


https://www.deviantart.com/rustyhauser/ ... -859040670

Spoiler:
Frame Reinforcement: Add 250 lbs (113 kg) and 140 M.D.C. points to the main body for each reinforcement done to the frame. As many as four reinforcements can be done. Prowl is not possible.


https://www.deviantart.com/sourgasm/art ... -164829406

Spoiler:
Cost: 600,000 credits per reinforcement.


https://www.deviantart.com/lordcarmi/ar ... -876860501




Vehicle: Small Airplane

https://www.deviantart.com/jflaxman/art ... -785637431

Spoiler:
any number of ordinary propeller, jet and hover aircraft, only it possesses a robotic artificial intelligence and may have other special capabilities.

https://www.deviantart.com/vladimirpetk ... -547398628

Spoiler:
Speed: Depends on type of propulsion. Light Frame: 3000 pounds (1350 kg) and 200 M.D.C. main body points


https://www.deviantart.com/jissididi/ar ... -569997809

Spoiler:
Cost: 1.5 million credits for a robot up to 22 feet (6.7 m) long.
Number of Seats: Pilot, co-pilot and six passengers comfortably, but another one or two passengers can squeeze in for cramped quarters.
Frame Reinforcement: Add 250 lbs (113 kg) and 125 M.D.C. points to the main body for each reinforcement done to the frame.
As many as four reinforcements can be done. Prowl is not possible.
Cost: 400,000 credits per each reinforcement.



Power Sources
Nuclear
Spoiler:
energy is the most popular form of energy used in robots and high-tech machinery. The power supply is surprisingly compact, safe, and has a long lifetime even under constant use. Any high-tech town, including `Burbs and places that

cater to mercenaries and adventurers, can make repairs.
One Year: One million credits.
Two Years: 2 million credits.
Five Years: 4.5 million credits.
Ten Years: 8 million credits.
Twenty Years: 15 million credits
.

Techno-Wizard System
Spoiler:
This is an energy system that utilizes magic with technology. The initial creation and powering of the unit is often time consuming and expensive. Repairs can also be expensive or a repair person impossible to find, as it requires a Techno-Wizard who has the expertise and sufficient P.P.E. to do the job. That having been said, TW power supplies are as reliable as nuclear power and completely clean and safe.
Note:
Speed increases by 20% when riding along a ley line, and piloting skills enjoy a +5% bonus.
One Year: 2 million credits.
Two Years: 4.1 million credits.
Five Years: 6.4 million credits.
Ten Years: 12.3 million credits.
Twenty Years: Not possible.



Super-Solar Engine
Spoiler:
This system utilizes a power source that collects sunlight into a super high-efficiency conversion engine and generator. This is an excellent, clean power source with an indefinite life

span. Of course, it is limited in that it must rely on a source of solar energy. Requires some form of locomotion, preferably wheels or hover system. The system functions superbly while exposed to sunlight. An energy storage unit stores up to 8 hours worth of power, during which time the robot operates at full capacity. After the eight hour reserve is used up, the robot must recharge via solar light energy or manually recharge from another source of electrical energy. Without a recharge, an emergency reserve engages, but it has a mere four hour capacity. While the emergency reserve is engaged, all unnecessary functions will be shut down. Speed is reduced by 20%, attacks per melee are reduced by half, and no energy weapons can fire. At the end of the emergency reserve (4 hours), the robot shuts down completely and will remain inert (like a person in a coma or deep sleep) until recharged by sunlight or electricity. As a superior failsafe, many robots utilizing a super-solar system often combine it with a one or two year nuclear power system. The combination can extend the life of the nuclear battery to approximate five years, by switching back and forth from nuclear power to solar. The nuclear and solar combination means that the nuclear power serves as the reserve and enables the robot to operate at full capability and full firepower at all times. Solar can be a good, reliable system if proper caution is used. Basic System Cost: Two million credits, complete with a special generator, recharge unit and reserve battery







Increasing the Basic Speed Attribute

Spoiler:
Each of the basic body frames that utilize legs are listed with a standard speed attribute. However, the speed attribute for leg units can be increased.
The maximum for humanoid legs is Spd 220 (150 mph/240 km).

The maximum for animal and insect legs is about a Spd of 423 (approx. 300 mph/480 km).

Of course, vehicular propulsion and flight capabilities can be built into a humanoid or other robot form as an alternate, faster propulsion system. Cost for Additional Running Speed of Legs: 10,000 credits per each Speed point beyond the basic system attribute. Thus, to increase a Speed of 22 to a Speed of 32 costs 100,000 credits. Vehicular Locomotion These are engines and propulsion systems designed for ground, air, and vehicular robots. Generally, any of these systems can be utilized in any of the robot types and power systems. These are the costs of the basic means of movement and still require a mode of propulsion. Wheels: Automobile size and type: 1000 credits per pair. Wheels:

Oversized (truck or tractor size): 2000 credits per pair. Wheels: Micronized (roller skate size): 1200 credits per pair. Treads: Small (car size): 15,000 credits per pair. Treads: Large (tank size): 20,000 credits per pair. Pontoons: Small (car size): 1000 credits per pair. Pontoons: Large (airplane size): 4000 credits per pair. Hover Jets: Small (human size): 20,000 per pair. Hover Jets: Directional (vehicular): 10,000 per pair. Hover Jets: Main Thrusters (vehicular): 40,000 per pair. Note: All wheels and treads are of superior strength and
quality. Wheels have 20 M.D.C. each, Treads: 100 M.D.C. per each unit, Pontoons: 100 M.D.C., Hover Jets: 15 (small or directional) and 45 M.D.C. for each main thruster jet.









Engines and Propulsion Systems


Fuel Injected Engine Liquid Fuel:
Spoiler:
Despite incredible technological advancements, liquid fuel engines are still available, desirable, and reliable and the most economical systems available. The major disadvantages of this system are the use of a limited, consumable fuel that must be continually replaced, the need of containers to hold the fuel (gas tanks), the weight of the fuel itself, and uncertain availability of gasoline. (Only major cities, `Burbs and towns that cater to merchants, mercs and travelers will have petroleum at reasonable prices; 2D4 credits per gallon. At communities where gas is scarce, the price will be 1D4x10 credits per gallon, if it is available at all.) Still, gasoline type fuels are comparatively inexpensive and easily attainable in populated regions like the Coalition States, Free Quebec, the Domain of Man, and anywhere the Black Market operates. It is in the wilderness areas where one may be in danger of running out of gasoline.



Note: Liquid fuel requires an exhaust system that is not suitable for humanoid and animal type robots. It also requires some form of locomotion, preferably wheels or hover system. Cost for Engine and One Fuel Tank: 50,000 credits.

The player determines the size of the gas tank or tanks. Weight and size may be a problem for small robots. One gallon (3.8 liters) weighs 7 lbs (3.2 kg). A 70 gallon rectangular tank would measure approximately 48x20x18 (122x51x46 cm) inches and weighs 490 lbs (222 kg). Disposable auxiliary gas tanks is one possible solution, cost is about 200 credits per 20 gallon (75.7 liters) capacity.

Estimated Milage: 60 miles (96 km) to one gallon of fuel. Maximum Speed: 200 mph (320 km).




Turbo Engine Requires liquid fuel.

Spoiler:
Conventional leaded or unleaded gasoline is suitable, high octane preferable, and requires a fuel tank(s). Estimated Milage: 50 miles (80 km) to one gallon of fuel. Cost for Engine and One Fuel Tank: 75,000 credits for liquid fuel (175,000 credits if connected to a nuclear or solar power system as a backup system)
Maximum Speed: 260 mph (416 km).


Turbo-Jet Engine
Spoiler:
Requires high octane fuel or a special mixture, such as those used for jet aircraft, or can be linked to a nuclear power source. This engine cannot be used for speeds under 100 mph (160 km), thus ground vehicles/robots will have to use a two engine system, with one for low speeds and the turbo-jet for high speeds and/or flight. The robot will obviously have some sort of visible hover propulsion system and jet thrusters. Estimated Milage: 30 miles (48 km) to one gallon of fuel. And/or can use a nuclear or TW power source (costs an extra 150,000 credits plus cost of other power supply). Basic System Cost: 150,000 credits for liquid fuel (300,000 credits connected to nuclear or TW).
Maximum Speed: 500 mph (800 km).





Hover Jets for Vehicle
A super sophisticated twin engine system, with bottom and rear jet thrusters and V/STOL capabilities. This unique propulsion system offers ground and air capabilities. The Vertical Take-Off and Landing (VTOL) means the robot can hover stationary above the ground, make vertical take-offs and landings (fly straight up and down), as well as low altitude flight. The robot will obviously have some sort of visible hover propulsion system. Estimated Milage on a liquid fuel is 50 miles (80 km) per one gallon. Basic System Cost: 500,000 credits; requires at least four jets, and/or can be linked to a nuclear or TW power source (cost an extra 100,000 credits for the link plus cost of other power supply).

Maximum Speed: 400 mph (640 km). Maximum Altitude: 20,000 feet (6,096 m).

Hover Jet Backpack This can be a detachable backpack unit or built directly into the robot's back. Directional thrusters and booster jets may also be built into the feet, lower legs, hips and chest. Basic System Cost: 150,000 credits; can be linked to a nuclear power source (cost an extra 100,000 credits). Maximum Speed: 400 mph (640 km). Maximum Altitude: 1000 feet (305 m).


Concealed Micro-Hover System can be for back up systems

Spoiler:
A concealed hover jet system of tiny jet boosters built into robots power armoured humanoid or animal robots. The hover jets are strategically located in the feet, hips, back, chest and/or underbelly. When not engaged, the jets are completely unnoticeable. Basic System Cost: 500,000 credits; can be linked to the nuclear power system for an additional 100,000 credits. Maximum Speed: 200 mph (320 km). Maximum Altitude: 500 feet (152 m).







Winch & Cable:
Spoiler:
Mounted on the front or rear of the vehicle is an electric winch; basically a motor connected to a cable and a hook. The cable is 100 feet (30.5 m) long and can pull up to two tons. 2000 credits Secret compartment: 2000 credits small, 4000 credits medium and 8000 credits large.

Self-Destruct System:
[spoiler] 1000 credits for an S.D.C. system, 40,000 for an M.D.C. vehicle, or 80,000 credits for a giant robot.
[/spoiler]

Environmental Pilot's Compartment:
Spoiler:
can add additional 240 M.D
The cab/driver area has
Ultra light 40 M.D.C.
Light 100 M.D.C
Medium 150 M.D.C
Heavy 240 M.D.C
and is airtight, with an independent oxygen supply, air-conditioning, and heating system, air purification and circulatory system (good for up to 24 hours). 50,000 credits or 5000 credits for a 100 S . D. C . compartment.



Flashing Lights (like the Police):
150 credits
Anti-Theft Alarm & Siren (makes a loud noise): 100 credits
Keypad Locks:
1000 credits per each lock.
Voice Activated Locks & Ignition:
12,000 credits

Mini-Radar system built into the dashboard: 3000 credits.

Laser Targeting System ( + 1 to strike): 50,000 credits

Targeting & Combat Computer: + 1 to strike, can identify 32,000 targets, and can be linked to radar and sensors. 500,000 credits

Heads-Up Display System: 10,000 credits
Computer and Monitor built into the dashboard: 5000 credits

Computer Atlas Program:
Spoiler:
Displays city maps, roadways and trails. The general atlas program shows the entire North American continent (USA and Canada), general geographic features (mountains, forests, rivers, etc.), the location of major nations, major cities, and major trouble spots such as the Calgary Rifts, The Devil's Gate, the Magic Zone, and so on. Specific discs are available for the roads and streets of major cities, including each Coalition State and city, Lazio, Ishpeming, Tolkeen, Whykin, Kingsdale, and other major communities. Of course, the environment and communities are constantly changing so the information is only 75% accurate and updates are issued regularly. An atlas more than a year old will only be 50% accurate and places like the Burbs, shanty towns and mercenary operations change constantly so they are NOT included at all. Basic program costs 300 credits, specific places cost 100 credits each.


Water dispenser:
Spoiler:
A refrigerated container that holds and cools drink- ing water. 400 credits. Mini-microwave oven (for larger vehicles): 300 credits.


Searchlight:
Spoiler:
200 credits Infrared Search Light: 500 credits

Loudspeaker:
Spoiler:
200 credits Short-Range Communicator (4 miles/6.4 km range): 200 credits

Long-Range Directional Radio (100 mile/160 km range): 1000 credits.
Video Camera (mounted inside or outside): 1200 credits (10 S.D.C.) or 8000 credits (5 M.D.C.)
Radar Detector: 200 credits
Radiation Detector/Dosimeter: 200 credits Calendar and Clock: 100 credits


Some Things of Note: Golden Age Weaponsmiths
Spoiler:
also sells reconditioned S.D.C. vehicles (and parts) for half of the price listed for their mega-damage modified counterparts. GAW has frequent sales on S.D.C. motorcycles (they have a small factory that makes them) for only 3800 credits; the normal price is usually around 6000 credits. S.D.C. automobiles, jeeps, and pickup trucks (some manufactured by GAW, others reconditioned) typically cost 10,000 to 16,000 credits. G.A. Weaponsmiths sells common weapons and parts for M.D.C. and S.D.C. vehicles, bots, and weapons. They repair and modify weapons and vehicles of all kinds, including M.D.C. giant robots, tanks, APCs and aircraft, as well as buy and trade parts, weapons, vehicles and equipment (purchase prices are comparable to the Black Market). This is particularly attractive to adventurers, mercenaries, and D-bees — GAW will trade, sell and deal with just about anybody. Cash deals are seldom questioned. If the purchaser is known to be a wanted criminal on the run (especially if wanted by the CS), GAW may refuse to sell the person anything, but is likely to direct them to the local Black Market.
Golden Age Weaponsmiths regularly works and trades with the Black Market, criminals, bandits, mercenaries, adventurers and people living in the wilder- ness (human and D-bee).
One of their biggest clients is the Pecos Empire and more recently, Tolkeen.
Golden Age Weaponsmiths doesn't usually deal in magic weapons or techno-wizard modifications, but do occasionally offer such items (usually acquired in trade). Workmanship is always good to very good and prices are usually fair.


RRK Korporation Available Features

Spoiler:
Available Features for Vehicles The following features can be added to any vehicle by an authorized dealer or specialist in vehicular customization, including RRK and WaffenTek. Having the dealer do the work is frequently cheaper and faster as private specialists charge 20-30% more than the prices listed. However, private specialists are usually willing to keep their clients' names confidential and are happy to install illegal weapons and other systems. Adding weapons, heavy armor, force fields, and some other packages are illegal in some places (such as the NGR and CS), and frowned upon in most other civilized cities. In the NGR, being caught with an illegal modification results in the vehicle being confiscated and the owner being fined 2D6x1,000 credits for each illegal modification. Especially dangerous vehicles can land the offending individual in prison for 1D6+1 years, and if linked to a criminal or terrorist organization/group or used to murder, the prison sentence is 1D6x10+10 years in prison. If the tricked out vehicle is used in the commission of any non-violent crime the prison sentence is 2D6+2 years. In places like Russia and the Coalition States, the offenders are probably shot. The prices below are just for the system, characters will still have to pay for installation. Authorized Triax, RRK, and WaffenTek dealerships can do most modifications for 30-40 credits an hour, with small jobs taking 1D4 days and larger jobs taking 4D6+6 days; double the hourly fee for rush jobs in half the time. Triax employees usually have an eight hour workday. Private specialists tend to charge 50-60 credits an hour for labor, and Black Market

Operators charge 80-100 credits an hour, and put in 10-12 hour workdays.
The modifications can be made to S.D.C. and M.D.C. vehicles.
Anti-Theft Alarm and Siren.
Alternates between six different loud, blaring noises that can be heard up to one mile (1.6 km) away. Can be deactivated with a small remote control. Cost: 800 credits.




Amour section
Spoiler:
has a thin layer of 120 M.D that section is designed to take damage first if doesn’t have Force field or if the Force field fail, unless u are under the underbelly of armor section design from enemy fire or if it crashes




Rechargeable Force Field: N.A.A.Ts only and allies
Spoiler:
One of the most impressive "new" developments is the mega-damage capacity force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial attack. The two drawbacks with the force-field are that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to be restored. THIS SYSETMS IS DESIGN TO BE THE FRIST TO TAKE DAMAGE!
these are heavy Rechargeable Force Field 1d4x100+20 M.D THIS IS NOT USE NEAR COALITION STATES this technology is similar to N.E

M-F50B Mega heavy Force Field
This is the most powerful force field available. It looks and weighs the same as the NE-F40A field, but is much more intense.
• M.D.C. 1d4x100+20
• Weight: 15 lbs (6.8 g)
• No movement penalties.
or can have variable Force Field 1d6 per side as above rules
A depleted force field requires a full 24 hours to regenerate to full capacity

Atlas Computer Program.
Spoiler:
Displays city maps, roadways and trails. Can also give directions from one point to another. The general atlas program shows the entire European continent, general geographic features (mountains, forests, rivers, etc.), the locations of major nations, major cities, and major trouble spots. Some places will have more detail than others. Inhabited and well mapped areas like the NGR and Poland will have much more information and details than the Gargoyle Empire and wilderness areas. This information can be presented in a variety of formats, including basic maps, and 3D-rendered virtual landscapes. Specific discs are available for the roads and streets of major cities, including each NGR, Polish and Russian city/ city-state and other major communities. The other technological nations of Rifts Earth each have their own software and maps which are mostly compatible with each other (except' for the Geofront, who intentionally strike their cities from maps and atlas programs). Of course, the environment and communities are constantly changing so the information is only 75% accurate and updates are issued regularly. An atlas more than a year

old will only be 50% accurate and places like the wilderness areas, border towns and mercenary operations change constantly so they are NOT included at all. Cost: 300 credits of the basic program, specific places cost 100 credits each.


Backup Fuel Source.
Spoiler:
The vehicle is equipped with an additional electrical or gasoline energy source for emergencies. Cost: 8,000 credits for an extra full size gas tank (400 mile/640 km range for a typical car), 2,000 for an extra "mini-gas tank" (20 mile/32 km range). 14,000 credits for an extra battery (60 miles/96 km) tied into an existing electric power system and engine. Four battery car systems can take a maximum of three additional electric batteries, a six battery system can only take one extra.


Boost Jump System.
Spoiler:
This is a common knock-off of the Jump Jet system belonging to some American combat bikes. It can launch a vehicle a length equal to five feet (1.5 m) for every mile (1.6 km) per hour being traveled. The height of the launch is equal in inches to double the vehicle's speed in miles per hour. For example, a car going 100 mph would jump 500 feet (152 m) across and 200 inches, or around 17 feet (5 m), high. Included in the cost are special shocks that keep the vehicle from bouncing itself to pieces upon landing. The boost fuel tank has enough juice for five jumps, after which it must be refueled. Cost: 40,000 credits for the Boost Jump System, refueling the tank costs 500 credits.


Calendar and Clock
Spoiler:
. Keeps accurate date and time on a digital display. Cost: 100 credits. Custom Paint Job/Decals. Cost: 100 credits each for simple, basic work. 200-1,500 depending on how fancy the buyer wishes to get. 2,000-12,000 credits for custom, airbrush painted work or to completely repaint the vehicle.


Computer and Monitor built into the dashboard.
Spoiler:
Fitted with wireless broadband internet access. Will not work more than five miles (8 km) away from cities with internet. Cities of the NGR, Poland, Geofront, and the Republic of Japan have broadband wireless internet access. This is usually not the case in North American cities and most other places. Cost: 5,000 credit
s.

D-Bee Pilot Modification *
Spoiler:
Illegal in the CS and frowned upon in the NGR. It's a simple fact that humans design, build, and operate the majority of vehicles on the planet. Naturally, their vehicles are designed to accommodate the human body type and similar humanoids. But what if you have four arms? What if your head is twice the size of your body? What if your body is a giant eyeball with a mass of tentacles growing out of it? Driving a vehicle intended for humans is going to be near-impossible, or at the very least, quite uncomfortable. Customizing a vehicle for an alien physiology is an expensive procedure, especially for the pilot's compartment to be completely refitted to accommodate a non-humanoid body shape. This will give the pilot +5% to all control rolls, though creatures of a different body type (including humanoids) will

be at -20% to all control rolls. Cost: 2,000-8,000 credits to modify and compensate for most humanoid D-Bees, 20,000-40,000 credits to compensate for massive size and non-humanoid life forms.


Digital Gyro-Compass.
Cost: 100 credits.
Digital Radio and Audio Disc Player.
Spoiler:
Every vehicle comes standard with an AM/FM/HD radio with a range of about 100 miles (160 km). Most cities and kingdoms have radio stations that play anything and everything that was available from before the Great Cataclysm. Local stations (like the CS) may flood these open channels with propaganda or warnings to outsiders, D-Bees and monsters. For those with a bit more discriminating tastes, they can listen to whatever they want with this fancy system, as it can also play digital audio files in three different formats. Cost: 2,500 credits.




Digital Video Disc and Holodisc Player.
Spoiler:
A digital disc player and one display screen/monitor for the playing of recorded films, TV shows, archival and video data/research films, and similar recordings. Can be tied to an onboard computer or connected to a portable computer, cyborg or other data containment system and plugged into with a Universal Jack/Data Plug. Cost: 5,000 credits.
A second monitor/view screen to watch the same data costs an additional 500 credits.



Ejection Seat
Spoiler:
In case of an emergency, the pilot and any passengers can be instantly ejected (about 1,000 feet/3,048 m) into the air and parachute to safety.
Cost: 1,500 credits per seat.


Engine Diagnostic Readout, Advanced.
Spoiler:
The instrument panel is modified to include a tachometer, temperature and oil pressure gauges, fuel mix indicator, and battery's charge on a digital readout. As an advanced diagnostic system, there is also a small screen that runs a constant stream of data that can be read at a quick glance indicating more complex issues and concerns about the engine, fuel leaks, damage to the vehicle, loss of sensors and wheels, the reason for overheating and other engine problems, and similar.

Bonus: Diagnosis is equal to Automotive, Aircraft or Robot Mechanics skill, depending on what the vehicle is, at 80% proficiency, but only as it applies to identing the problem. It is no good at making repairs and cannot talk someone through doing repairs. Cost: 12,000 credits. For an additional 5,000 credits a calm male or female voice will speak to inform the pilot of engine and vehicle performance issues.


Standard Environmental Pilot's Compartment
Spoiler:
The cab/ driver's area has 40 M.D.C.( Can add up to 240) and is airtight, with an independent oxygen supply, air-conditioning, and heating system, air purification and

circulatory system (good for up to 24 hours). Cost: 50,000
credits, double cost to include the passenger area as well.

External Audio Pickup.
Spoiler:
A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away. Cost: 5,000 credits.


Homing Beacon/Tracking Device.
Spoiler:
The vehicle sends out a radio message that is just a series of beeps. The owner of the vehicle can locate the general direction and distance of the vehicle with a device about the size of a cell phone that bounces the signal back and forth at regular intervals. Cost: 10,000 credits, has a 40 mile (64 km) range. For 50,000 credits, the range is extended to 300 miles (480 km).


Hover Vehicle Conversion
Spoiler:
A very costly process, this requires completely replacing tires, gas tank, and engine and installing a hover propulsion system. In many instances, the engine has to be replaced and there is a lot of body work. Cost: Prices vary, but are typically three to six times the vehicle's original cost. Maximum speed is limited to 120 mph (192 km) and cannot be increased. Dealers are unable or unwilling to perform this conversion. Improved Aerial Maneuverability. Available only to hover vehicles. The vehicle is outfitted with electro-magnetic stabilizers and 2-6 extra maneuvering jets which help compensate for sudden changes in velocity and air conditions. Bonus: +5% to Piloting skill and reduces the penalty for performing stunts and maneuvers. Cost: 75,000 credits. 300,000 credits for M.D.C. and military grade hover vehicles.


Keypad Locks.
Spoiler:
Requires a code to be entered on a key pad to open the doors to the vehicle. Cost: 1,000 credits per lock. Can also be applied to ignition for the same cost of 1,000 credits.


Laser Targeting System
Spoiler:
Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike with linked weapon systems. Has a range of one mile (1.6 m). Cost: 50,000 credits.


Mini-Microwave Oven (for larger vehicles).
Yep, you can drive and heat up your coffee or cook a meal while driving. Ideal for trucks. Cost: 300 credits.

"Monster Truck" Tires
Spoiler:
These enormous wheels, measuring 10 feet (3 m) in diameter and 4 feet (1.2 m) wide (and sometimes bigger!), are excellent for driving over rough terrain and adverse weather conditions. Note: Illegal in the NGR and most cities. Bonus: Reduces Piloting penalty by two-thirds (66%) and the vehicle can drive over debris and through mud and shallow water no deeper than four feet (1.2 m). Each wheel has 60 M.D.C. and running over something does 3D6 M.D. to it. Can ride over objects/people under 8 feet (2.4 m) tall. Cost: 120,000 credits. Off-Road Modification. Roads and highways are difficult to build and maintain outside major cities. Bandits, monsters, battles between Mega-Damage combatants, freak storms, and dimensional anomalies can

render roadways impassable. The land between city-states and feudal kingdoms is typically unclaimed or uncontrollable wilderness. There are few nations with an infrastructure stable enough to maintain their own high Modern and open countryside. Even the NGR can't do it consistently. Thus, for those making long commutes from one city to another or engaged in adventuring and exploration, it may be desirable to outfit ground vehicles with off-road capabilities. This modification includes bigger, stronger tires with superior traction on grass, dirt, mud and sand. The undercarriage of the vehicle is lifted up (at least six inches/0.15 m), fitted to spew the ground out behind the vehicle and not up into vital components. The axles, engine, and drive shaft are covered with light Mega-Damage metal for extra protection (8 M.D.C.). Bonus: Reduces Piloting penalty by half when dealing with off-road conditions, but no bonus applies when driving on paved roads. Cost: 28,000 credits. Not compatible with Vehicle Active Suspension (can only have one or the other). For military and M.D.C. vehicles the price is 200,000 credits.



Radar System.
Spoiler:
A radar system is built into the vehicle (front or back) for the purpose of tracking aircraft, missiles and flyers; can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km). Flying close to the ground or among treetops or building level makes the target impossible to track. Best for flying targets 1,000 feet (305 m) above the ground or higher. Cost: 3,000 credits



Radio Communicator, Short-Range (4 miles/6.4 km range).
Spoiler:
Cost: 200 credits. Radio, Long-Range, Broadband (300 miles/480 km range). A field radio built into the car and using the body and frame as an antenna. Also has CB and Police scanning capabilities and can transmit and receive on all frequencies. Cost: 1,200 credits.

Refreshment Dispenser.
A built-in unit that delivers hot coffee, tea, hot chocolate, or hot soup (pick one) from one spout and a cold drink like milk, ice water, soda or juice (pick one) from another. Must be recharged every few days. Ideal for trucks. Cost: 1,200 credits.






Rims.
Spoiler:
Factory hubcaps are for losers. Custom-designed rims are what the real players are rocking. There are literally thousands of different designs. Cost: 200 credits for nice but common rims, or 600 for the really nice and less common rims. Specialty models, such as spinners and flashing lights, cost 800-1,200 credits.

Combat Rims, which have spikes or spinning blades meant to tear up other vehicles' tires, cost 4,800 credits for a set of 4. They do 1D6 M.D. when the vehicle is in motion, and have 15 M.D.C. themselves (and are illegal inside the NGR).


Robot Control Device:
Basically a robotic "brain"drone level drives the vehicle, doing all the piloting work automatically. The brain is tied to a variety of sensors that inform it on engine performance, velocity, and aerodynamics as well as cameras and sensors that inform it about road, weather and traffic conditions. It automatically stops at red lights and stop signs, and can react fast enough to avoid hitting another vehicle or move out of the way of dangerous obstacles or pedestrians. The driver simply asks the computer to take him to a particular destination, either an address, or the driver can say "home," "work," "pub" or other common, programmed destination, and the vehicle does all the work of driving there for him. In regard to traffic, the robot brain can estimate with 95% ac- curacy the movements of all drivers around it, and can adjust accordingly. The robot brain always follows the posted speed limit and drives defensively. If it is forced into a situation it cannot understand or is ill-equipped to handle, it pulls over, turns on its hazard lights, shuts off the engine and asks for assistance. The robot brain is not suitable for racing, high speed chases, evasive action, or combat, and cannot be reprogrammed for them. Equal to a Piloting skill (for that type of vehicle) of 95%. Cost: 165,000 credits.


Roll Cage.
Spoiler:
Roll Cage is the commonly used term for a vehi- cle with added supports to prevent the cab or driver's compartment
from being crushed in the event of a rollover crash. The result is a much safer vehicle. Comes with reinforced safety restraints for the driver and passengers. If the vehicle rolls over, it takes only half damage and the roof of the vehicle does not crush. The driver and occupants inside take only one third normal damage. Cost: 10,000 credits.


Searchlight:

Spoiler:
Turns 180 degrees and has a 45 degree up and down arc. 1,000 foot (305 m) range. Cost: 300 credits.


Secret Compartments:

Spoiler:
Hollow compartments can be built into the floor, seats, or walls of the vehicle. The largest possible is approximately 18 inches long (45.7 cm) and four to six inches (10 to 15 cm) deep. The smallest are about the size of a pack of cigarettes and medium-sized the equivalent of a lunch box. The larger compartments are ideal for storing supplies, tools, hand-size equipment, hand grenades, blade weapons and small handguns. Game Masters and players should use common sense regarding the number of compartments. Cost: 1,000 credits for each small, 2,500 for each medium, and 4,000 for each large.


Self-Destruction Device
Spoiler:
The vehicle is rigged with explosives that can be activated to explode via encoded radio signal or digital code. Once activated, the driver and passengers have 30, 60 or 120 seconds to get to a safe distance. Safety features include a double confirmation sequence and a quick shut off verbal command or digital code sequence. The self-destruct mechanism is also designed to destroy the vehicle and all data contained in its systems, NOT to inflict damage to a wide area. Consequently, one is safe at a distance of only 15 feet (4.6 m) and collateral damage is 1D6 M.D. to a five foot (1.5 m) radius around the vehicle. The vehicle itself is completely destroyed, leaving nothing for salvage or restoration. It's a big block of partially melted metal and plastic. Anyone/thing inside the vehicle suffers 1D4x100 M.D. Cost: 80,000 credits.



Speed Upgrades.
Spoiler:
2,000 credits (10,000 for hover vehicles) to boost the maximum speed by one mph (1.6 km). The typical engine can only be upgraded another 10% by the factory. Further upgrades have to be done after purchase, either by the buyer, an Operator/skilled mechanic, or the Black Market. Typically, a vehicle can only have its speed upgraded to 25% beyond its original maximum. Anything faster requires a whole new engine. Speed Boost (illegal). By an injection of Nitrous Oxide, the vehicle can gain a momentary boost of speed. Cost: 10,000 credits gets one tank of boosting material which can be used 10+1D4 times before needing recharging. Any one vehicle can be outfitted with as many as six of these tanks. The Speed Boost takes the vehicle to an extra 50% beyond its normal maximum speed for 2D6 minutes.

Note: Not available for electrical and nuclear engines. Spoiler.
Doesn't do anything, but some people think they look cool. A common joke among City Rats is the bigger the spoiler the faster the vehicle. Cost: 200 credits.


Targeting and Combat Computer (illegal).
Spoiler:
Calculates, stores, and transmits data onto either a dashboard screen or a heads-up display (HUD) in the pilot's helmet. Can identify over 32,000 unique targets; must be linked to a radar and sensor array. All weapon systems linked to the Targeting and Combat Computer get a +1 bonus to strike. Cost: 500,000 credits.


Vehicle Active Suspension

Spoiler:
The vehicle is equipped with a computer-controlled, hydraulic suspension system. Essentially, this gives the vehicle something of a reactive "brain" for dealing with changing position and terrain. On any car, truck, or van, the computer can lift up a wheel rather than just tilting when hitting a curb or rock. Bonus: +5% to all Piloting skill rolls and reduce penalties for stunts and special maneuvers by half. Cost: 50,000 credits. Not available for hover vehicles. For military and M.D.C. vehicles the price is 200,000 credits. Video Camera (mounted inside or outside). Cost: 120 credits (10 S.D.C.) or 8,000 credits (5 M.D.C.).


Voice-Activated Locks and Ignition.
Cost: 12,000 credits.

Water Dispenser:
A refrigerated dispenser that holds and cools drinking water. Cost: 400 credits.

Winch & Cable.
Mounted on the front or rear of the vehicle is an electric winch; basically a motor connected to a cable and a hook. The cable is 100 feet (30.5 m) long and can pull up to ten tons (and has 5 M.D.C.). Cost: 2,000 credits

. Window Tinting.
Prevents anyone from seeing into the vehicle. Also doubles as polarized light protection. Cost: 50 credits per window.

Weapon Systems


Note: All are illegal within the borders of the NGR and most civilized communities. But in the wilderness anything is legal


Weapons Damage:

Spoiler:
Weapons for Giant Robots Giant robots and vehicles, 16 feet (4.9 m) or larger, can support large, powerful weapons which is reflected in the weapons' range. Consequently, use the same weapons as listed previously, but add 1000 feet (305 m) to the range and 1D6 M.D. to damage. In the case of machine-guns, rail guns, and missiles, double the payload.
Missile Launcher Pods for Giants and Vehicles:
Missile launcher pods must be mounted on the shoulders or back of giant robots or in a housing on the top or side(s) of a vehicle's exterior.
Missile Launcher Types: Mini-Missiles Cost: 200,000 credits per launcher, payload of 10 missiles.
Short-Range Missile Cost: Small: 300,000 credits, payload of three missiles.

Medium: 500,000 credits, payload of six missiles. Large: 800,000 credits, payload of twelve missiles.
Medium-Range Missile Cost: Small: One million credits, payload three missiles. Medium: 1.5 million credits, payload of six missiles. Large: 2.5 million credits, payload of twelve missiles. Long-Range Missile Cost: Small: Five million credits, payload of three missiles. Medium: 8 million credits, payload of six missiles. Large: 12 million credits, payload of eight missiles.


Weapons, Extra Features & Notes Adding weapons and other extras like radar, radios, and sensors to retrofitted vehicles can be done, but the purchaser should be careful. In many cases, the weapons and extras can cost more than the vehicle and the overzealous character may find himself wasting expensive equipment on a flimsy piece of junk. For this reason, GAW operators will not even consider putting a nuclear engine or power supply in one of these retro-vehicles.



Other Extras Built into the Vehicle
(also see the robot creation section in Rifts Sourcebook One):

Fuel Efficiency Modification (adds 20% to range):
Spoiler:
1000 credits Souped-Up Engine (adds 30% to maximum speed of vehicles): 10,000 credits; not available for humanoid robots.




Additional M.D.C
.

Spoiler:
armor to mega-damage vehicles and giant robots: 20,000 credits per every 10 M.D.C. points; usually limited to 100 M.D.C. to 200 M.D.C maximum.


Missile
Spoiler:
Mini-Missile Launcher: 200,000 credits

Short-Range Missile Launcher: 300,000 credits for a three missile payload, 500,000 for a six missile payload, or 800,000 for a 12 missile payload.

Medium-Range Missile Launcher: One million credits with a three missile payload or 1.5 million for a six missile payload.

Long-Range Missile Launcher:
Five million credits with a three missile payload or 8 million for a six missile payload.
Weapon Mounts:
1000 credits to mount a light weapon, 2500 credits to mount a heavy or large weapon, and 5000 credits for a weapon turret (rotates 360 degrees). The cost of the weapon is extra.



Ram Prow:
Spoiler:
A reinforced ram in the front of the vehicle used for ramming other vehicles and plowing through obstacles. The prow has 120 M.D.C. Small/automobile-size to 240 trunks and military
Vehicle: 10,000 credits, medium: 15,000 credits and large/tank/semi-sized ( + 190 M.D.C.): 20,000 credits




Weapon: Anti-Missile Chaff.
Spoiler:
When triggered, it sends out a canister designed to decoy enemy missiles. The canister heats up, attracting the missile's heat sensors, gives off a fake radio signal, and sends out streamers of aluminum designed to fool radar-guided units. Cost: 7,000 credits for a launcher that can fit five such canisters. Replacement canisters cost 800 credits each.


Weapon: Deployable Piston Launcher.
Spoiler:
These platforms are about the size of a large welcome mat (3x2 feet/0.9 x 0.6 m) and are heavy (60 lbs/27 kg). The launch plate is mounted on a spring-loaded piston and the device is shoved or dropped from the back of the vehicle. When another vehicle drives over the platforip (it has sensors in it that know when a vehicle is on top of it), the piston fires, hitting the undercarriage of the target vehicle, and pushing it off the ground, usually flipping it over; roll for crash damage. The driver of the vehicle being struck by the piston must roll under his Piloting skill with a penalty of —40% in order to keep the vehicle from flipping. Failure to maintain control of the vehicle means: 01-60% The vehicle flips over on its roof and suffers 4D6 M.D., plus is taken out of commission until the vehicle can be flipped back over, which is likely to be hours. 61-00% Crashes at full speed; roll for crash damage. These are complicated devices, and as such, a little pricey. Cost: 16,000 credits for the mechanism. Each platform, which can be reused if recovered, costs 5,000 credits. Note: The Piston Launcher only works on vehicles weighing less than three tons. Heavier vehicles get a jolt and a startling loud bang (everyone inside loses initiative), but nothing else. If the pursuer sees the plate (about the size of a welcome mat) he can try to avoid it by swerving around it, -20% penalty to Piloting skill and -4 to dodge.


Weapon: Drop Mine Explosive.
Spoiler:
These small platforms are dropped from the back of the
vehicle (10% chance of going off if "dropped" too roughly or at speeds greater than 70 mph/112 km). When another vehicle drives over the mine (it has sensors in it that know when a vehicle is on top of it), it explodes, doing 1D6x10 M.D. and the driver must roll under his Piloting skill at a -50% penalty to keep control of the vehicle (reduce penalty by half if the vehicle weighs more than three tons). If control is lost, roll for explosive damage followed by crash damage. If control is kept, the vehicle suffers explosive damage and the act of keeping the vehicle under control requires vehicular speed is reduced by half and the driver and passengers lose all attacks for 1D4 melee rounds as the vehicle swerves wildly. If driving speed is not reduced, the vehicle crashes. Note: If the pursuer sees the mine (about the size of a lunch box) he can try to avoid it by swerving around it, -10% penalty to Piloting skill and -2 to dodge. Cost: 25,000 credits. The mechanism is destroyed in the explosion.








Weapon: Oil Slick
Spoiler:
. The pilot can release oil from a tank mounted on the underside of the vehicle. Contains enough oil for three oil slicks. A vehicle driving through the oil must make a control roll at —20%. Cost: 2,400 credits for the release mechanism and 200 credits for an oil refill.


Weapon: Road Spikes.
Spoiler:
These large spikes, also called vehicle caltrops, fall out of the back of a vehicle and cover the road, meant to bar the way for vehicles which roll on tires. They do no damage to military or treaded vehicles, and naturally, hover vehicles fly right over them. Roll under Piloting skill with a -20% penalty to avoid the layer of spikes, otherwise the vehicle drives right into them. Each tire or wheel takes 1D4+10 M.D., and the driver must make another Piloting skill roll to maintain control, taking a —5% penalty for each tire destroyed, for every 10 mph (16 km) that the vehicle is traveling. Failure means (roll percentile dice): 01-50% the vehicle spins out and comes to a halt. The vehicle is immobilized until the damaged tires are replaced (taking 1D6 minutes per tire to change), but more than one spare tire is not likely to be immediately available. 51-00% Vehicle speed is reduced by half before it crashes; roll for crash damage. Also useful for blocking the path of large monsters, sticking into their feet. Penalties until the spike is removed from the foot: Reduce Spd by 90%, reduce number of attacks by two, combat bonuses are reduced by half, and skill performance is -20%. Cost: 1,200 credits for the launch mechanism. 500 credits for each non-reusable container.




Weapon: Smoke Screen.
Spoiler:
Dispenses a cloud of dense, black smoke that covers the
road. Can either be used to conceal a motionless vehicle, or to block the view of the road. The size of the cloud is roughly 40 feet (12.2 m) thick in all directions, less on a particularly windy day. Cost: 2,400
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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Frontier Militia




Part 3

Heavy Weapon turret/mount or can be hand held by cyborg to man size robots to pistol type for giant size robot or weapon replacements to add on )
The following turret standard model has one weapon Systems ,but N.A.A.TS model has two weapons system .the turret has 360 degrees capabilities and 360 view via view port and camera connection to other video .
https://www.deviantart.com/proxygreen/a ... -380619772


M.D 50 cal Coaxial Machine-gun:

This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or Wellington Industries M.D. ramjet rounds (much more expensive).
Primary Purpose:
Assault and Defense.
Secondary Purpose:

Anti-Infantry/Soft Targets.
Mega-Damage:
Spoiler:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C. or 1D6 M.D. per burst of 10 rounds.

Light Ramjet Rounds:
One M.D. per round,
doing 1D8+2 M.D. per ten round burst.
(Cost is 4 credits per Light Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 5-6 credits each from GAW; fair to good availability.)

Heavy Ramjet Rounds:
1D4 M.D. per round,
doing 1D4x10 M.D. per ten round burst.
(Cost is 8 credits per Heavy Ramjet round from GAW when purchased in batches of 100 or more. Smaller quantities cost 10-12 credits each from GAW; fair to good availability.)

Improved ammunition H.E.A.P Rounds
1D6 per round
1D6x10 per ten round burst.
2D6x10 per 20 round burst.

Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
6000 feet up.to 5 miles
Payload:
Spoiler:
3000 rounds, equal to 300 bursts!



WI-GL20 Automatic Grenade Launcher (2)one per side.

This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note: A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Spoiler:
Weight: 130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:
Fragmentary: 4D6 M.D. to a blast area of 12 feet (3.6 m).
Or
Armor-Piercing: 1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).
A burst is 10 rounds!
A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)!

A burst of ArmorPiercing grenades does 3D6 x 10 M.D. with an 8 foot (2.4 m) blast radius. C, 55,))
Rate of Fire: Standard.
Maximum Effective Range: 3000 feet (914 m).
Payload: 200 round of each Grenade


7.62 mm Cupola Machine-gun:

A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with Wellington Industries' WI-2E explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down.
Spoiler:
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:

4D6x10 S.D.C.
or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst.

Using WI-2E explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst
4D4 M.D. per 20 round burst).

Improve ammunition H.E.A.P rounds
2 M.D per round

(5D4 M.D. per 10 round burst
1D4 x10 M.D. per 20 round burst ,1d6x10 per 30 rounds burst and so on)
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee.
Effective Range: 3000 feet (914 m).
Payload: 1600 rounds,

Additional. Weapon turret on main turret (2)

M.D.C M-23 7.62 mm Mini Machine-Gun:

Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage: slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
4d8 M.D. for a 80 round burst.
1d6x10 M.D for a 160 round burst
2d6x10 M.D for a 320 round burst

Imporved ammunition rounds
Heavy Explosive amor penetration round
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst,2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 6000 rounds,
For slug rounds
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).



M.D.C standard 7.62 mm Machine-Gun:
Spoiler:
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.

Mega-Damage:
slug round
1d4 M.D. per 10 round burst,
2d4 M.D. per 20 round burst,
4d4 M.D. for a 40 round burst.
5d6+2 M.D. for a 80 round burst. max rate of fire

Imporved ammunition rounds
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

5d4 M.D. per 10 round burst,
1d4x10 M.D. per 20 round burst,
1d6x10 M.D. per 30 round burst
1d10x10 M.D. per 50 round burst
2d4x10M.D. for a 40 round burst
2d6x10 M.D. per 60 round burst,max rate of fire

Rate of Fire:
Each burst counts as one melee attack. Effective Range:
3000 feet to 5000 feet
Payload: 6000 rounds,
For slug rounds .
Note: May be substituted with an M.D. rail gun or energy weapon but at considerably more cost (60,000-120,000 credits).


Chaff Dispenser
• Anti-Missile Chaff/Flare Dispenser (2): Use the same effects as the model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:

01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Hidden miniature CIW system two per front one rear or tip for anti missiles system energy base [/b]

For N.A.A.T ONLY CIWS Beam /Gatling Rail Guns (1):

Spoiler:
This is a modern electromagnetic Rail Guns version with Beam fire capabilities of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system in-tended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Gatling Rail Guns/ Rail Guns is a 12 -barreled 20mm electromagnetic cannon that fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D. for each both can fire at the same that 4d6x10 M.D
Rate of Fire: 6 attacks per melee round.
Effective Range: 6,000 feet (1828 m)
Radar Targeting Bonus: +6 to strike.
Payload:
Beam Gatling 1000 bursts each if not connect to power supply ,if connect unlimited

Gatling Rail Guns 12,000 rounds per gun, that's 200 bursts each

Weight 250 lds !!!


For N.A.A.T ONLY CIWS Beam Gatling Guns (1): [u]

Spoiler:
This is a modern electromagnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The Beam Gatling is a six-barreled 20mm laser cannon that fires Beam shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars - one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage: A burst is 60 rounds and inflicts 3D4x 10 M.D.
Rate of Fire:
6 attacks per melee round.
Effective Range: 6,000 feet (1828 m) or 3 miles
Radar Targeting Bonus: +4 to strike.
Payload: 1000 bursts each if not connect to power supply ,if connect unlimited
Weight 250 lds

Heavy force field 100 M.D.C recharging in 24 hour
Or other force field





Smoke Launcher system two main turret
Two in main Body
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
Spoiler:
Smoke grenades block IR and thermo imager blast radius 20 feet per grenade
Tear gas grenade same rules
blast radius 20 feet per grenade


Rate of Fire:
Spoiler:
one or burst

Effective Range
Spoiler:
3000 feet

Payload
Spoiler:
100 each






https://www.deviantart.com/vbagi/art/za ... -279749900


M61 20mm Gatling Cannon: turret
Spoiler:
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


GUN 30mm Auto-Cannon: turret

Spoiler:
cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 300 lds

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles

Payload:
4000-round drum magazine;
that's 200 bursts!




Heavy M.DC.50 Caliber Machine-Gun: maduce for turret
Spoiler:
Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.
Mega-Damage:
Slug rounds
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.
Improved rounds
1d6 per round
1D6x10M.D. per 10 round burst

2D6x10M.D. for a 20 round burst.

3D6x10M.D. for a 30 round burst.

4D6x10M.D. for a 40 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


14mm Machinegun: turret

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

burst is 80 rounds and does 4D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


.50 Caliber Six Barrel Machine-Gun or a Heavy MiniGun:
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst 4d6+3
30 rounds burst 6d6+3
40 rounds burst. 1d4x10+3
60 rounds burst 1d6x10 +3

Mega-Damage:
Important rounds Heavy Explosive amor penetration round
5D6X10 S.D.C OR 3M.D per round

10 rounds burst 5d6
20 rounds burst 1d6x10
30 rounds burst 2d4x10+10
40 rounds burst. 2d6x10
60 rounds burst 3d6x10

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

10 rounds burst 1d4x10
20 rounds burst 2d4x10
30 rounds burst 2d6x10
40 rounds burst. 4d4x10
60 rounds burst 4d6x10

5D10 X10 S.D.C OR 5 M.D per round
10 rounds burst 1d4x10+10
20 rounds burst 1d10x10
30 rounds burst 4d4x10
40 rounds burst. 5d4x10
60 rounds burst 5d6x10

1D6X100 S.D.C OR 1D6 per round

10 rounds burst 1d6x10
20 rounds burst 2d6x10
30 rounds burst 3d6x10
40 rounds burst. 4d6x10
60 rounds burst 6d6x10

Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round or 6000 rounds or 8000 rounds disintegrating belt or belt fed drum.


Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.

Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m)
Payload: Effectively Unlimited




Rail Gun: turret

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
These are slug rounds
A burst is 40 rounds and inflicts

1D4 x 10.
Or
1d6x10
or
2d4x10 M.D.; can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet to 6000 feet
Payload:
10 ,000 round internal magazine; that's bursts.


Rail Gun Gatling: turret
Back of the truck
https://www.deviantart.com/elly-klamsky ... -572576521

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).

Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 6000 feet

Payload:

Belt-fed from drum magazine containing 12,000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks


Anti-Tank Laser Rifle turret

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds

5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire:
Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee












[u]Northern gun products book 1


Alternative Fuel Systems 101
Solid Oxide Fuel Cells
Standard Solid Oxide Fuel Cell
Heavy-Duty Solid Oxide Fuel Cells
Dangers and Limitations
NG's Electric Batteries


Big Papa' Mobile Medical Robot
Junior' Mini-Mobile Medical Robot


NG Weapons
Other Weapons & Ammo
NG-Mines
Product Note



Northern gun products book 1&2

Alternative Fuel Systems
Original' Multibot

Solid Oxide Fuel Cells
Flying Hovercraft
Standard Solid Oxide Fuel Cells
Scissor Launchers
Heavy-Duty Solid Oxide Fuel Cells
NG-M57-2N1 Megabot
Dangers and Limitations
M.D.C. of Combat Racer
Converting Vehicles to Solid Oxide Fuel Cells
Statistical Data Megabot
NG's Electric Batteries


Big Papa' Mobile Medical Robot
Hovertrain Locomotive
Utility Arms & Jaws of Life
Hovertrain Boxcars/Flatbed/Passenger Cars
M.D. Chainsaw
Hovertrain Weapon Cars
Sensor Arm
Random Hovertrain Generation Tables
Finger Multi-Medical Scanner
Northern Gun Robots
Field Hospital Clinic
Alphabetical List of NG Combat Robots
Nano-Robot Medical Systems



Northern gun
Jet Packs
Aquatic Vehicles
Alphabetical List of Hovercycles
Aircraft
Dragonfly Assault Platform
Sky King Sky Cycle

Motorcycles
Alley Cat Black Talon Electric CityCycle Highwayman Road Hog Streetwolf Wastelander Wild Boar
Trucks and Cars
NG-HCH-2000 “Big Bertha”



Military Combat Vehicles
Badger Centipede Echelon Hovertank Mammoth APC Road Buster Sentinel Patrol Hovercar
BRV-10 “Vulture”
DX-202 Cargo Walker
DX-204 GRUB
NG-PD12 “Fido”
NG-W9 Light Labor Drone
NG-W10 Heavy Labor Drone
Adventuring Gear


Rifts® Mercenaries
Wellington Industries
Northern Gun Weapons
Iron Heart Armaments, Inc
Naruni Enterprises
New Mercenary O.C.C.'s








Rifts® Mere Op
Power Armor & Vehicle
Northern Gun Power Armo
Chipwell Armaments, In
Titan Robots & Power Armor
Northern Gun Weapons
Tech Weapons & Gear

Northern Gun
Wellington Industries
Miscellaneous Equipment
Golden Age Weaponsmiths Inc


Techno-Wizard Devices
Armstrong TW Armaments Co.
MageFire Weaponry, Inc.
MageFire TW Grenades
MageFire Mystic Power Armor .






Rifts® MercTown
Mercenary Organizations of MercTown
Air Superiority, Inc.
The Tennessee Headhunters
Combat Medical Services

Rifts Black Market
El Oculta
The Immaterial Hand
The Chicago Network
Bandito Arms
Bandito Arms Weapons

E-Clip Charging Stations
BigBore "Lawman" Automatic Shotgun

BigBore "Barking Dog" Submachine-Gun
BigBore "Room Sweeper" Belt-Fed Shotgun
BigBore "Fire Hose" SAW — Squad Assault Weapon
BigBore "Universal" Variable Assault Rifle
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun


Bandito Energy Weapons
Bandito Heavy Weapons

Notable Vehicles
Black Market Armors & Robots all


Rifts world book 28 Azrno
















M9 Beretta or Colt Style 9mm Pistol: Damage: 3D6 S.D.C.

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


Effective Range: 150 feet (45.7 m). Payload: 15 shot clip.

45 caliber Pistol:
Damage: 4D6 S.D.C.
Effective Range:
150 feet (45.7 m).
Payload:
7 or 13 shot ammo clip.

Mega-Damage:

Notes/SINGLE ROUNDS
Handgun .45 calibers, .
451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D



10mm Colt Delta Elite:
Damage: 4D6 S.D.C.
Effective
Range: 150 feet (45.7 m).
Payload: 9 or 15 shot clip.

Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D



.357 Magnum Revolver or Pistol:
Damage: 4D6+2 S.D.C.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.
Effective Range: 150 feet (45.7 m). Payload: 6 or 13 shot clip


.41 Magnum Revolver:
Damage: 5D6 S.D.C

Mega-Damage:
Notes/SINGLE ROUNDS.44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range: 180 feet (54.8 m). Payload: 6 round cylinder.








.44 Magnum Revolver:
Damage: 6D6 S.D.C.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range: 180 feet (54.8 m). Payload: 6 round cylinder.




.38 Smith & Wesson and Colt Revolver:

Damage: 2D6+2 S.D.C.

Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range:
120 feet (36.5 m). Payload: 6 round cylinder.







9mm Submachine-gun:
Damage: 3D6 S.D.C. per single shot
or
6D6 per three round short burst

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

Effective Range:
650 feet (198 m).
Payload: 30 round magazine.







9mm Ingram Submachine-gun:
Damage: S.D.C
4D6 S.D.C. per single shot,
1D4x10 per three round short burst.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D

Effective Range: 650 feet (198 m).
Payload: 30 or 50 round magazine.



9mm Uzi Submachine-gun:
Damage: 3D6 S.D.C. per single shot
or 6D6 per three round short burst.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D

Effective Range: 600 feet (183 m).
Payload: 30 or 50 round magazine.




9mm Mini-Uzi Submachine-gun:
Damage: 2D6 S.D.C. per single shot
or 4D6 per three round short burst.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D

Effective Range: 500 feet (152 m).
Payload: 15 or 30 round magazine.





5.6mm Bolt-Action Sniping Rifle:
Damage:
5D6 S.D.C. per single shot.

Mega-Damage:
5D4 X10 S.D.C OR 2 M.D

Effective Range:
2000-2400 feet (610 to 731.5 m).
Payload: 8-16 round magazine.
Note: Stats vary slightly with ,
specific weapon models and manufacturers.














7.6mm Sniping Rifle:
Damage: 6D6 S.D.C. per single shot.

Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range:
2200-2800 feet (670.56 to 853.4 m).
Payload: 8-16 round magazine.
Note: Stats vary slightly with
specific weapon models and manufacturers.






5.56mm Assault Rifle:
Damage:
3D6 S.D.C. per single shot
or 6D6 per three round short burst.

M.D DAMAGE
5d6x10 S.D.C or 3 MD

Effective Range:
1200 feet (366 m).
Payload: 20 to 60 round magazine









5.56mm M16A2 Assault Rifle:
Damage:
3D6 S.D.C. per single shot or 6D6 per three round short burst.

M.D DAMAGE

5d6x10
3 MD
Effective Range:
1900 feet (579 m).
Payload:
20, 30 or 50 round magazine.










7.56mm Assault Rifle:
Damage:
5D6 S.D.C. per single shot
or 1D6x10 per three round short burst.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D

Effective Ranse:
1600 feet (488 m).
Payload:
30 to 50 round magazine.

7.56mm AK-47 Assault Rifle:
Damage: S.D.C
5D6 S.D.C. per single shot or 1D6x10 per three round short burst.

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

Effective Range:
1000 feet (305 m).
Payload:
30 round magazine
or 60 round drum.

Heavy weapons system

.30 Caliber Light Machine-Gun: Damage:
DAMAGE:
S.D.C
5D6 S.D.C. per single shot or 3D6x10 S.D.C. (equal to 1 M.D.) per 10 round burst.

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

Effective Range: 3000 feet (914 m).
Payload: 200, 300 or 600 round disintegrating belt or belt fed drum.





7.62mm light Machine-Gun:
Damage:S.D.C
6D6 S.D.C. per single shot
or 4D6x10 S.D.C.
(equal to 1D4 M.D.) per 10 round burst.

Damage M.D
3 M.D
4 M.D or 1d4 M.D

Effective Range:
3000 feet (914 m).
Payload:
200, 300 or 600
round disintegrating belt
or belt fed drum.


50 Caliber Heavy Machine-Gun:
Damage:S.D.C
1D6x10 S.D.C. per single shot
or 1D6x100 S.D.C.
(equal to 1D6 M.D.)
per 10 round burst.

Mega-Damage:

5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D

Effective Range:
6000 feet (1828 m).to 4.7 miles
Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum.








50 Caliber Six Barrel Machine-Gun or a MiniGun:

Damage:S.D.C
2D6x10 S.D.C. per single shot
or 2D6x100 S.D.C.
(equal to 2D6+3 M.D.) per 10 round burst.

Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D

Effective Range: 8000 feet (2438 m). Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum.



40 mm Grenade Launcher
(attaches to assault rifle):

Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD

MEGA-DAMAGE :
single shot
HE 3D6 M D.C
HEAT 5D6 M.D.C
AP round 4d6 M.D.C
SMOKE
Flare
Tear gas
Knock our gas
Effective Range: 1200 feet (366 m). Payload: Single shot.




40mm Grenade Launcher Single shot:
Damage: 2D4x10 S.D.C.
Effective Range: 1200 feet (366 m).

Payload: Single shot.












MGL
(Multiple Grenade Launcher) is a lightweight 40 mm six-shot revolver-type grenade launcher (variations also fire 37/38mm) developed and manufactured in South Africa by Milkor (Pty) Ltd. The MGL was demonstrated as a concept to the South African Defence Force (SADF) in 1981. The MGL was then officially accepted into service with the SADF as the Y2. After its introduction in 1983, the MGL was gradually adopted by the armed forces and law enforcement organizations of over 50 countries. Total production since 1983 has been more than 50,000 units.


https://en.m.wikipedia.org/wiki/Milkor_MGL

Effective Range:
1312 feet direct fire

2624 feet indirect fire

Rate of fire
Single
Daul
Triple
Or quad fire

Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD

MEGA-DAMAGE :
Air burst/
Heavy Explosive rounds blast radius 5 per round
HE 3D6 M D.C
Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 per round

Heavy Explosive Anti Armor Tank rounds
HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D


Armour Piercing Rounds can by pass armour

and hit crew/pilots compartment natural 18 roll
AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.


SMOKE 10 feet per round
Flare 1000 feet per round
Tear gas 10 feet per round
Knock our gas 10 feet per round
Flash bang 10 feet per round

Effective Range:
1200 feet direct fire
2124 feet indirect fire
Payload:
6 to 8 rounds Revolver


Mk 17 to 19 grenade launcher

https://en.m.wikipedia.org/wiki/Mk_19_g ... cker2011-8


(pronounced Mark 19) is an American 40 mm belt-fed automatic grenade launcher that was first developed during the Vietnam War.
Effective Range:

1312 feet direct fire
2624 feet indirect fire

Rate of fire
Single
Daul
Triple
Or quad fire

Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD

MEGA-DAMAGE :
single shot HE 3D6 M D.C
Heavy Explosive rounds air burst 10 feet oer round

Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 per round

Heavy Explosive Anti Armor Tank rounds
Single shot HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D

Armour Piercing Rounds

By pass armour hit cockpit compartment if None then to crew/pilots by 10% per round
Single shot AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.

Single shot SMOKE 10 feet radius per round
Single shot Flare 1000 feet per round
Single shot Tear gas 100 feet per round
Single shot Knock our gas 10 feet per round
Single shot Flash bang 10 feet per round

Effective Range:
4921 feet direct fire
7286 feet indirect fire

Payload:varies
32 rounds
48 rounds
100 rounds
200 rounds


Shotguns:
The effective range for all shotguns is 150 feet (45.7 m).
Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m).




Semi-automatic/self-loading or full Auto shotguns can fire a three-round burst that acts as a short burst, but it is -1 to strike.
Typical Damage:
4D6 S.D.C for Bucksho
(scatters to cover a 3 ft/0.9 m area at 30 feet/9.1 m and a 10 feet/3 m area at 60 feet/18.3 m);

5D6 S.D.C for solid slug. No blast radius
NOTE: For a variety of specific S.D.C.

M.D.C
Buckshot 3D6 M.D look above
solid slug 1D4X10 M.D look above





weapons of the 20th and 21st Century, see the Compendium of Contemporary Weapons sourcebook with 700 weapons listed, statted out and illustrated, plus body armor, grenades, EOD, mortars, and select armored vehicles.







Golden Age Ammunition
operates four munitions plants that produce every conceivable type of ammunition, from S.D.C. types to Mega-Damage rounds and explosives. Two of these recently opened in Huntsville as part of the new marketing strategy. The oldest two are located in Guntersville where for decades the largest factory has been making old S.D.C. pistol, rifle, shotgun and machine-gun cartridges in most standard calibers.


two newer ammunition plants the only ammunition types made are the heavy-duty, Mega-Damage rounds, depth charges, torpedoes and missiles of the unguided or "dumb" variety which are built at one, and Mega-Damage, high-

caliber explosive, plasma and ramjet shells for auto-cannons and other heavy weapons, tank guns, howitzers and cannons and warship cannons are made at the other.

Note:
GAW does not produce long-range or nuclear missiles.

Cost: Golden Age ammunition prices are 10-20% lower than their competitors. Conventional S.D.C. ammunition on average costs 30-60 credits per box of 100 rounds. Conventional Guns & Ammo:
Revolvers, automatic pistols and submachine-guns take approximately the same type and caliber of ammunition. Prices are per box of 100 rounds, but prices will vary greatly from place to place based on the level of technology and availability. Weapons and ammo that are especially hard to come by, like heavy weapons, may cost 2-5 times more.






.22 caliber, 15 credits
— 2D4 S.D.C. damage.

Mega-Damage:
5D4 X10 S.D.C OR 2 M.D

.32 A.C.P. caliber,
20 credits —
2D6 S.D.C damage.

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

.32 Long,
3D6 S.D.C damage

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


.38 caliber,
30 credits — 3D6 S.D.C damage.
Mega-Damage:

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


.38 Power caliber, 40 credits
— 4D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D



.45 A.C.P.,
42 credits —
4D6 S.D.C damage.

Mega-Damage:
Notes/SINGLE ROUNDS
Handgun
.45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech

.41 Magnum,
50 credits —
5D6 S.D.C damage.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D

5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D



.44 Magnum,
60 credits —
6D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
.44-40 is 0.427"
to
0.428"
44 Special
Magnum are both
0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

.357 Magnum,
45 credits —
4D6+2 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

9mm & 7.65mm (pistol),
32 credits —
S.D.C 3D6 damage.

Look above

lOmm (pistol), 40 credits
4D6 damage S.D.C
.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

5.56mm (rifle),
50 credits — 5D6 S.D.C damage.
Look above

7.52 mm (rifle),
55 credits —
5D6 S.D.C damage.

Mega-Damage:
5D4 X10 S.D.C OR 2 M.D


7.62mm (rifle),
45 credits — 4D6 damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D

.30 caliber (rifle),
42 credits —

4D6 S.D.C damage.


.50 caliber (rifle), 55 credits —
6D6 S.D.C damage.



7.62 Medium Machine-gun,
200 credits — 6D6 S.D.C. damage per single round.



.30 Caliber Machine-gun,
150 credits —
5D6 S.D.C. damage per single round.


.50 Caliber Machine-gun,
300 credits — 1D6x10 S.D.C.

M.D.C Comventinal Rounds
All heavy weapons system
damage are per round

.30 Caliber Machine-gun
1D4 M.D

.50 Caliber Machine-gun
1d6 M.D


12.0 MM to 19.9 MM rounds
1d8 or 2d4 M.D

20 MM rounds
1d10 M.d or ,
3D4 M.D or
2d6 M.D

30 mm rounds
3d6 M.D









Damage per single round.
special M.D.C rounds

Dum Dum
S.D.C ROUNDS
(handmade, black market, any caliber), add 150 credits to the cost of the box and +1D4 to S.D.C. damage per round. Or to supernatural creatures unless immune to physical attack

M.D ROUNDS

Mega-Damage
add 1d6 per round
Or to supernatural creatures unless immune to physical attack
Armour 1 per M.D.C per round




Full Metal Jacketed
S.D.C ROUNDS
add 30 credits to cost of the box
and + 1 to damage per round.

M.D ROUNDS
Mega-Damage
+1 per round flesh,
non flesh +3 per round


Hollow Point,
S.D.C ROUNDS
add 40 credits —
+1 damage per round/bullet.

M.D ROUNDS
Mega-Damage +3 per round flesh,
non flesh +1 per round


Teflon
S.D.C ROUNDS
(armor piercing, not available to the public), add 100 credits to the cost of the box and +2 damage per round/bullet.

M.D ROUNDS
Mega-Damage +1 per round flesh, non flesh +2 per round


Exploding S.D.C. Shell

S.D.C ROUNDS
(not available to the public), add 300 credits to the cost of the box and +2D6 to S.D.C. damage per round.

M.D ROUNDS
Mega-Damage 1D6 per round


Tracer Cartridge,
S.D.C ROUNDS
45 credits — no damage.

M.D ROUNDS
Mega-Damage none add +1 to strike


40mm Grenade Cartridge,
900 credits (per 100).










Accessories

Accessories Battle Harness:

Combination of suspenders and belt designed for distributing the weight of ammo pouches and accessories. In choice of camouflage, black, grey, brown, cream or khaki. 150 credits.

Battle Pack:
Lightweight frame, heavy-duty, water resistant canvas. Multiple interior and exterior compartments. Fasteners for exterior pouches/grenades. Choice of camouflage, green or khaki colors. 350 credits.

Field Gun Cleaning Kit:
A complete cleaning kit contained in its own pouch. 50 credits.


Flash Suppressor:
An attachment that fits over a gun barrel to mask the muzzle flash during firing. Characters within 100 feet (30.5 m) of a suppressed shot have only a 25% chance of seeing it. Outside of that, suppressed shots are not visible. Cost: 400 for pistol or submachine-gun or 900 for a rifle. Note: Combined silencers and flash suppressors cost 1,000 credits for pistol or submachine-gun or 2,000 credits for a rifle, but reduce the weapon's range by 25%.

Gun Repair Kit:

This is a 4 pound (1.8 kg) gun repair kit. Each tool is fitted into a separate loop and there's plenty of room for spare bolts, screws, springs and cleaning rods. Contained in a 12 inch by 8 inch by 2 inch (30x20x5 cm) case. Can be attached to a harness or worn over the shoulder with strap, which is included. 250 credits.

Holster, Ankle:
Padded for comfort, with velcro closure. Fits a snub-nosed revolver or any small frame automatic. Can be concealed under pant leg. 40 credits. Holster, Inside
Trouser Holster: Clips on belt or waistband of pants. 20 credits.
Holster, Side Holster (fits onto belt): 50 credits. Holster, Belt Slide Holster: 50 credits. Holster,
Belt Thumbreak Holster: 60 credits. Holster, Patrolman, Police-Style Belt and Holster, 24 bullet loops: 100 credits.

Holster,
Police-style Shoulder Type: 110 credits.
Holster, Military-style Shoulder Type: 90 credits.
Holster, Horizontal Shoulder Type: 100 credits.
Holster, Scoped Shoulder Holster: 120 credits.
Holster, Concealed Wallet Holster: For small automatic weapons; fits easily into back trouser poc







M9 Beretta or Colt Style 9mm Pistol: Damage: 3D6 S.D.C.

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




Dual shot (both barrel)
1D6X100 S.D.C OR 6 M.D 1d6 M.D
2D4X100 OR 8 M.D OR 2D4 M.D

Burst
1D6X100 S.D.C OR 6 M.D 1d6 M.D

Quad fire 2d6 four rounds burst


2D4X100 OR 8 M.D OR 2D4 M.D

Effective Range: 150 feet (45.7 m). Payload: 15 shot clip.



45 caliber Pistol:
Damage: 4D6 S.D.C.
Effective Range: 150 feet (45.7 m). Payload: 7 or 13 shot ammo clip.
Mega-Damage:
Notes/SINGLE ROUNDS
Handgun .45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech






North America ,South America
Heavy rounds these are H.E.A.P rounds,
Improved heavy weapons damage

.30 caliber rounds 1d4 M.D burst are possible
.50 caliber rounds 1D6 M.D burst are possible
20 mm rounds. 2D4 M.D burst are possible
30 mm rounds. 1d10 M.D burst are possible
40 mm rounds. 2d6 M.D burst are possible
50 mm rounds. 4d4 to 3d6 M.D burst are possible
60 mm rounds. 3d6 M.D burst are possible
70 mm rounds. 5d4 M.D burst double tap only
80 mm rounds. 4d6 M.D burst double tap only
90 mm rounds. 5d6 M.D burst double tap only
100 mm rounds. 6d6 M.D burst double tap only
110 mm rounds. 1d4x10 M.D burst double tap only
120 mm rounds. 1d6x10 M.D burst double tap only
155 mm rounds. 2d4x10 M.D burst double tap only
200 mm rounds. 2d6x10 M.D burst double tap only
406 mm rounds. 4d6x10 M.D burst double tap only




Mainly Europe/Russian/Pacific Rifts earth
Heavy rounds these are H.E.A.P rounds,
Improved heavy weapons damag
e
.30 caliber rounds 1d4 M.D burst are possible
.50 caliber rounds 1D6 M.D burst are possible
12 to 14 MM rounds. 2D4 M.D burst are possible
15 to 19 MM rounds. 1d10 M.D burst are possible
20 mm rounds. 2d6 M.D burst are possible
30 mm rounds. 4d4 to 3d6 M.D burst are possible
40 mm rounds. 3d6 M.D burst are possible
50 mm rounds. 5d4 M.D burst double tap only
60 mm rounds. 4d6 M.D burst double tap only
70 mm rounds. 5d6 M.D burst double tap only
80 mm rounds. 6d6 M.D burst double tap only
90 mm rounds. 1d4x10 M.D burst double tap only

100 mm rounds. 1d4x10+2 M.D burst double tap only
110 mm rounds. 1d4x10+8 M.Dor 5d10 M.D burst double tap only
120 mm rounds. 1d6x10 M.D burst double tap only
155 mm rounds. 2d4x10 M.D burst double tap only
200 mm rounds. 2d6x10 M.D burst double tap only
406 mm rounds. 4d6x10 M.D burst double tap only







Money:
From salary
Roll 1d6
1. 1 -2Good Salary
2. 3-4 Excellent Salary
3. 5-6 Outrageous Salary

Cybernetics:
use Partial Bionic Reconstruction Headhunter O.C.C rules Rifts Ultimate Edition RPG page 75 but losses.
Only I.Q, M.E, M.A, P.E bonus added.

Bonus from Genetics Engineering Augmentation:
Standard roll
I.Q
M.E.
P.E.
Best MOS AND Special Aptitude Bonuses
roll 1d6 one time only

1. Brainy :
2. Strong-willed:
3. Charismatic:


.Special Aptitude Bonuses Table

Roll1d4 one time only
1. [color=#FF0000] High Perception and Solid gut Instincts:

2. Fast Learner and Jack of Many Trades:
3. Fearless :
4. Charismatic/Charmer:

However, if just it legs can keep
Bonus from Genetics Engineering Augmentation:
Best MOS AND Special Aptitude Bonuses

.Special Aptitude Bonuses Table




An example

https://www.deviantart.com/obokhan/art/PMC-798281073


Legs & Locomotion :
Typically human or humanoid in shape, form and function.
Maximum Speed Attribute : Starts with a speed of 3 5 (25 mph/40 km), but the maximum is 58 (40 mph/64 km). Can leap 5 feet ( 1 . 5 m) high and 1 0 feet (3 m) across; increase by 20% with a running start. A partial cyborg cannot tolerate the strain of anything faster, and there would be painful complications. Only fu l conversion cyborgs can have higher stats. Cost: 1,500 credits per point above 3 5
Other Leg Attributes: P.S. & P.P. start at 1 2, but the maximum is 20.
Cost: 2,000 credits per point above 1 2 .

Weapons & Features Possible:
• Foot: Clawed toes and blades only (similar to the hand and applicable to kick attacks only).
• Leg: Two weapon systems and one small or medium compartment, or 3-5 compartments of varying sizes and/or other features, like sensors, hooks, etc.
No 'Borg Armor

Penalties of Partial Reconstruction :
Simulated sense o f touch is a mere 35-52%. Prowl is difficult and suffers a penalty o f - 15%. Likewise, skills that require sensitive and nimble fingers and hands, such as
Art, Forgery, Surgery, Pick Pockets, Locksmith and so on, are also 15%.
Average weight combined with the average body is 150-225 pounds and add 2D4 inches (0.78 to 3.14 cm) to original height.

Psionics & Magic:
Psionics and I . S .P. : A character who undergoes partial bionic reconstruction will retain his psi-powers, but his available I.SP. is reduced by half.
Magic and P.P.E. : Likewise, i f the character possessed a high amountof P.P.E. or was a practitioner of magic, getting more than two or three cybernetic implants destroys his magic abi lities and reduces his P.P.E. reserve by 90% (only 1 0% remains). No cyborg, partial or full, can operate Techno-Wizard devices or practice magic.
Partial Cyborgs enjoy a
+2 bonus to save vs possession,
+ 1 to save vs magic,
impervious to psionic Telemechanics (all).
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

ok this has been playing around with the years and coming into the light ever snice rifts main book came out
inspired by Rifter #02 Techno-Wizard Extravaganza Mark Sumimoto and Jason Richards
and
Rifts Sourcebook Bionics
instead of wizard they ARE mages


DRAFT
Techno Battle Mage O.C.C


these are Techno Mage come from a world where a balance in technology, Magic, Techno Wizardry , Psionic ,space magic and Chi all are part of these solar systems .They been around for only 1000 years in Phase world and technology, Magic, Techno Wizardry , Psionic ,space magic , Phase Powers ( Phase Mystic)and Chi are the pillar of it society .They have been fighting to aide in many world in the Minion War and save countless live .They realized a combination of skills and allies can they counter Minion War .Many have confuse them with cyber Knight in rifts earth or Cosmo-Knights in Phase world .
They can Anti Vampire to Anti Demons to combat tech mage and is vast area some are melee to giant size robots .They always try to have both P.P.E Power system and a back systems tech power systems too!
They are working with N.A.A.T’s Rifts earth and there is several massive armies covering North Americas and NGR. They conquered their solar systems with eight world. They are first to go to N.A.A.T as their guided on rights on earth they avoid been identified only as Techno wizards has work well .They are in Lazo ,new Lazo , Arzno, Stormspire, The Three Brotherhoods of Magic, The Techno-Wizard Guild, The Brotherhood of the Walkers, The Artisans Society, The Mystical Sisterhood, The Wanderer's Society and avoid City of Dewormer. They know Lord Dunscon and help N.A.AT during Coalition Wars! They refused to join Tolkeen after what they saw with the Cyber knight in rifts earth . They are several world colonized with help of N.A.A.Ts and level of has reach that of Phase world as well .They hidden themselves and have several solar systems as buffer zones.this wide range allows them from using magic and tech as one and expand to specialized from land air sea and space .

Phase world version
https://www.deviantart.com/tekkoontan/a ... -688148911
rifts Earth
https://www.deviantart.com/cg-sphinx/ar ... -204230081

On rifts earth space mage
https://www.deviantart.com/1337-sn1p3r/ ... -647318120

Techno Battle -Wizard O.C.C.

Psionic Powers
1 . The Techno-Wizard Has the Following Psionic Powers

2. I.S.P. Base:
Spoiler:
M.E X2 2D6 Per level

3. Saving Throw Versus Psionic Attack:
Major Psychic

Techno Battle -Wizard O.C.C . Magic Powers


Spells
1 . Initial Spell Knowledge & Spell Casting
look at number eight below

2. Learning New Spells: can learn spell at any level

3. P.P.E.:
Permanent Base P.P.E . :
Spoiler:
3D6x 10,


4. Ley Line Piloting:
ALL Techno-Wizard Base Piloting Skill
Applies to all ley line guided vehicles:
84% +2% per level of experience


5 . Sense Supernatural Evil.
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P . , and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present.

Range :
Senses any supernatural evil within a 900 foot radius,+300 feet per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a
supernatural force, and can recognize magic enchantment. Base Ability: 50% +5% per each additional level of experience



6. Magic Bonuses:

Spoiler:
+2 to save vs Horror Factor, at levels 3 , 7, 10 and 1 3 ,
+2 to save vs possession and mind control,
+1 to save vs magic at levels 3 , 7, 10 and 1 3 ,
+1 to Spell Strength (the number others must save against when you cast a spell) at levels 4, 8, and 12.
+3 on Perception Rolls that involve magic or machines or their combination
Immune to Mind Control, Pheromone, Slow Kill, Hypnotic Suggestion

Base S.D.C :
Spoiler:
6D6


Bonus from Genetics Engineering Augmentation:

Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.

Pick one set of genetic bonuses or roll percentile for random determination.

Spoiler:
01-10% +1D4 to I.Q. and +3 to M.E.
11-30% I.Q. and +1D4+1 to M.E.
31-55% +1D6 to P.S. and +1D6+1 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D6+1 to any physical attribute of

Choice

If you roll double numbers like 11,22,33,44 add a one time additional roll and NOT Pick one set of genetic bonuses
One additional roll of toll three pick three


8.Initial spells
Spoiler:
pick 1D4 at level 1d4+1 from below
All other Spells are all level one
,Blinding Flash, Superhuman Endurance , Superhuman Strength , Superhuman Speed ,Fire Ball Magic Shield Chameleon Lantern Light, Globe of Daylight, Armor of Ithan, Escape, Breathe Without Air, Death Trance, Magic Shield, Deflect, Ricochet Strike, Light Target, Energy Bolt, Fire Bolt, Fireblast, Circle of Flame, Electric Arc, Throwing Stones, Orb of Cold, Fist of Fury, and Power Weapon
.

10.Booster spell
Spoiler:
are spell that use so much that require half the cost yes pick any!!! 1d6 spell but must start at level and are use almost daily


Alignment:
good Alignment only

Attribute Requirements :
I.Q . 1 2, M.E. 1 2 or higher. A high P.E. and P.P. are also suggested but are not mandatory.


9. type of battle mage roll 1d6 or pick one
Spoiler:
1. Melee (foot soldier) common
2. Range (infantry) common
3. Amour(infantry) common
4. Exo amor (heavy infantry) common
5. Power amour common
6. Giant robot not so common


Racial Requirement:

None, although only about 20% are D-Bees. This is due in part to the fact that Techno-Wizardry is a new mystic art that originates in North America and was first developed by humans.

O.C.C. Skills:

Spoiler:
Literacy in Native Language (+ 1 0%).
Language: Native Tongue at 98%.
Language : Other: Two of choice (+ 1 5%).
Radio: Basic (+ 1 0%)
Computer Operation (+5%)
Computer Programming (+5%)
Computer Repair (+ 1 0%)
Basic Electronics (+ 1 5 %)
Computer Hacking (+ IO %)
Computer Repair (+I0 % )
Basic Electronic(+I0 % )
Monster and Demon Lore (+I0 % )
Mechanical Engineer (+20%)
Techno-Wizardry Construction (+ 10%; Special) :
This is the in depth knowledge of how to combine magic with machines in order to construct Techno-Wizard devices. While the character can always cast spells, getting those spells to integrate properly into a new TW device is another thing altogether. This skill can also be used to analyze a TW device created by another mage and to duplicate its plans for reconstruction. Note: Truly alien machines and magic devices will incur a -40% penalty to analyze, repair or rebuild.
Base Skill:
70% +2% per level of experience.
Sensory Equipment (+ 1 0%)
Math : Basic (+20%)
Land Navigation (+5%)
Pilot: Two of choice (+5%).Power Armor /Flying or Giant robot Combat: Basic only
W.P. Knife
W.P Sword
W.P Hammer
W.P. Two of choice!!!
Hand to Hand Base only


O.C.C Related Skills:

Spoiler:
Select two Electrical or Mechanical skills and 12 other skills. Plus select two additional skills at levels 3, 6, 9 and1 2. All new skills start at level one proficiency .


Communications : Any (+5%; + 10% to radio and sensor basedskills).
Cowboy : None.
Domestic: Any.
Electrical : Any (+ 1 0%).
Espionage : None.
Horsemanship: General only.
Mechanical : Any (+ 1 0%).
Medical : First Aid only.
Military : Any.
Physical : Any,
Pilot: Any (+5%). Power Armor /Flying or Giant robot Combat: Basic only
Pilot Related : Any (+5%).
Rogue: Any (+5% to Computer Hacking only).
Science: Any (+ 1 0%).
Technical : Any (+ 1 0%).
W.P. : Any.
Wilderness: Any.



Secondary Skills :

Five skills from the Secondary Skills List in the Skills Section, plus one additional Secondary Skill at levels 4, 8 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q.

All Secondary
Skills start at the base skill level.

Standard Equipment:

Work overalls, set of nice clothes, pilot style jumpsuit, tinted goggles, sunglasses, multi-optics band, magnifying glass, pocket flashlight, large flashlight, six signal flares, mini-tool
kit, knapsack, backpack, 1d4 small sacks, one large sack, pocket mirror, silver cross, 2d6 wooden stakes and mallet (for vampires and other practical applications),2 canteen, binoculars, air filter and gas mask, pocket laser distancer, pocket digital disc recorder/player for recording his observations, and a hand-held computer.

Spoiler:
Note: Favorite
1d8+1 TW battery either 100 or 200 P.P.E mainly specific area and extend operations.

Light M.D.C. body armor to medium armor(35 M.D.C. main body) with 1d6 special magic features of player' s choice.

Or partial basic exo suit from 100 to 300
Power Armor 100 to 350 max main Body allowed TW 1d10+1
P.P.E Battery standard 100 or heavy 200 GM call
Has 1d4 in power armor ,must have skill in order to get power armor

Weapons will include a survival knife, Swiss Army pocket knife (with small blade [ 1d4 S.D.C. damage] , file,screwdriver, can opener, and pick), magic energy converted energy
rifle and energy pistol plus 1d4 conventional E-Clips.



Starts with the following TW vehicles or other GM :
One magic energy converted ground vehicle of choice
with one additional magic feature, excluding Invisibility and Impervious to Energy. Favorite types of vehicle tend to be souped-up motorcycles,
Power Armor must have skill
Mystic Power Armor
T.W power armor
T.W aircraft
T.W ground Vehicle
No Automatons
dune buggies, and hover vehicles.
MUST HAVE THE SKILLFOR THE VECHILES TO PILOT !!!!!!!!!!!!!



Money:
The Techno-Wizard starts with 1d6x l0O0 in credits, 1d6x l00O00 in Black Market items and 2D4x10000 in quartz crystals and gems;everything has been spent on equipment.



Cybernetics:
Starts with none and will avoid getting cybernetics except for medical reasons. but...

Spoiler:
Rifts Sourcebook Bionics page 57
Techno-Wizard Bionics

in that case look up Rifter #02 Techno-Wizard Extravaganza
Combat Techno-Wizard O.C.C
Techno-Wizard Gun Bunny O.C.C. By Mark Sumimoto
Techno-Wizard Aviator O.C.C. By Mark Sumimoto
Techno-Wizard Thief O.C.C. By Jason Richards
TW Vamp Hunter By Mark Sumimoto
New TW Conversions pages 88
Added to Technology pages 89
Other Equipment and Weapons pages 93





Techno-Wizardry Construction

Building Techno-Wizard Devices
Spoiler:
1. Determine the Form of the Device. In this case weapon or armor or both

2. Determine the Functions of the Device n this case weapon or armor

3. Determine How Many Spell Chains Will Be Necessary.

4. Determine the Required Gems

5. Determine the Base P.P.E. Construction Cost
Will drop by 50% at level 4
When working in group
Will drop by 25 % at level 4 when successful
and making the same weapon or armor

6. Determine the Activation Cost.
Will drop by 50%at level 4 when constant use

7. Calculate the Construction Time
Will drop by 50% at level 4
When working in group
Will drop by 25 % at level 4 when successful
and making the same weapon or armor

8. Construction Cost of the Device.
Will drop by 50% at level 4
When working in group
Will drop by 25 % at level 4 when successful
and making the same weapon or armor

9. Repeat Steps 4 to 8 for Each Spell Chain Involved in the De vice.

10. P.P.E. Storage
Can have a P.P.E Battery max 100
And additional battery max 100

11. Apply Any Modifications
Will drop by 50% at level 4
When working in group
Will drop by 25 % at level 4 when successful
and making the same weapon or armor
12. Building the TW Device

13. Any belong to church or light
Does double damage on any weapons at level 4
To all evil alignments

Any join to evil being
Does double damage on any weapons at level 4
To all good alignments

Prototypes and Mistakes

Lexicon of Techno-Wizardry

14.
Augmenting pad or helmet
This pad focuses a psychic character's I.S.P. energy, allowing him to enhance his powers. As long as the character wears the helmet or other part of wearer, with its latticework of perfectly aligned crystals, every one I.S.P. point he spends will count as two! In effect, the character's I.S.P. capacity is doubled! Example: A psionic using a group mind block costing 22 I.S.P. need only spend 11 to activate it. Typical helmets /PAD are built inside layers of M.D.C. armor, power amor , vehicle or giant robot which can replace normal environmental armor helmets (helmet/Pad M.D.C. is 30)
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Titan Security Firm Service


Titan Security firm service

Titan Security firm is third operation as extension for many reasons
The Security firm was made to replace or remove any faction of intelligence groups or competition as well.

For each Manistique Imperium hit many operation hard ,but was ready. Sadly it didn't work with Northern Gun, and Wellington Industries for Titan Security firm remove.
Instead it added more of rival competition. This N.A.A.Ts almost pull out ,this was not a major drawback for Manistique, but for Wellington Industries, Northern Gun you see N.A.A.T.S had add Infrastructure, like new roads, plumbing, power, EMS service, Educational services and training, besides security,. There was ambulance service and free medical services mainly human for civilians sector as well as fire service even in rural areas if Manistique, Wellington Industries and Northern Gun, this applied to Chipwell Armaments, Inc and Golden Age Weaponsmiths as well. However there always support under the table for D-bee and help move D-bee and aide if have special skills ,abilities, power, psionic or especially magic . This allowed N.A.A.Ts getting uppers hands in addition manpower and treated equal and repeated as well.

Recon forces
Are more friendly and open about operations for search and rescue efforts or looking for military stashes of old pre-Rifts History and N.A.A.Ts see there a difference showing a positive look. Still N.A.A.Ts see not just Titain Security ,but Cyborg and many man if arms Headhunter O.C.CMerc Soldier O.c.c. .Robot Pilot O.C.C,Glitter Boy O.C.C, Body Fixer Operator O.C.C., Rogue Scholar O.C.C,Rogue Scientist O.C.C,.Wilderness Scout O.C.C. and rarely Practitioners of Magic O.C.C.

Black tusk
This this group has come in force in rural areas and wilderness area mainly in new west ,to muscle in area around Bandito Arm ,but the Black tusk has face extreme opposition from FM or frontier Militia and allies and support from other Mercenary Outfits to local support.
Black tusk uses all of Titan product and only titian products. But they all are in black color some have thought is the coalition . But N.A.A.Ts know better and have engaged in many conflicts with the Black Tusk .The Black Tusk has never surrender or get captured .They rather blow themselves up. Even to the point that point of air to air Battle 16 Grey Falcon Attack Jet and N.A.A.Ts support to other mercenary group total of 42 Golden Age Weaponsmiths F16 and other aircraft as well. Only for the coalition to get involved and only watch. Black tusks has not figured out that FM as one big mercenary Outfits instead it see small factions groups able to hold, defend, protect or get support from a greater force. They just need to hold until reinforcement arrives from other mercenary Outfits to help.
This allows N.A.A.Ts to test see what is needed to Improved operations but in the rural areas or wilderness area as well as transport services

The main reason why the coalition just watch is leaning what the opposition has as hardware , operations and tactics. But seeing that talking over these wilderness areas maybe harder to take over.

Black tusk has stay away from vampires area or Mexican border. They all in black every piece in black and try to operate at night if possible.

Reaction
Braddock's Bad Boys,Larsen's Brigade ,DemonBusters, Inc.
Crow's Commandoes don't mind the competition and products but all of N.A.A.T.S AND Allies have ban Titan Product and any thing related coalition (unless in New west areas and are awared of this ban)

Step One: The Size and Orientation 4. Large Company.
For each

Varies
Black tusk Black op units
Security firm internal security
Recon forces intelligence and search for lost tech

Step Two: Mercenary Company Features Front
A. Sponsorship

Front

B. Outfits
9. Gimmick Clothing

C. Equipment
3. Electronic Supplies and Good Gear
4. Medical Equipment
5. Medical Clinic.
7. High-Tech Augmentation (Bionics, Juicers, Crazies):
8. Unlimited Equipment

D. Vehicles
5. Specialty Vehicles.

E. Weapons, Power Armor & Bots
6. Maximum Firepower

F. Communications
6. Superior Communication

G. Internal Security
5. Paranoid

H. Permanent Bases
Varies
Black tusk
Security
Recon

I. Intelligence Resources
Varies
Black tusk
Security
Recon

J. Special Budget
6. Mega Bucks

K. General alignment of personnel
4. Anarchist and Unprincipled.
5.Unprincipled and Scrupulous.
2. Evil. Miscreant and Aberran

L. Criminal Activity

Varies
Black tusk
Security
Recon

M. Reputation/Credentials

Varies
Black tusk unkown
Security known
Recon known

5. Excellent Reputation
4. Known
3. Unknown

N. Salary
5. Excellent Salary.

Banner
Black tusk is a hog cross two large tusk black and grey
Security a rifle man pre-rifts US Army man or women
Recon land scape with sun shining to the ground




Mercs/Special Operatives (Human)
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker Smuggler
Special Forces Soldier
Super-Spy Thief, Professional

Vehicle note for Security firm and Recon forces
1. Iron Heart Armaments, Inc
2. Wellington Industries
3. Chipwell Armaments, Inc.
4. Northern Gun
5. Weapon ban all coalition

Iron Heart Armaments, Inc used by Security & Recon
Iron Fist Medium Tan
Iron Hammer Main Battle Tank
Iron Maiden APC-10
Iron Bolt Missile Vehicle

iron Heart Aircraft
Grey Falcon Attack Je
lion Eagle Attack Helicopter
AC-29 Air Castle Bomber

Chipwell Armaments, Inc. used by Security & Recon
CAI-50 Challenger Light Combat Armor

Wellington Industries used by Security & Recon
WI-23 Missile Launcher
WI-GIA Revolving Grenade Launcher
WI-GL20 Automatic Grenade Launcher
WI-40M Super-Heavy Missile Launcher
Wellington Land Mines
Sensor Controlled Anti-Vehicle Weapon Systems (SAWS)

Northern Gun Weapons
NG-AT46 Mammoth Military APC and Cargo Transport
NG-RSV7A Centipede Robot Transport and Recovery Vehicle
“Smokeskipper” Hover Firetruck

Titan Robot Vehicles Classic Titan Robots used by Security & Recon
Titan Reconnaissance Robot
Titan Exploration Robot
Titan Combat Robot
Titan Body Armor

New models used by Black tusk ,Security,Recon
Hephaestus Field Engineer Robot
Daedalus Construction Robot
Minotaur Urban Combat Robot

Titan Robotics Inventory used by Black tusk ,Security,Recon
Chimera Weapon Mount System
Titan Power Armor
Proprietary Engineering
Titan Body Armor
Myrmidon
New Titan Power Suits
Hermes Reconnaissance Power Armor
Orion
Destroyer Power Armor
Nemesis Anti-Demon Power Armor
Ajax Anti-Xiticix Power Armor

Black tusk
use any above and all soild black with neon line different colors as well as all modes and The Unseen New Titan Robot Vehicles and Titan Corporate Vehicle
Full support from Shemarrian Nation
Syntharoid - Optional Player Character or NPC
Cyberworks Androids
Android Drones
Cyborg Android Drone
Juicer Android Drone
Android Infiltrators

Mercs/Special Operatives (Human )for Security & Recon
Bounty Hunter
Master Assassin
Safecracker Smuggler
Super-Spy Thief, Professional
All scout

The Unseen New Titan Robot Vehicles all used used by Black tusk ,Security,Recon
Hephaestus Field Engineer Robot
Daedalus Construction Robot
Minotaur Urban Combat Robot
Argus Drone Reconnaissance Robot
PallasScout Robot
Panoptes Drone
Chiron Anti-Xiticix Robot
Hyperion Weapon Systems: Fire Support Robot
Helios Destroyer Robot
Atlas Combat Robo
Kronos Anti-Demon Robot
Chiron Anti-Xiticix Robot

Titan Corporate Vehicle
Enigma Stealth Submarine used by Black tusk ,
Gyges Stealth VTOL used by Black tusk ,
Orpheus Transport VTOL used by Black tusk ,Security,Recon

The Courier NetworkBlack tusk ,Security,Recon applies to all
Employing Locals
Covert Action
Recovery Operations
Supply Missions
Gunny’s Depots .
Titan Courier Missions

Titan Robotics PersonnelBlack tusk only
Syntharoid - Optional Player Character or NPC
Cyberworks Androids
Android Drones
Cyborg Android Drone
Juicer Android Drone
Android Infiltrators

361460
hey here an idea buy the Rifts® Titan Robotics™ Sourcebook-3
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

Unread post by ZINO »

new weapon additions for N.A.A.T's



WI-R12 Multi-Purpose Rifle

The WI-R12 assault rifle fires a powerful 12mm round similar( 50 caliber rounds ) in performance to the .300 cartridge. It features a bull pup action and an advanced muzzle-brake recoil compensation system which allows even a normal human to fire it from the shoulder despite its heavy caliber and overall weight. Provisions have also been made to allow easy attachment of an optical sight. Additionally, the rifle is capable of firing standard rifle grenades with no modifications required. Due to its heavy caliber cartridge, the WI-R12 rifle can also f ire heavy ramjet rounds. The weapon is inexpensive, can take a beating in the field and its capability of handling several different types of ammunition gives it a versatility seldom seen in projectile weapons. Sales have been very good, and the WI-R12 is gaining a large following with mercenaries, vampire hunters (silver bullets), farmers, hunters, bandits, raiders and scouts.

Weight: 12 lbs (5.4 kg)
Damage:
● S.D.C
Spoiler:
rounds
12mm traditional rounds: standard slug rounds S.D.C
1D4×10 S.D.C. for a single shot
, or
1D6×10+10 S.D.C. for a three-round burst.

12mm specialty, explosive, or heavy ramjet:
Any, see page 32.


●M.D.C 12 MM Rounds for N.A.A.T's and allies
Spoiler:
H.E.A.P rounds Or A.P rounds Or H.E rounds
1d6 M.D.C per round or 1d6x100 S.D.C single shot
3d6 M.D.C three-round burst.short
6d6 M.D.C six -round burst.medium
3d6x10 M.D.C 30 round burst.long count as two attack

H.E.A.P rounds
Spoiler:
no special attributes just damage

A.P rounds
Spoiler:
dedicated rounds 18 or better by pass armour and does 50 percent damage cockpit compartment or crew if None

H.E
Spoiler:
rounds only blast radius 2 feet per round!
Half damage only

D.U ROUNDS
Spoiler:
2d6M.D


Rifle Grenade:
Standard by type,
Spoiler:
typically fragmentation dealing 4D6 M.D.
to a blast radius of 12 feet (3.6 m).per round.

Rate of Fire:
Fires single shots, three-round bursts, or rifle grenades
all count as one melee action
Range:
1,000 feet (305 m).
Spoiler:
Payload:
100 round banana mag,
3 rifle grenades (pump action
).


WI-SR15 “Poacher” 15mm Sniper Rifle
A heavy-duty automatic rifle that can be used as a single shot sniper rifle with the flip of a switch, the WI-SR15 draws its lineage to the .50 caliber sniper rifles of the late 20th and early 21st century. It fires the same 15mm ammunition as the Viper WI-MG15 machine gun, an update of the venerable .50 caliber browning machine gun. It has good accuracy and a longer range than most energy rifles - while it is considered underpowered for most major military applications, the SR15 can be devastating against “soft” targets and supernatural opponents when silver or other specialty loads are used. It has failed to gain widespread popularity except among big game hunters, dinosaur hunters, vampire hunters, and adventurers in Xiticix territory who like to take pot-shots at the insecticides from a safe distance for sport or revenge.

Weight: 21 lbs (9.5 kg).
Damage:
● 15mm traditional rounds:
Spoiler:
A single shot deals 1D6×10+10 S.D.C., a three-round burst deals 2D4×10+20 S.D.C. (1 M.D.), and a short burst of 10 rounds deals 6D6×10 S.D.C. (1D4 M.D.)
.
● 15mm specialty, explosive, or heavy ramjet:
Spoiler:
Any, see page 32.

●15mm M.D Rounds for N.A.A.T's
Spoiler:
2d4 M.D per round
three-round burst deals 1d4x10 +8M.D.
short burst of 10 rounds deals 2d4x10 M.D
Long burst 20 rounds deals 4d4x10
Heavy long burst 30 rounds deals 4d6x10
count as two attack

D.U ROUNDS
Spoiler:
3d6 M.D per round!!!

Full melee burst
Spoiler:
5d8x10 M.D uses all up all attacks

That's 50 rounds
Rate of Fire:
Single shot, three-round burst, or long burst - all count as one melee action.
Range:
2600 feet (792.5 m).
Payload:
50 round banana magazine. Later 100 rounds clip

Penalties:
Spoiler:
Unless wielded by a character with a P.S. of 20 or higher, the SR-15 rifle can only be fired from a prone position when supported by its bipod, when mounted, or when braced against an object.
Targeting Bonus:


Spoiler:
+1 to strike on an Aimed Shot,
telescopic sight
passive night vision capability
(Both have a 3000 foot/914 m range).



WI-MG15B “Viper” 15mm Anti-Infantry Machine Gun

The Viper is a 15mm heavy machine gun commonly mounted on combat vehicles, fixed positions, carried by heavy infantry (usually cyborgs, power armor), or fielded by a two-man weapons team. It is essentially an air-cooled, with a long heavy barrel providing excellent range, firing belted ammunition with good damage capacity. The WI-MG15B Viper was Wellington’s answer to the rail gun, but the initial production model and its ammo were more expensive than many medium and heavy rail guns. In mid 109 P.A., the series was updated with a “Bravo” variant sporting improved ballistic performance, just in time for the Minion War to kick off. The Bravo model is slightly heavier but better balanced, and vastly reduces the use of rare materials, greatly lowering the weapon’s cost to purchase and maintain. WI offers free upgrades to the Bravo series with a trade-in of the original model.

Weight: 70 lbs (31.5 kg),
plus ammo (30 lbs/13.5 kg per 200 rounds).
Damage:
● 15mm traditional S.D.C rounds: standard rounds
Spoiler:
short burst of 10 rounds deals 6D6×10 S.D.C. (1D4 M.D.),
long burst of 20 rounds deals 2D4×100 S.D.C. (2D4 M.D.)


.● 15mm specialty, explosive, or heavy ramjet:
Spoiler:
Any, see page 32.


●15mm M.D Rounds for N.A.A.T's and allies
Spoiler:
H.E.A.P rounds Or A.P rounds Or H.E rounds
2D4 M.D.C per round or 2D4x100 S.D.C per round
M.D.C short burst of 10 rounds deals 2d4x10
M.D.C long burst of 20 rounds dealst. 4d4x10
M.D.C long burst of 30 rounds dealst. 4d6x10 must use. both hands to fire due to recoil fire to being SDC or MDC but not for power armor or robot with P.S 28 or better
SDC or MDC being must have PS of 30 or better


D.U ROUNDS
Spoiler:
3d6 M.D per round!!!
M.D.C short burst of 10 rounds deals 3d4x10 or 2d6x10M.S
M.D.C long burst of 20 rounds deals. 4d6x10 M.D
M.D.C long burst of 30 rounds not possible over heats and melts there 60% that ammo explodes!!


both hands to fire due to recoil fire to being SDC or MDC but not for power armor or robot with P.S 28 or better
SDC or MDC being must have PS of 30 or better
H.E.A.P rounds no special attributes just damage
A.P rounds dedicated rounds 18 or better by pass Armour and does 50 percent damage
H.E rounds only blast radius 2 feet per round!

Rate of Fire:
Burst fire only,
single shots are not possible.
Each short or long burst counts as one melee action.
Range: 5900 feet (1798 m).
Payload:
200 round disintegrating link belt with ammo box is standard when handheld
(by power armor, cyborgs or other strong characters).
Additional belts can be linked together and WI-MG15B Vipers mounted to a combat vehicle or fortified bunker may be hooked to a 4000 round ammo drum.
Penalties:
Spoiler:
Unless wielded by a character with a P.S. of 26 or higher, the gun can only be fired from a prone position, when supported by its bi-pod, or when braced against an object.
No issues with power armor or robot if P.S over 30 can be held with one hand



WI-GL80 “Predator” Super-Grenade Launcher

L A long barreled, single-shot (or dual shot)grenade launcher that can fire rifle grenades a good distance, much farther than a traditional rifle launcher. It is typically used as a two-man rifle team, in a similar way as a bazooka team, with one propping the weapon on his shoulder and helping to balance and aim it, and the other aiming and pulling the trigger. May also be used as a two-handed weapon by full conversion cyborgs and power armor units.
Weight and Length:
45 lbs (20.2 kg), seven feet (2.1 m) long.
Damage:
Spoiler:
Varies by type of 40mm shell, see page 32.

Rate of Fire: Each shot is one melee action. (N.A.A.TS Modifications burst two rounds only)
Can double tap fire or only two round burst fire
Range:
2100 feet (640 m) for 40 mm grenades, extend range 3100 feet add 3 feet to barrel.
Payload: Six, hand loaded for one melee action each.


40mm Shells Specialty Load Cost

These grenades and shot shells can be fired from the same launchers as the traditional 40mm grenade cartridge in widespread use before the apocalypse. The impact trigger and propellant charge are designed to fire the shell without breaking the wielder’s arm, or even bruising it.
Buckshot: 6D6 S.D.C. to a 12 feet (3.6 m) area.
Five credits each, excellent availability. May use Specialty Loads.

40 mm Grenade
Fragmentation Grenade:
Spoiler:
4D6 M.D. to a blast area of 20 feet (6.0 m). 500 credits each, excellent availability.


40 mm Grenade
Armor Piercing Grenade:
Spoiler:
1D4×10 M.D. to a blast area of 6 feet (1.8 m). 750 credits each, excellent availability.


40 mm Grenade
High Explosive Grenade:
Spoiler:
5D6 M.D. to a blast area of 12 feet (3.6 m). 700 credits each, good availability. Plasma Grenade: 6D6 M.D. to a blast area of 12 feet (3.6 m). 1800 credits each, poor availability.
Double everything for double tap fire or two round burst


40 mm Grenade
High Explosive Anti Tank round/Grenade:
Spoiler:
5D6 M.D. to a blast area of 12 feet (3.6 m). 700 credits each, good availability.
Double everything for double tap fire or two round burst
That 1d6x10 M.D


40 mm Grenade
Plasma Grenade or HEAP. Grenade :
Spoiler:
1d6x10 M.D. to a blast area of 12 feet (3.6 m). 1800 credits each, poor availability this is single shot
Double everything for double tap fire or two round burst
That's 2d6x10 M.D


Other:
40 mm Grenade Types:
I
Spoiler:
llumination, Incendiary 5d6 M.D per Grenade
, Smoke, Stun (flash bang), and Tear Gas are available for 10 to 20 credits, excellent availability.


Rifle Grenades These grenade cartridges are smaller than the traditional 40mm grenade cartridge in widespread use before the apocalypse. Not to be confused with “rifle grenades” designed to be mounted under the barrel of a firearm, these shells are commonly fired by CS, NG, WI, and other weapons with an integrated, underslung grenade launcher - see the Rifts® Game Master Guide for details on those weapons
Fragmentation Grenade:
Spoiler:
4D6 M.D. to a blast area of 6 feet (1.8 m).


High Explosive Grenade
Spoiler:
5d6 M.D to a blast area of 6 feet (1.8 m).


Plasma Grenade or HEAP Grenade or HEAT Grenade
Spoiler:
1d4x10 M.D to a blast area of 6 feet (1.8 m).


400 credits each, excellent availability.
Other:
Spoiler:
Illumination, Incendiary, Smoke, Stun (flash bang), and Tear Gas are all available for 100 to 200 credits each, excellent availability.


MP-10 Caseless Pistol (S.D.C.)

The “MP” line fires 10mm caseless rounds. These bullets have no metal casing to hold the chemical propellant that fires them. Instead, the propellant is made up of a solid chemical that is completely consumed by combustion. This eliminates the need for an ejection port (which helps keep the gun clean), significantly lowers weight, and allows for a greater number of bullets to be stored in a magazine. The MP-10 has proved to be an extremely reliable semiautomatic pistol that is lightweight, easy to carry, and packs a satisfying number of rounds, making it a favorite weapon for selfdefense. As such, Wellington has continued to hone the design to near perfection.
Weight: 2 lbs (0.9 kg)
Damage:
● 10mm Caseless Rounds: .S.D.C
Spoiler:
3D6 S.D.C. for a single shot,
6D6 S.D.C. for a three-round burst


● 10mm Caseless Rounds: M.D for N.A.A.T's and allies
Spoiler:
These rounds are classified weapon that only N.A.A.TS abs allies know and use
5D6X10 S.D.C for a single shot,or 3 M.D.C per round from 1 M.d to 3M.D max
2D4+1 M.D.C for a three-round burst
3D6 MD six round burst,
6d6 M.D for 12- Rounds burst



H.E.A.P rounds
Spoiler:
no special attributes just damage

A.P rounds
Spoiler:
dedicated rounds 18 or better by pass armour and does 50 percent damage

H.E rounds
Spoiler:
only blast radius 2 feet per round!

Heavy slug
Spoiler:
2 MD per round, 1d6 M.D three-round burst

Spoiler:
2d6 six round burst,,4d6M.D for 12- Rounds burst

D.U ROUNDS
Spoiler:
1d6 M.D per round


Limitations:
Spoiler:
Cannot fire traditional cartridge ammunition including most specialty loads, explosive rounds, or ramjet rounds. Only Wellington Industries oR for N.A.A.T's and allies , not the Black Market, produces compatible caseless ammo!


Range: 1,000 ft (305 m)
Payload: 25 round magazine extended clip 60 round
30 credits for a box of 50 caseless rounds excellent availability.

MP-23A Caseless SMG
This is a submachine gun version of the MP-10, firing the same caliber bullet, but it has a greater payload and rate of fire. The longer barrel gives the gun more damage and range. Weight: 3 lbs (1.4 kg)
Damage:
● 10mm M.D.C Caseless Rounds:
Spoiler:
4D6 S.D.C. for a single shot,
1D4×10 S.D.C. for a three-round burst,
2D6×10 S.D.C. for a long burst of 10 rounds
.

● 10mm Caseless Rounds: M.D
Spoiler:
5D6X10 S.D.C for a single shot,or 3 M.D.C per round
2D4+1 M.D.C for a three-round burst,
5D6 M.D.C for a long burst of 10 rounds.
1d6x10 M.D for full melee burst or all attacks 20 rounds


D.U ROUNDS
Spoiler:
1d6 M.D per round!!!


H.E.A.P
Spoiler:
rounds no special attributes just damage

A.P rounds
Spoiler:
dedicated rounds 18 or better by pass Armour and does 50 percent damage

H.E rounds
Spoiler:
only blast radius 2 feet per round!


● Limitations:
Cannot fire traditional cartridge ammunition including most specialty loads, explosive rounds, or ramjet rounds
Only Wellington Industries, not the Black Market, produces compatible caseless ammo!

Range: 1600 ft (488 m)
30 credits for a box of 50 standard cartridges - excellent availability.

WI-GL8 Multi-Load Launcher

This weapon is essentially a smaller, lighter, short-barreled version of the WI-GL4 Grenade Launcher capable of firing a wide variety of shells. It is designed to fire the standard 40mm shell, commonly a grenade cartridge or large-bore shot shell (roughly twice the width of a 10-gauge shotgun shell). The ingenious weapon employs a drum and ammo feed mechanism that can also f ire common rifle grenades and Triax “pump” explosive rounds.
Weight: 7 lbs (3.2 kg).
Damage:
By type of 40mm shell, rifle grenade,
or “pump” explosive round (4D6 M.D. each),
see page 32.

Rate of Fire:
Each shot is one melee action. (N.A.A.TS Modifications burst two rounds only)
Range: 800 feet (244 m)
for grenades and explosive rounds,
150 feet (46 m) for shot shells.

Payload: 10 rounds.
40mm shells often come packed into ten round disposable cylinders that can be used to reload quickly (takes two melee actions).
The ammo drum can also be hand loaded one round at a time (one melee action per round).


WI-40MU Upsized Fire & Forget Medium Missile Launcher

A somewhat absurd weapon when being toted by an infantryman, Wellington’s single-use personal Medium-Range Missile Launcher is much more befitting a combat robot or a suit of power armor. Like javelins and pila carried by ancient warriors, the WI-40MU gives the user one long-range punch before closing with the enemy. It provides some anti-aircraft or anti-armor capability and can be used to bombard an enemy from far away or take out a critical target vulnerable to a single attack like a bridge, civilian building, fuel dump, or power generator. Even for those relying on the superior strength of their combat robot, the single-use 40MU is an awkward weapon to carry around, encouraging pilots to fire it off and discard the disposable launcher.
Weight & Length:
The missile system weighs 120 lbs (54 kg) and is six feet (1.8 m) long.
Damage:
The following warheads are available, with slightly reduced performance compared to standard medium-range missiles.
● Fragmentation
Spoiler:
inflicting 2D4×10 M.D. to a 40 ft (12.2 m) radius.

● Armor-Piercing
Spoiler:
inflicting 3D6×10 M.D. to a 6 ft (1.8 m) radius.

● Plasma Napalm
Spoiler:
inflicting 2D6×10 M.D. to a 20 ft (6.1 m) radius.


Improved damage and improved targeting system for N.A.A.TS only

● Fragmentation inflicting
Spoiler:
2D6×10 M.D. to a 40 ft (12.2 m) radius.


● Armor-Piercing inflicting
Spoiler:
3D6×10 M.D. to a 6 ft (1.8 m) radius.


● Plasma Napalm inflicting
Spoiler:
5D6×10 M.D. to a 20 ft (6.1 m) radius.

● Heavy Explosive warhead or HEAT
Spoiler:
5d6x10 M.D.


Range: 10 miles (16 km).
The missile has less fuel than a standard medium-range missile.
Rate of Fire:
One shot is one melee action.
Payload:
One medium-range missile, cannot be reloaded.
Note
Improved damage and improved targeting system for N.A.A.TS only add +4 to strike



Wellington “U” Series Weapons

At originally FROM Titan’s request, several of Wellington’s popular explosive weapons have been converted for use by large combat robots. While the standard, infantry-sized versions of Wellington’s grenade and missile launchers are often included at a discount alongside Titan power armor, their triggers and mechanisms are far too small for a combat robot’s giant hands to operate. Wellington’s engineers have stepped up, and a dual-team from both companies worked together to modify per-existing weapon systems. The “U” series of “up sized” weapons help Titan’s older robots close the firepower gap with the newer and more advanced models. Cyborgs and giant humanoids love ‘em as well - powerful human weapons that don’t feel like toys that could break at any moment.Then N.A.A.TS has copied the design not just medium range missiles ,there short range missiles system one shot and long range missiles system one shot .As if that wasn't enough Damage and targeting Systems is improve.

WI-50MU Up sized Fire & Forget long range Missile Launcher


A somewhat absurd weapon when being toted by an infantryman, Wellington’s single-use personal Medium-Range Missile Launcher is much more befitting a combat robot or a suit of power armor. Like javelins and pila carried by ancient warriors, the WI-40MU gives the user one long-range punch before closing with the enemy. It provides some anti-aircraft or anti-armor capability and can be used to bombard an enemy from far away or take out a critical target vulnerable to a single attack like a bridge, civilian building, fuel dump, or power generator. Even for those relying on the superior strength of their combat robot, the single-use 50MU is an awkward weapon to carry around, encouraging pilots to fire it off and discard the disposable launcher.

Weight & Length:
The missile system weighs 620 lbs and is six feet (1.8 m) long.
Damage:
The following warheads are available, with slightly reduced performance compared to standard medium-range missiles.
● Fragmentation
Spoiler:
inflicting 4D4×10 M.D. to a 40 ft (12.2 m) radius.

● Armor-Piercing
Spoiler:
inflicting 4D6×10 M.D. to a 6 ft (1.8 m) radius.

● Plasma Napalm
Spoiler:
inflicting 3d6×10 M.D. to a 20 ft (6.1 m) radius.


Improved damage and improved targeting system for N.A.A.TS only

● Fragmentation inflicting
Spoiler:
3D6×10 M.D. to a 40 ft (12.2 m) radius.


● Armor-Piercing inflicting
Spoiler:
3D6×10 M.D. to a 6 ft (1.8 m) radius.


● Plasma Napalm inflicting
Spoiler:
6D6×10 M.D. to a 20 ft (6.1 m) radius.


● Heavy Explosive warhead or HEAT
Spoiler:
6d6x10 M.D.


Nuclear extremely restricted
light
Spoiler:
1d4x100 M.D

medium
Spoiler:
1d6x100 M.D

heavy
Spoiler:
2d6x100 M.D

Blast radius
Spoiler:
1d6x100 feet


Spoiler:
Range

: 10 miles (16 km).
The missile has less fuel than a standard medium-range missile.
Rate of Fire:
One shot is one melee action.
Payload:
One Long -range missile, cannot be reloaded.
Note
Improved damage and improved targeting system for N.A.A.TS only add +6 to strike

WI-30M Fire & Forget short range Missile Launcher

This is also for N.A.A.TS model and allies only
The WI-40M provides the firepower of a tank (for one shot) and is advertised as “the heaviest man-portable missile launcher in the world.” That’s partially true. It is man-portable for anyone who can lug its 100 lbs of missile and crude disposable launch trigger. The WI-40M is basically a modified, cut-down medium-range missile with a plastic launching platform that has a handle and a trigger big enough for most powered armor and giant humanoids. Once the missile is fired, the launching platform is ruined (the plastic has a recycle value of 2D4×10 credits). The rocket exhaust won’t affect characters in M.D.C. armor, but is dangerous to unarmored personnel and will ignite brush fires and any fuels or other volatile flammables nearby. Despite those shortcomings, it is a new favorite of power armor pilots and ‘borgs.
Weight & Length:
The missile system weighs 100 lbs and is six feet (1.8 m) long.
Damage:
The following warheads are available, with slightly reduced performance compared to standard short-range missiles.
● Fragmentation
Spoiler:
inflicting 2D4×10 M.D. to a 40 ft (12.2 m) radius.

● Armor-Piercing inflicting
Spoiler:
2d6×10 M.D. to a 6 ft (1.8 m) radius.

● Plasma Napalm inflicting
Spoiler:
2D6×10 M.D. to a 20 ft (6.1 m) radius.

Range: 6 miles
The missile has less fuel than a standard medium-range missile. Rate of Fire: One shot is one melee action. Payload: One medium-range missile, cannot be reloaded. An armored (50 M.D.C.) missile box containing four missiles and weighing 220 lbs is available for 2,000 credits - taking a missile out of the box counts as one melee action.
Penalties:
The operator must have a P.S. of 24 or greater, otherwise it will require two or three men to transport it. When fired, the rocket inflicts 1D6×10 S.D.C. to everything within 15 feet (4.6 m) of the launcher and ignites anything flammable nearby.
Black Market Cost:
N.A.A.TS only
Note
Improved damage or improved targeting system for N.A.A.TS only add +4 to strike

PCR-1A Combat Rifle

The PCR-1A is a durable hybrid ballistic rifle firing a 6.8mm round with an under slung laser rifle operating off of a traditional E-Clip. The weapon’s machining and automated systems are designed to allow even the most rustic hand-loaded bullets to be used, accommodating resupply in the field. The magazine is usually loaded with silver, or other specialty loads for supernatural opponents. Weight: 9 lbs (4 kg)
Damage: 6.8mm Round 6D6 S.D.C. for a single shot

Mega-Damage:6.8 MM M.D Rounds
Spoiler:
5D4 X10 S.D.C OR 2 M.D
N.A.A.Ts has moded for rate of fire
Two round burst 1d4 M.D
Four rounds burst 2d4 M.D
Six rounds burst 2d6 M.D
Ten rounds burst 5d4 M.D
Twenty rounds burst 1d4x10 M.D count as one attack!
Forty rounds burst 1d6x10 M.D count as one attack !!!
Little to no recoil


D.U ROUNDS
Spoiler:
1d4 M.D per round

Laser Beam
Spoiler:
3D6 M.D. per shot.

Rate of Fire: Single, each shot counts as a melee action.
N.A.A.T and allies Improved Rate of fire only
Range:
1600 feet (488 m) for the laser and cartridge. E-Clip
Payload:
10 shots short E-Clip or 20 shots Long E-Clip.
Magazine Feed:
30/40/40/50/100 rounds per magazine, usually armed
Specialty Loads, see page 32.
“Smart Shot” Bonus:
Spoiler:
The onboard computer grants +2 to strike. Jams and misfires are cleared automatically (no user action needed). Black Market Cost: 15,000 credits. Good availabilit


PAG-1A Assault Gun

The PAG-1A is a durable hybrid 12 gauge shotgun with an underslung particle beam emitter operating off of a traditional E-Clip. The weapon’s machining and automated systems are designed to allow even the most rustic hand-loaded shotgun shells to be fired without worry. While the particle beam is short ranged, it is extremely durable and has a high damage output for such a lightweight, low cost weapon system. The magazine is usually loaded with silver, or other specialty loads for supernatural opponents. Weight: 14 lbs (6 kg).

Damage:

Spoiler:
Shot shell 4D6 S.D.C. for buckshot, MD Rounds 3d6
5D6 S.D.C for solid slugs. MD Rounds 5d6
Plasma Rounds 1d4x10 M.D M.D rounds only N.A.A.TS only


Particle beam
Spoiler:
6D6 M.D. per shot.

Rate of Fire:
Single, each shot counts as a melee action. Range: 300 feet (91 m) for the shotgun and particle beam. E-Clip Payload:
10 shots short E-Clip or 20 shots Long E-Clip.
Magazine Feed: 10 rounds per magazine, usually armed
Specialty Loads, see page 32.
“Smart Shot” Bonus:
Spoiler:
The onboard computer grants +2 to strike. Jams and misfires are cleared automatically (no user action needed). Black Market Cost: 20,000 credits. Good availability


PCP-1A Carry Pistol

The PCP-1A is a durable hybrid ballistic pistol firing a 9mm round, with an underslung light ion emitter operating off of a traditional E-Clip. The weapon’s machining and automated systems are designed to allow even the most rustic hand-loaded bullets to be f ired without worry to accommodate rearming and resupply in the field. The magazine is usually loaded with silver, or other specialty loads for supernatural opponents.
Weight: 4 lbs (2 kg).
Damage:
Spoiler:
9mm traditional rounds 3D6 S.D.C. for a single shot.
Mega-Damage: for a. 9mm M.D Rounds
5D6X10 S.D.C OR 3M.D per round
If roll over 100 S.D.C = 1M.D
If roll over 200 S.D.C =2 M.D
if roll over 300 S.D.C =3 M.D the max


D.U ROUNDS
Spoiler:
1d6 M.D per round!!!


Ion beam
Spoiler:
3D6 M.D. per shot.


Rate of Fire:
Single, each shot counts as a melee action.
Range: 300 feet (488 m) for the ion and cartridge.
E-Clip Payload:
10 shots short E-Clip or 20 shots Long E-Clip.
Magazine Feed:
12 rounds per magazine, usually armed with Specialty Loads, see page 32.
“Smart Shot” Bonus:
Spoiler:
The onboard computer grants +2 to strike. Jams and misfires are cleared automatically (no user action needed). Black Market Cost: 10,000 credits. Good availability.


hey buy this awsome book from Rift Titan Robotics Sourcebook-3

363696
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Re: N.A.AT

Unread post by ZINO »

P.M.C Operator or Military Operator or Redcon Operator



P.M.C Operator or Military Operator are the ghost before the fall of mankind or the great 2098
22 /12.They were able get N.E.M.A from Canada to the tip of south America behind the scenes . P.M.C Operator or Military Operator work months to years to head in the right direction from big picture to micro picture to establish what we know now before the fall ,they went even the edge of the solar system under cover and improved their skills. They were the legends of cyborg to juicer. They were elite only USA was ahead of ANYTHING power bloc or superpowers were ,Russian ,Chinese , Japanese , Germans ,India and even Great Britain .They Became ghost in the Chaos Earth. There were 8000 in earth only 3000 were operating the 5000 were in cryo-sleep. These help N.E.M.A survive they were the last to fall 290 years or so it seems. They held a position in the west not knowing they were guarding and waiting. Just one could be equal to a S.A.M.A.S. now imagine a squad. They held a base called during the fall Bunkers hill, this was the rally point but sadly P.M.C Operator or Military Operator didn’t have the intel but held for more than 300 years. They did the impossible, they by some miracle a massive US army Marine and large PMC with civilians were transported via rifts 300 plus year into the lap of P.M.C Operator or Military Operator. With the help of this army trying to get to Bunker , what no one from P.M.C Operator or Military Operator was that there was a total of seven bunker hill !! And bunker hill or bunker hill 1 was just the tip of the icebergs !! it Gave hope to those that live thru that hell of 300 years for the last 500 P.M.C Operator or Military Operator that were left and allies or trainee P.M.C Operator or Military Operator they were 300 as well .

P.M.C Operator or Military Operator were up to date with the new world that these New arrivals from the golden age of man, they know the coalition could be taken down but holding was keep .They saw the coalition to deep into the population and would fall apart trying to make like old US Government and the worst they saw the republican not helping only making worst to accidentally creating the coalition something the P.M.C Operator or Military Operator knew better.

Bunker hill 2 to 7 are fully operational and been getting recruits to from Man of Arms, Civilians and P.M.C Operator or Military Operator too. They with N.A.A.TS and allies they gotten an edge if they engage over the coalition ,if the coalition ever knew they would tremble in fear just 100 can slow the coalition down as a demonstration of their abilities.

P.M.C Operator or Military Operator were known to take down nation replace anything that USA needed and the formation was done by P.M.C Operator or Military Operator !!

this an upated version

Attribute Requirements: P.S. 10, P.P. 10, I.Q. 10.
O.C.C. Bonus:
+2 on initiative,
+2 to roll with impact or fall,
+2 to pull punch.
+1 I.Q
18 years old ADD 1D6 +3Years staring level 1
Life span is 240 years of age


Rifts Earth Militia /Para-Military O.C.C


Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 60% are male, 40% female.


• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table




1 Bonus from Genetics Engineering Augmentation:

Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of
Choice
If you roll double numbers like 11,22,33,44 add a one time additional roll and NOT Pick one set of genetic bonuses

illegally Genetics Engineering Augmentation if roll a 11,22,33,44,55,66,77,88,99,00 get to reroll one more time and get plus 6 and plus 4 and pls 2 to a attribute and not combine that 12 unless GM allows it being is S.D.C
if I.Q is 24 add 1 M.O.S PER Add one MO.S. PER Every 2 points IQ


2- Best MOS AND Special Aptitude Bonuses


instead of rolling 3d6 you can roll the following table

• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:


01-11% Brainy
Spoiler:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer


13-26% Strong-willed:
Spoiler:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is infantry/Military Specialist/or pilot


27-39% Charismatic:
Spoiler:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best M.O.S.. is Technical Officer and, Military Specialist


40-51% Physically Strong:
Spoiler:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist


52-65% Fast Reflexes and high
Dexterity:
Spoiler:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best M.O.S. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.


66-78% Great Endurance:
Spoiler:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best M.O.S. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.
Add 1d6x10 S.D.C ADD double H.P .triple P.P.E


79-88% Pretty Boy/girl: model
Spoiler:
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 20+1d4+1
Spd 1d6+9

Your best M.O.S.. is Technical Officer /Skills and Military Specialist OR Model


89-00% Fast as Lightning:
Spoiler:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your M.O.S. is Pilot giant robot, power armored ACE, Military Specialist



3 Special Aptitude Bonuses Table

Spoiler:
Note
if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, roll only




01-10%
Sure Shot :
[spoiler]+1d4 to strike with all types of projectile and weapons systems . From pistols and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles
get W.P Sharpshooter no penalties.


11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.
W.P Sharpshooter in robot or power armored.



21-30 %
Giant robot/or power armor Ace:
Spoiler:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.
W.P Sharpshooter in robot or power armored.



31-40%
High Perception and Solid gut Instincts:
Spoiler:
+1d6 on Perception Rolls. Roll 1d6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d6 initiative roll one time



41 to 50%
Quick Reaction Time:
Spoiler:
+1d6 on initiative. Roll 1d6 dodge, add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward



51-60%
Strongman :
Spoiler:
+1d6+4 to P.S. attribute and + 4 to pull punch. Add Height 1d10 inches, add weight 5d4%



61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two M.O.S.!! Also, if IQ 18 or higher add one-time bonus are allowed and for every 3above 24 get additional M.O.S . but without benefit Only I.Q max 2 M.O.S


71-80%
Quick Reflexes:
Spoiler:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative, AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,
W.P Sharpshooter


81-90%
Fearless :
Spoiler:
+ 1D6+2 to save Horror Factor. However, as a result, the character may also be a hot shot who take s foolish risks and daring chances.
ADD 1D6+1 to M.E and P.E


91-00%
Charismatic/Charmer:
Spoiler:
1d6+3 M.A. this character is especially likable and affable.
Awe factor if high P.B add 1d4. Base 10
Group 8+1 per 3 level max level 12
Individual 10 add +1 per 3 level max level 12
If high P.S male get plus 1 that 16 or better
If high P.B male get plus 1 that 16 or better Female +3


Abilities


Combat Awareness
Spoiler:
•Ability to fight and strike even when moving and off balance. No penalty to strike when moving!

•This awareness lets the soldier know the very instant a targeting computer or radar locks on, the moment he falls into the crosshairs of a gun, when a trigger is about to be squeezed, when an energy cell charges to fire, or a cybernetic muscle tenses or a turret begins to turn. More than that though, the soldier can actually feel the weapons and war machines as they come on-line or are drawn to be used against him. It's as if he can see them as clearly as the weapon being pointed in his face.

•+3 on initiative against attacks from modern guns and machines (bionics, robots, etc.), and +6 against artificial intelligences and computers like drones and automated defense systems

•+4 to Automatic Dodge against tech

•Add two extra attacks



Determine Psionics NONE!


O.C.C. Skills:

All get the following
Radio: Basic ( + 10%)
Literacy: Choice of one ( + 10%)
Computer Operation ( + 5%)
Intelligence ( + 15%)
Pilot: 1 Robots and 1 Power Armor
Pilot: Robots and Power Armor Combat: Elite
Pilot Tank ( + 10%)
Weapon Systems ( + 15%)
Read Sensory Equipment ( + 10%)
Running
Command Robots (any)
Land Navigation (+20%)
Recognize Weapon Quality (+15%)
Sharpshooting
Sniper
Prowl (+15%)
Tracking (+20%)
W.P. Bolt-Action Rifle
W.P.: Two of choice (any)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial
Arts at the cost of one "other" skill (or assassin if selfish or evil alignment).

M.O.S


Pick one M.O.S roll a 4d6 one time unless otherwise

1. Communications Operator
2. EOD/Demolitions Operator
3. Enhance soldier Operator
4. Soldier Operator
5. Point Man Operator
6. Heavy Weapons Operator
7. Transportation Operator
8. Medic Operator
9. Electronic Intelligence Operator
10. Assassin Operator
11. Scouts Operator
12. Sabotage & Harassment Operator
13. Robot Specialist Operator
14. Fire & Rescue Operator
15. Engineer Operator
16. Mechanical / Electrical Operator
17. Pilots Operator
18. Urban Operator
19. Hacker Operator
20. Space Pilot Operator
21. Cyberjack O.C.C.: Operator
22. Defense Officer Operator
23. Energy Specialist Operator
24. Guard O.C.C. Operator





Communications Expert

Spoiler:
Literacy : 1D4+1 Native Tongue (+ 10%)
Computer Operation (+ 15%)
Basic Electronics (+ I 0%)
Electronic Countermeasures (+ 15%)
Optic Systems
Surveillance Systems (+ 1 4%)
Radio: Basic (+20%)
Cryptography (+ 1 5%) an extra Language (+ 1 5%).
Sensory Equipment (+20%)
TV Video
Computer Programming (+ I 0%)
Add 6 skills from Communication, Technical, Espionage


EOD/Demolitions Expert:

Requires an I.Q. of 1 0 and a P.P. of
12 or higher.

Spoiler:
Basic Electronics (+20%)
Basic Mechanics (+ 1 5%)
Demolitions (+ 1 5%)
Demolitions Disposal (+20%)
Demolitions: Underwater (+ 1 0%)
Trap/Mine Detection (+ 1 0%)
W.P. Heavy Energy Weapons
add 8 skills with requirement added Espionage and Military



Enhance Soldier or Super Soldier
illegally Genetics Engineering Augmentation
Spoiler:
get plus 6 to one attribute and plus 4 to one attribute and PS 2 to a attribute and not combine that 12 unless GM allows it being is S.D.C add 1d6x10 SDC
Language: Native Tongue at 92%.
Language: Other: Two of choice (+ 1 0%).
Acrobatics (+ 1 5%)
Climbing (+20%)
Land Navigation (+5%)
Pilot: Two of choice (+ 1 0%).
Radio: Basic (+ 1 0%)
Recognize Weapon Quality (+ 1 0%)
Running
Swimming (+ I 0%)
W.P. Knife
W.P. Energy Pistol
Wilderness Survival (+5%)
W.P. Energy Rifle
W.P. : Two of choice (any).
special gear look be Standard Equipment:




Retired Soldier / Soldier

Spoiler:
Forced March
Land Navigation (+5%)
Physical : 4 of choice.
Pilot: 1d6 of choice (+ 1 0%); no robot or Power Armor
W.P. : 4 Ancient Weapon of choice.
W.P. : 4 Modem Weapon of choice.
get special gear look be Standard Equipment:



Point Man:
Requires an I.Q. of 9 or higher; a high P.P.
and Spd. are helpful.
Spoiler:
Detect Ambush (+ 1 5%)
Detect Concealment (+ 1 0%)
Intelligence (+ 1 5%)
Land Navigation (+ 1 4%)
Prowl (+ 1 0%)
Surveillance Systems/Tailing (+ 1 5%)
Wilderness Survival (+ 1 0%)
add 6 skills Rogue, and Wilderness




Heavy Weapons :

Requires a P.S. of 1 4 and a P.E. of
12 or higher.

Spoiler:
Recognize Weapon Quality (+20%)
Weapon Systems (+ 1 0%)
W.P. Rifles
W.P. Heavy Military Weapons
W.P. Heavy Energy Weapons (including rail guns)
W.P. 1d8 of choice (any)
two Demolition skills (+5%).
Enhance Soldier or Super Soldier get special gear look be Standard Equipment




Transportation Specialist
Spoiler:
Basic Mechanics (+ I O%) .
Combat Driving (+5%)
Navigation (+ 1 0%)
Pilot: Automobile (+ 1 0%)
Pilot Motorcycle (+20%)
Pilot: Hover Craft (ground)
Hovercycle (+ 1 5%)
Pilot: Tanks & APCs (+ 1 0%)
Pilot: Trucks (+ 1 0%)
Pilot: 1d4 of choice (+ 1 0%),
add 6 skills with requirement added Mechanical , Technical , Horsemanship, Weapon
Proficiencies and Pilot Related


Medic: Requires an I.Q. and P.P. of I I or higher.
Spoiler:
Brewing (+5 %)
Biology (+ 1 5%)
Field Surgery (+ 1 5%)
Medical Doctor (+5%)
Pathology (+ 1 0%)
Chemistry (+ 1 0%)
Sewing (+ 1 0%)
Add any 6 skills from Medical Skills, Science Skills, Technical Skills


Electronic Intelligence

Spoiler:
Basic Electronics (+15%)
Basic Mechanics (+10%)
Command Robots
(any, though usually probes and one Hound)
Computer Hacking (+20%)
Computer Programming (+15%)
Electronic Countermeasures (+20%)
Read (& Operate) Sensory Equipment (+15%)
Surveillance Systems (and Tailing) (+15%)
TV/Video (+20%)
Cryptography (+15%)
add 6 skills with requirement added Espionage, Communication and Military


Assassin

Spoiler:
Command Robots (any)
Land Navigation (+20%)
Recognize Weapon Quality (+15%)
Sharpshooting or Sniper
Prowl (+15%)
Tracking (+20%)
W.P. Bolt-Action Rifle
W.P.: 1d4+1 of choice (any)
Pick 9 skills with requirement added Espionage. Military. Medical and Rogue
Hand to Hand ( selfish or evil alignment )
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:



Scouts
Spoiler:
Bonuses: +3D6+ 10 to physical S.D.C., + 1d to P.S. and
P.E. attributes, + 1 on initiative, +3 on Perception Rolls, +2 to roll with
impact, +2 to save vs poison and disease, + 1 0% to save vs Coma &
Death, and + 1 to save vs Horror Factor at levels 2, 4, 6, 9, 1 2 and 1 5
Athletics (General)
Cooking (+ 1 5%)
Climbing (+20%)
Fishing (+ 1 5%)
Horsemanship: General (+20%)
Identify Fruits and Plants (+20%)
Hunting
Land Navigation (+20%)
Pilot: Motorcycle (+ 1 4%) Q! Hovercycle (+ 1 0%) Q! Horsemanship:
Exotic; pick one.
Prowl (+ 1 5%)
Radio: Basic (+ 1 0%)
Track Animals (+20%)
Wilderness Survival (+20%)
W.P. Knife
W.P. Ancient and/or Modem : Three of choice
Add 6 skills from Rogue , Horsemanship , Cowboy ,and Wilderness
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:



Sabotage & Harassment
Spoiler:
Camouflage (+20%)
Command Robots (all)
Computer Programming (+10%)
Find Contraband (+10%)
Demolitions (+20%)
Demolitions: Underwater (+20%)
Demolitions Disposal (+15%)
Escape Artist (+15%)
Forgery (+20%)
Nuclear, Biological & Chemical Warfare (+15%)
Add 6 skills with requirement added Espionage , Military , and
Rogue
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:


Robot Specialist
Spoiler:
Advanced Math (+10%)
Basic Electronics (+20%)
Command Robots (all)
Locksmith (+20%)
Mechanical Engineer (+10%)
Pilot: Robots Basic
Pilot: Robot or Power Armor Elite (choose one specific type; any)
Robot Mechanics (+25%)
Weapons Engineer (+10%)
add 6 skills with requirement added Mechanical and Technical


Rescue OPS
Spoiler:
Basic Electronics (+15%)
Basic Mechanics (+15%)
Computer Operation (+15%)
Demolitions (+20%)
Excavation & Rescue (+20%)
Jury-Rig (+15%)
Mining (+15%)
Paramedic (+20%)
Nuclear, Biological, & Chemical Warfare (+15%)
Read (& Operate) Sensory
add 6 skills from Rogue, Technical Skills, Military Skills, and Science Skills



Engineer

Spoiler:
Basic Electronics (+15%)
Command Robots (any/all) Computer Operation (+20%)
Electricity Generation (+10%)
Excavation & Rescue (+15%)
Jury-Rig (+20%)
Math: Advanced (+15%)
Mechanical Engineer (+15%)
Military Fortification (+15%)
Salvage (+20%)
Read (& Operate) Sensory Equipment (+20%)
Trap/Mine Detection (+20%)
add 6 skills Science , Mechanical Technical and Rogue


Mechanical and Electrical Operator

Spoiler:
Language: Native Tongue at 92%.
Language : Other: One of choice (+20%).
Basic Math (+20%)
Computer Operation (+ 1 0%)
Computer Repair (+ 1 0%)
Electrical Engineer (+20%)
Find Contraband (+ 1 5%)
Jury-Rig (+20%)
Mechanical Engineer (+20%)
Pilot: Three of choice (+ 1 5%)
Radio: Basic (+ 1 5%)
Sensory Equipment (+20%)
Weapons Engineer (+ 1 5%)
W.P. Blunt
W.P. Modem: One of choice.
add 6 skills Mechanical, Electrical and Communication
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:



Elite Robot / Power Armor Elite Pilots M.O.S.

Spoiler:
Excavation & Rescue (+10%)
Pilot: Power Armor Basic (+10%)
Pilot: Power Armor Combat Elite:
Pilot: Robots Basic (+20%)
Pilot: Robot Combat Elite:
Pilot: Robot Combat Elite: Mastiff (including the "Big Dog").
Land Navigation (10%)
Read (& Operate) Sensory Equipment (+15%)
W.P. Heavy
W.P. Heavy Energy Weapons (rail guns included).
add 6 skills with requirement added Weapon Proficiencies, Pilot, Pilot Related, and Physical


Urban specialist

Spoiler:
Literate in Native Language (+ 1 5%).
Language : Native Tongue at 92%.
Language : Other: One of choice (+ 1 0%).
Barter (+ 1 5%)
Computer Operation (+ 1 5%)
Streetwise (+20%)
Tailing (+20%)
Pilot: Automobile (+ 1 0%)
Pilot: Bicycle (+20%)
Pilot: Motorcycle (+ 1 5%)
Pilot: Hovercycle (+ 1 0%)
Math : Basic (+ 1 0%)
Running
W.P. : One of choice
add 6 skills Rogue, Pilot, Pilot Related, Physical, Weapon
Proficiencies, Mechanical, and Technical Skills
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:



Hacker
Spoiler:
Advanced Mathematics (98%)
Basic Electronics (+25%)
Computer Operation (+15%)
Computer Programming (+15%)
Computer Hacking (96%)
Computer Repair (45%)
Cryptography (+30%)
Language: Select three (96%)
Pilot: automobile
Pilot motorcycle ( 96%)
Research (+15%)
Palming (+15%)
Pick Locks (+15%)
Streetwise (+15%)
Electrical Engineer (+15%)
Surveillance Systems (+15%)
add 6 skills Rogue, Science , Communication, and Technical
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:




Space Pilot After the Bomb Book 6 Mutants in Orbit page 16

They may be employed by a particular station, by a mining company, or may be freelance. Many pilots do not own a spaceship of their own, but are familiar with a wide range of designs and their capabilities. Small children in orbit all want to grow up to be space pilots.
Spoiler:
Skills: Pilot spacecraft (+ 15%),
astronomy (+ 15%),
space navigation (+ 10%),
EVA (+ 5%),
ship-to-ship combat
basic zero gravity
movement/combat,
two (2) pilot-related skills (+ 10%),
basic math (+ 10%),
computer operation (+ 10%),
add (3) spatial skill,
add three (6) other skills of the player's choice,add three (3) secondary
skills.
In playing Rifts, the character is considered knows
piloting robots and power armor (+16%), robot combat basic,
and can also select two rogue skills (+2%),
add three technical
skills
add three (3) weapon proficiencies
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:




PMC operative /independent operative
After the Bomb Book 6 Mutants in Orbit page 16 there a 50% has custom built shuttles of any type

Spoiler:
zero gravity,
oxygen conservation,
vacuum survival
contacts (+ 20%)
pick 12 skills AND REQUIMENT SKILLS ARE ADD TOO
from any 15 % to skills plus IQ if any as well
Communications
Electrical
Computer
Domestic
Mechanical
Medical
Military
Physical
Pilot
Pilot Related
Science
Spatial
Technical
Enhance Soldier or Super Soldier get special gear look be Standard Equipment GET TOP OF THE LINE GEAR!!





Cyberjack
O.C.C.: After the Bomb Book 6 Mutants in Orbit page 16

Cyberjack know computers inside out. They can use them, program them, hack them, repair them, make them do things that they're not supposed to do and, if necessary,
build them out of parts scavenged from other computers, dead satellites, wrecked ships and odds and ends. They usually have one area in which they specialize. If playing Rifts, the character is considered to focus on computers.
S
Spoiler:
kills:
All computer skills (including repair and Cyberjacking),
one of which has a bonus of + 20% (all others + 10%),
basic math
(+ 5%),
add six (6) other skills, to be chosen from electrical, mechanical, technical and/or science;

Defense Officer After the Bomb Book 6 Mutants in Orbit page 16

defense officer is involved in the protection of their home base from outside threats, including raids by pirates and the forces of nature. Their role may involve any of the following: electronic or radar surveillance, espionage, anti-terrorism, checking
the station's defenses, preparing new defenses, manning the station's weapon systems, police action, crowd control, patrolling the station or around the station in one of its manned spacecraft, and combat.

Skills:
[spoiler]
Defense systems (+ 10%),
advanced zero gravity combat,
basic gravity combat,
eight (8) espionage and/or military skills( + 5%),
two (2) communications skill ( + 5%),
basic math ( + 10%)
one (1d4 any physical skill,
two (2) weapon proficiencies,
If playing Rifts, the character is considered a less skilled version of the Military specialist, only well trained. Always literate
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:




Energy Specialist After the Bomb Book 6 Mutants in Orbit page 16

As their name suggests, these characters are involved in all forms of energy gathering for the orbital stations and ships. Most concentrate on one particular area, such as
solar cells or nuclear reactors, but have a working knowledge of the others . They can repair malfunctioning systems or rig up emergency ones in a crisis. They are highly regarded .
Skills:
Spoiler:
Electricity generation (+ 15%),
two (2) other electrical skills (+10%),
all math skills (+ 15%),
one (I) mechanical skill,
add four (4) other skills of the player's choice in the areas of electrical,
mechanical, and technical; and five (5) secondary skilIs. If playing
Rifts, the character is considered a less skilled version of the
Mechanical operator. Always literate
Enhance Soldier or Super Soldier get special gear look be Standard Equipment:



Guard O.C.C.: After the Bomb Book 6 Mutants in Orbit page 16

A guard is not as high ranking as a Defense Officer, nor are they tied to a particular home base. They might work as bodyguards or hired muscle for a rich freebooter, or may even be freelance . Most people don't like guards; they are seen as
thuggish and stupid, but are a necessary part of life.
Skills:
Spoiler:
Any five (5) physical skills,
(6) espionage and military skill,
three (3) weapon proficiencies,
two (2) piloting skills (+5%),
two (2) secondary skills,
plus radio: basic
W.P. blunt.
Streetwise (+ 10%), plus two other rogue skilIs ( +2%)
two additional piloting skills. Guard O.C.C

Enhance Soldier or Super Soldier get special gear look be Standard Equipment:

After the Bomb Book 6 Mutants in Orbit page 16






O.C.C. Related Skills:

Select 10 other skills, but at least two must be selected from espionage. Plus select two additional skills at level two, level three, level six, at level nine, and at level twelve. Communications: Any ( + 10%)
Domestic: Any
Electrical: Any
Espionage: Any ( + 10%)
Mechanical: Any ( + 5%)
Medical: Paramedic only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any ( + 5%)
Rogue: Any ( + 8%)
Science: Math and chemistry only ( + 10%)
Technical: Any ( + 5%)
W .P. : Any
Wilderness: Any



Secondary Skills:

The character also gets to select 6 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment:

A suit of personalized, light or heavy mega-dam-age body armor, including Coalition armor. A set of dress clothing, and a set of camouflage clothing for covert operations. Also a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack. Owns either 1 robot vehicle or one suit of power armor, one energy handgun and rifle, three additional weapons of choice, 1D6 grenades, hand-held computer, robot medical kit, IRMSS, grappling hook, pair of handcuffs, and 50 feet (15.2 m) of rope. At the G.M.'s option, this character may have a suit of light and quick power armor, ideally with flight capabilities.

Equipment
Enhance Soldier or Super Soldier get special gear
Cyber-Armor

This is a unique lightweight armor that is grafted right to the skin. The armor plates are less than an eighth of an inch thick and form fitted around the contours of the body. Cyber-Armor is only grafted to the chest, shoulders, spine,shoulder blades, and thighs for two reasons. One, the body needs to breathe through skin pores and secondly, additional armor would greatly impair movement
"Cyber-Armor" that is fused to his body Armor Rating: 17. Any attacker's roll to strike that falls at 17 or less, hits the Cyber-Armor. However, any roll of 18 or higher bypasses the armor and hits the armor body, doing full damage. This is why all soldiers wear exterior suits of armor. Cyber-Armor is intended only to provide additional protection and give the soldiers an extra edge in combat. Negates Natural; rolls of 18,19 only.

M.D.C. by Location:
Called Mark1 cyber
Spoiler:
Head -45
Shoulders (2) — 50 each
Back Shoulder Blades (2) — 120 each
Forearms (2) — 60 each
Thigh/Upper Leg (2) –100 each
main body — 190 M.D.C.
Get 1d6 M.D per level.
Nano machines can repair up to 50% lost of M.D
Can get more from M.D.C structures.
NO body heat is given out
Add 1d4 to P.S
Full EVA systems
Can wear any type of body amour as well
adds 5 pounds to body weight
Add +2 to P.S

updated model Called Mark II cyber
will have force field 420 M.D.C


Sound Suppression System:
This is an advanced version of some pre-Rifts measures used to control sound pollution. A sound emitter is built alongside the skin of the cyborg ( The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the 'borg, neutralizing them. Human ears cannot sense the sounds: additionally. special rubber soles and joints contribute to the reduced sound: (he common prowl penalty is
eliminated when using these two systems!
Restrictions:
Spoiler:
none
Add+15 to prowl


Bypass systems
Spoiler:
metal detectors, Xray’s, and cat scan and similar medical equipment


Can have up to 1D6 cybernetic implants of player's choice, including black market items
Or built into Cyber-Armor


Money:
The character starts off with 1D6 x 10000 in credit, and has a
black market item that will garner another 1D6 x 10000 credits.’

Cybernetics:
Can have up to 1D6 cybernetic implants of player's choice, including black market items
Or built into Cyber-Armor



New listed from
use After the Bomb Book 6 Mutants in Orbit pages 14 and up and buy the books it awsome!!!!IMHO
Each listed O.C.C. in this book will note a Rifts equivalent occupation and modifications of note.
Skills marked with an asterisk ("*") are new, and are described below. Skills marked with a plus sign (" +") can be taken as secondary skills. Only new skills are described in this book.

Communications
Spoiler:
Laser
Optic Systems
Radio: Scrambler


Electrical
Spoiler:
Electrical Engineer
*Electricity Generation
Robot Electronics



Computer
Spoiler:
* Artificial Intelligence
*Cyberjacking



Domestic
Spoiler:
* + Recycle


Mechanical
Spoiler:
*Bioware Mechanics
*Computer Repair
*Drive Repair: Chemical Drive
*Drive Repair: Ion Drive
*Drive Repair: Plasma Drive
*Drive Repair: Traction Drive
*Satellite Systems


Medical
Spoiler:
*Entomological Medicine



Military
Spoiler:
*Defense Systems
*Ship-to-Ship Combat



Physical
Spoiler:
* + Combat (Zero Gravity): Basic
*Combat (Zero Gravity): Advanced
* + Combat (Gravity): Basic
*Combat (Gravity): Advanced
* + Movement: Zero Gravity
* + Oxygen Conservation
* + Vacuum Survival



Pilot
Spoiler:
* + Pilot Spacecraft
*Pilot Spacecraft: Advanced
*Pilot Yacht


Pilot Related
Spoiler:
*Interplanetary Navigation
* + Orbital Navigation


Science
Spoiler:
*Astrology
Astrophysics
+ Astronomy
Biology
Botany
+ Chemistry
+ Chemistry: Analytical
*Oxygen Systems
+ Mathematics: Basic
+ Mathematics: Advanced


Spatial
Spoiler:
*+EVA
* + Jury-rig
*Mining
* + Salvage



Technical
Spoiler:
Contacts



Weapon Proficiencies
Spoiler:
* WP Automatic Pistol
WP Dart Pistol
+WP Blunt
+WP Chain
WP Energy Pistol
WP Energy Rifle
+ WP Knife
WP Paired Weapons
WP Rapier (as WP Sword)
*WP Shotgun


363744
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Peacekeeper updated



Step One: The Size and Orientation
6. Large Mercenary Army
Step Two: Mercenary Company Features
A. Sponsorship
Several
4. Criminal. Organized Crime support for all 4 major black Market in north America and Europe
5. Government NGR
6. Front N.A.A.T.S


B. Outfits
10. Unlimited Clothing

C. Equipment
2. Cheap Gear
3. Electronic Supplies and Good Gear
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies
8.Unlimited Equipment


D. Vehicles
4. Combat Cars
5. Specialty Vehicles
6. Unlimited Vehicles


E. Weapons, Power Armor & Bots
4. Advanced Weaponry
5. Extensive Weaponry
6. Maximum Firepower



F. Communications
3. Secured Service
4. Full Range System
5. Deluxe Communications Network
6. Superior Communications

G. Internal Security
6. Impregnable

H. Permanent Bases
4. Fortified Headquarters

I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network



J. Special Budget
6. Mega Bucks


K. General alignment of personnel
4. Anarchist and Unprincipled


L. Criminal Activity
All except 4. Gang of Robbers


M. Reputation/Credentials
4. Known

N. Salary
4. Good Salary
5. Excellent Salary
6. Outrageous Salary


Mercenary O.C.C.'s added
Bounty Hunter O.C.C
Forger O.C.C
Freelance Spy O.C.C.
Master Assassin O.C.C.
Safecracker O.C.C.
Smuggler O.C.C.
Special Forces O.C.C.
Super-Spy O.C.C.
Professional Thief O.C.



They started working with the major player Chipwell Armaments, Inc Wellington Industries, Iron Heart Armaments, Inc, Wellington Industries, Northern Gun Weapons and other smaller kingdoms in north America and Europe. They started with Security, escort, recon, force recon and courier service, protection of high profile targets, to cleaning raiders to stopping smugglers.
They work in levels allowing to spread out covet and over lap if need be to accomplish service.

They start at level one infantry , Hummer, Special Ops Dune Buggy,M113 APC, Kiowa Warrior Helicopter , Black Hawk Assault Helicopter ,Super-Cobra Gunship And Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle) Basic security units but all weapon ,amour have been updated to rifts using Wellington Industries, Iron Heart Armaments, Inc, Wellington Industries, Northern Gun Weapons system .This has always been a nasty surprise to intruders or attackers thinking they have light weapons damage. Light outposts or small bases holding.


The next level 2 much is the same but holding areas to secure and protecting. infantry , infantry with light exo-frames considered medium infantry Hummer,Special Ops Dune Buggy ,M113 APC, Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter. And Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures.
These are more transit to cover small areas stopping smugglers, bandits, and illegal activities .




The next level 3 much is the same but holding areas,bases and to secure and protecting other structures. These are medium size bases ,and look out station and transit aresa land ,water or air cover.
infantry , infantry with light exo-frames considered medium infantry ,Hummer,Special Ops Dune Buggy,M113 APC , Bradleys , Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16C Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures.





The next level 4 much is the same but holding areas,bases and to secure and protecting other structures. These are VIP or deligeants important personnel protection, to hold ground to deal supernatural being.
infantry , infantry with light exo-frames considered medium infantry ,Hummer,Special Ops Dune Buggy,M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .



The next level 5 much is the same but holding areas,bases and to secure and protecting other structures. These are VIP or deligeants important personnel protection, to hold ground to deal supernatural being. They deal holding ,containing or frist contact high level threats to an area of vital or non vital importance.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.

The next level 6 much is the same but holding areas,bases and to secure and protecting other structures. This acts as commad and control but heavily protected ,thus can be anywhere and anytime.
Dealing with support, supernatural being to another rival factions;his applies to the coalition as well.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy ,M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter
, Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well.




The next level 7 much is the same but holding areas,bases and to secure and protecting other structures. Thus a combine Arms of tech ,magic and powerful being, this no holds bar while getting better assessment of situation.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four.


The next level 8 much is the same but holding areas,bases and to secure and protecting other structures. This pretty much a combat force to engage in large level holding, destroying and capturing or big rescue operations by combine force assets.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four
This unit have force field add and Northern Gun Weapons ,Vehicle, power armor suits and robot and equipment .




The next level 9 much is the same but holding areas,bases and to secure and protecting other structures. Thus continental threat levels whete power bloc need support but make sure they can use full array to fight massive invasion force and support local areas.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter
, Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four
This unit have force field add and Northern Gun Weapons ,Vehicle, power armor suits and robot and equipment .


Black Market: Vehicle are added ,Bandito Arms Heavy Weapons Big Wheel Unicycle
All-Terrain Tumbler,Bushmaster Motorcycle
Overdrive Hovercycle,Road Hammer Transport,Romper Stomper Rumble Wagon
,Runabout ATV,Skim Sled Walker-Bike
Thunderhead VTOL Flyer .In addition Black Market Armors & Robots Shadow Boy Power Armor Mole Prospecting Robot
Exotic Robot Steeds all, TW Power Armor
TW Power Armor Mirage Power Armor ,
Rift Hawk Power Armor.




The next level 10 much is the same but holding areas, bases and to secure and protecting other structures.
infantry , infantry with light exo-frames considered medium infantry
Hummer,Special Ops Dune Buggy
M113 APC , Bradleys ,Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship Apache Helicopter
, Thunderbolt II Fighter Aircraft , F16 Improved Falcon, Paton tanks ( uses a 120 mm instead of 90 Mm or 100 MM tank Rifle), MIA4 Abrams Main Battle Tank , Chinook, Chinook gunship,Hercules Airplane , mainly base and other structures. But they have psionic personnel and other individuals to add varies Operatives .This time power armor suits, flying power armor suits and giant robot as well.in additional fire power there Techno wizard Vehicle ,D-Bee Operatives as well as magic Operatives and Magical Vehicle and other but not in the open. This done to throw off intruders and even the coalition as well. Just adding
Iron Heart Armaments they have all of the following ,Iron Hammer Main Battle Tank
Iron Fist Medium Tank,Iron Bolt Missile Vehicle,Iron Maiden APC-10 iron Heart Aircraft iron Heart Aircraft Grey Falcon Attack Jet,AC-29 Air Castle Bomber
lion Eagle Attack Helicopter, Iron Heart Torpedoes Iron Heart Watercraft
Black Eel Torpedo Boat,Triton Patrol Boat
All get additional 200 M.D.C and 100 M.D.C to other locations and have several
Sea King Missile Cruiser about four
This unit have force field add and Northern Gun Weapons ,Vehicle, power armor suits and robot and equipment .

Black Market: Vehicle are added ,Bandito Arms Heavy Weapons Big Wheel Unicycle
All-Terrain Tumbler,Bushmaster Motorcycle
Overdrive Hovercycle,Road Hammer Transport,Romper Stomper Rumble Wagon
,Runabout ATV,Skim Sled Walker-Bike
Thunderhead VTOL Flyer .In addition Black Market Armors & Robots Shadow Boy Power Armor Mole Prospecting Robot
Exotic Robot Steeds all, TW Power Armor
TW Power Armor Mirage Power Armor ,
Rift Hawk Power Armor.

These are the highest rated tech from Phase world Naruni Vehicles main for alien invasion or massive attacks that level continent to planet size reason the minion war where all hands on deck ready to act to Splugorth invasion as well,
NE-C20 Camouflage Variable Armor,
Camouflage Sheets, Personal Force Fields
Carnivore Mark I Light Hover Tank ,
Juggernaut Heavy Hover Tank ,
Naruni Robots & Powered Armor ,
Mecha-Knight Medium Powered Armor ,
Death-Knight Assault Robo,
Nomad Scout Robot,
Crescent Moon Delta-Wing Spaceplane ,
Boomerang Attack Aerodyne ,
They have extra armored 200 points to main Body and 100 to other locations all have force field system and other set of B.E Vehicle have additional techno wizard abilities added as well!!.this will be a shock if ever shown during the minion war but welcome despite hating the technology


View from:
1. DemonBusters
2. Crow's Commandoes
3. Braddock's Bad Boys
4. Armageddon Unlimited
5. Larsen's Brigade
6. The Shadow Warriors
7. Pecos Empire
8. Vampires
9. Naruni Enterprises
10. Coalition





DemonBusters
The Peacekeeper came with small envoy and millions of credits. They wanted to see how to address, asset, contain and destroy supernatural being in Rifts earth. They trained. also not to interfere with operation with DemonBusters .But learn from then DemonBusters saw this was no small task force but huge mercenary Army. They trained extremely hard and were successful and have in contact with
The Peacekeeper


Crow's Commandoes and Braddock's Bad Boys
have been in with Peacekeeper. From Crow's Commandoes
The Peacekeeper have learned hostage rescue and covert operations. this makes
Peacekeeper break this massive army into counter insurgency, anti-terrorism and counter-terrorism from large scale to small scale forces making them as mobile as possible.
Then we have Colonel Braddock training this group to counter the massive Army of the coalition to supernatural armies. To small scale counter measures to address police areas. Colonel Braddock He shaped the Peacekeeper to lethal force . A true dream come true and get Boat load of credits.



Larsen's Brigade
Larsen's Brigade saw the potential of this mercenary Group and thought it could win them over to their mercenary Outfits. Only to be offered training, how the coalition work and anti-supernatural tactic. As well making Peacekeeper a professional army. Larsen's Brigade Saw how much Equipment and manpower it look more like a documentary than mercenary Army at first seen pre-rifts Equipment ,at first, then seen the vast amount of Equipment from Golden Age Weaponsmiths ,Northern Gun, Wellington Industries and Iron Heart Armaments, Inc.
Only adding to its Effectiveness as a whole. BUT never Naruni Enterprises all are hidden to all.



Robot control
Before been disbanded ,Peacekeeper made contact for training and learning what the fuss of Naruni Enterprises
But saw the writing in the wall. They kept everything secret and dropped millions of millions to Naruni Enterprises .it was the number one secret customer. Sadly when Robot control was on the run ,Peacekeeper were the first to offer robot control and separate to Naruni Enterprises
Representative a chance to get away from bounty hunter and other faction coming down on them.

They help hide and help with the bill that
Naruni Enterprises trader joe thought would get. Only for Peacekeeper to pay the bill for Robot control .Then helping get rid of all those hidden crashes of
Naruni Enterprises in rifts earth, as offering service to trader joe to leave earth at a discount. Thus, was not happy for trader Joe, but being dead offered no profit.
They all disappear from the face of rifts earth.
There are a few hidden Naruni Enterprises
In north America and are been look by N.A.A.TS!!
Still N.A.A.TS has learned to manufacture Naruni Enterprises Equipment and made monster designs ever since. They are also located in south America .




vampires
Due to the training from
DemonBusters and others. The Peacekeeper very carefully and in Pecos Empire is both good and bad Suri the factions being divided. But knowing that
The Shadow Warriors can unit them. They are careful to act. On top of that Reid's Rangers doesn't always work well .Kenneth "Doc" Reid, always atrying to look like a hero coming in at the last minute to save the day, this has caused to aided very carefully and reducing loss of life which comes first. Still Peacekeeper
Are making head in this unspoken war, but very quietly helping Reid's Rangers.



The Shadow Warriors
Dealing with The Shadow Warriors is a double edged sword, the fact that vampires can over take in the beginning the Peacekeeper was reason to learn more about the vampire kingdom. Only to look learn The Shadow Warriors True objectives. Fortunately Peacekeeper
Was able to walk away and not without learning some ideas to deal with vampires .This also send them to DemonBusters instead it was a close call but it work. Sadly this has put Peacekeeper
Into the attention of the Shadow Warriors. But serious action on both sides, for now. But N.A.A.Ts is ready just in case it does happen.


Armageddon Unlimited
This the mercenary Outfits that has made the Peacekeeper well known due the training against supernatural being. So how Armageddon Unlimited mix a contract close to a small town that the Peacekeeper were over watching. This led to a full-blown attack on both side. Armageddon Unlimited saw way too many tactics used to counter Armageddon Unlimited. there are several major battles, but the Peacekeeper were able hold their ground but were additional support and enforcement. In the end Armageddon Unlimited had to retreat but taking damage .The one thing that Armageddon Unlimited was they saw as equals due to fact that cold wipe the floor of Armageddon Unlimited when retreating. An action that made Peacekeeper wonder if it was the right call to make to this day


Coalition
The Coalition has seen the Peacekeeper as security outfit and able to hold its own against many threats .But is seen as second rate outfit at beast which how the Peacekeeper want to be seen they are known and are well equipped. But the Coalition has seen they can be dangerous and an insurrection group , however they seen they stay away from any Coalition troops and even the Coalition troops see the Peacekeeper as life like documentary to behold. They see so many G.A.W Gear mixed with high tech gear to watch!!!


Manistique Imperium
sadly drop many contacts to get Titan Robotics, which was fore seen by N.A.A.Ts and are rival.

As per rules all N.A.A.Ts and allies banned the use Coalition gear of any kind and Titan Robotics gear due to not allowing to customized their gear once bought .

Peacekeeper


https://www.deviantart.com/zakoriart/ar ... -903198592

https://www.deviantart.com/dustycrosley ... -411386939

Peacekeeper
O.C.C. Attribute Requirements:
None per se, though a high P.S. and P.E. are helpful but not required.
Certain M.O.S. categories may require certain attribute minimums. About 60% are males, 40% females.

Bonus from Genetics Engineering Augmentation:
Spoiler:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join N.A.A.Ts were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4+1 to I.Q. and +2 to M.E. 11-30% +2 to I.Q. and +1D6 to M.E
31-55% +1D6 to P.S. and +1D4 to P.E. 56-75% +1D4 to P.S. and +2D6 to Spd. 76-00% +1D4+2 to P.B. and +1D6 to any physical attribute of choice.
If you roll a 11,22,33,44 and so on get a second roll added this is due to Natural Genetics Engineering!!!



second table character
Spoiler:
01-12% Brainy: I.Q. 1D6+18, M.E. 1D6+ 12, M.A. 1D4+ 10, P.S. 1D6+9, P.P. 1D4+9, P.E. 1D4+8, P.B. 1D6+9, Spd 1D6+11. Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics. Your best O.C.C. is Technical Officer.

13-26% Strong-willed: I.Q. 1D6+ 11, M.E. 1D6+ 19, M.A. 1D6+9, P.S. 1D6+9, P.P. 1D4+13, P.E. 1D6+10, P.B. 1D6+9, Spd 1D6+8. Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges. Your best O.C.C. is Military Specialist or giant robot Ace .

27-39% Charismatic: I.Q. 1D6+ 10, M.E. 1D6+9, M.A. 1D6+ 18, P.S. 1D4+ 10, P.P. 1D4+ 10, P.E. 1D6+8, P.B. 1D6+ 14, Spd 1D6+9. Your character is best suited to an M.O.S. that involves leadership, officer training, teaching, communications, performing, espionage, and subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist M.O.S.

40-51 % Physically Strong: I.Q. 1D4+ 10, M.E. 1D4+ 10, M.A. 1D6+ 10, P.S. 1D6+19, P.P. 1D4+12, P.E. 1D6+15, P.B. 1D6+12, Spd 1D6+11. Your character is best suited to an M.0.S. that that involves physicality, mechanics, athletics, combat, and strength. Your best O.C.C.s are probably soldier/grunt or Military Specialist (heavy weapons).

52-65% Fast Reflexes and High Dexterity: I.Q. 1D4+ 10, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+19, P.E. 1D6+9, P.B. 1D6+10, Spd 1D6+ 17. Your character is best suited to an M.O.S. that involves the precision use of hands, tools, weapons, targeting, fast physical reaction, combat, building, surge1y and other areas where steady and fast hands are a key element. Your best O.C.C.s are probably Flying power armor, or a Technical Offcer specializing in Electronics, Mechanical Engineering or Medicine/surgery.

66-78% Great Endurance: I.Q. 1D4+9, M.E. 1D6+ 14, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+9, P.E. 1D6+19, P.B. 1D6+9, Spd 1D6+ 12. Your character is best suited to an M.O.S. that requires physical durability and mental toughness. Your best O.C.C.s are probably giant robot, or Soldier.

79-88% A Beauty or Pretty Boy: I.Q. 1D4+ 10, M.E. 1D6+8, M.A. 1D6+ 15, P.S. 1D6+ 11, P.P. 1D6+8, P.E. 1D6+9, P.B. 1D4+20, Spd 1D6+9. Your character is best suited to an M.O.S. that involves teaching, communications, performing, tricke1y or subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist.

89-00% Fast as Lightning: I.Q. 1D4+9, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+ 14, P.E. 1D6+ 10, P.B. 1D6+10, Spd 2D6+20. Your character is best suited to an M.O.S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset. Your best O.C.C.s are probably giant robot, power armor and Militia,y Specialist and solders.


special Aptitude Bonuses


Spoiler:
01-10% Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by any power armour or giant robot and spaceship or navy cannons. Furthermore, the usual penalties for being off balance, moving, etc., are half. Does not apply to missiles.

11-20% any power armour or giant robot Ace: +5% to Pilot Bskill and +8% to Battloid Piloting Specialty ( one specific non-transformable mecha which the character pilots better than any other add +25%). Also+ 1 on initiative,+ 1 to parry, and+ 1 to pull punch when piloting any type of non-transformable power armor or giant robot. 21-30% Natural Ace: +5% to Pilot skill and + 7% to Piloting Specialty ( one specific power armor or giant robot which the character pilots better than any other; his or her favorite). Also + 1 on Perception Rolls, + 1 to dodge and + 1 to roll with impact when piloting any type of but if transfonnable mecha double it.

31-40% High Perception and Solid Gut Instincts: + 1D4 on Perception Rolls. Roll 1D6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward. 20

41-50% Quick Reaction Time: + 1D4 on initiative. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

51-60% Strongman: +1D6+3 to P.S. attribute and+ 1 to pull punch.

61-70% Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.

71-80% Quick Reflexes: + 1 attack per melee and + 1 to dodge.

81-90% Fearless: + 1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.

91-00% Charismatic/Charmer: + ID4+2 to M.A., this character is especially likable and affable.



M.O.S.:
Select one of the following areas of speciality or roll percentile to make a random determination. If the random method is used and the character does not have the required minimum attribute, select skills that will bump it up to the required amount, adjust a few attributes to meet the minimum, or roll again. All M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use any robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. Thexact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.

01-15%
Communications Expert
Spoiler:
Basic Electronics (+10%)
Command Robots (probes and drone's)
Electronic Countermeasures (+10%)
Optic Systems
Surveillance Systems (+10%)
Radio: Basic (+20%)
Radio: Scramblers (+10%)
Read (& Operate) Sensory Equipment (+20%)
Tv/video
Artificial Intelligence
Electronic Countermeasures
Computer Operation
Computer Programming (+10%)
Cyberjacking
Add two more Communications skills
Language add 1d4+1 any (+10%)



16-25%
EOD/Demolitions Expert:
Requires an I.Q. of 10 and a P.P. of 12 or higher.
Spoiler:
Basic Electronics (+20%)
Basic Mechanics (+15%)
Demolitions (+10%)
Demolitions Disposal (+15%)
Demolitions: Underwater (+8%)
Trap Construction
NBC Warfare (+5%)
W.P. Heavy Energy
Add two more Weapons
Add 1d4 Physical:Any
Military or Espionage: Any four (+10%),


26-50%

Soldier/Grunt /police /officer
Spoiler:
Boxing Soldier/Grunt /police /officer
Salvage (+5%) Soldier/Grunt /police
Land Navigation (+8%) Soldier/Grunt /police /officer
One Physical skill of choice.
One Pilot skill of choice (+5%). Soldier/Grunt /police
Paramedic (+10%). Soldier/Grunt /
Law: General (+10%) police only
Lore one (police 1d4 )police only
W.P. Ancient of choice. Soldier/Grunt /police
W.P. Modern of choice. Add two more
Soldier/Grunt add
W.P. Automatic Pistol Soldier/Grunt /police
W.P Revolver Soldier/Grunt /police
Hands to Hand Expert Soldier/Grunt /officer
Get the following 6 six from Military and Espionage mainly ex-soilder add 1d4 levels
officer only and get all skills in M.O.S
Contacts /police


Optional
Gear get basic Exo unit frame for Body armor

https://www.deviantart.com/j3f3r20n/art ... -506953938
or
https://www.deviantart.com/raptor3595/a ... -933367454


Enhanced Attributes Physical Strength:
The P.S. of the wearer is increased by 10 points.

https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight

Spoiler:
: 20 Ibs ; remember,


https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit
.

https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it geta -9 to hit !!



51-65%
Point Man/Scout:
Requires an I.Q. of 9 or higher; a high P.P. and Spd. are helpful.
Spoiler:
Detect Ambush (+15%)
Detect Concealment (+10%)
Contacts/Scout
Command Robots drones (any, but usually Combat Hound, Pup Scout or Probes)Point Man only
Find Contraband (+6%)
Intelligence (+15%)
Land Navigation (+14%)
Prowl (+10%)
Surveillance Systems/Tailing (+15%) Wilderness Survival (+10%)Scout only add skill only
W.P. Automatic Assault Rifle
W.P Automatic Pistol
Add two more from either
Hands to Hand Expert for Point Man only



Special gear
Gear get basic Exo unit frame for Body armor


https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across
.

Weight:
Spoiler:
20 Ibs


https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!



66-80%
Heavy Weapons:

Requires a P.S. of 22 and a P.E. of 12 or higher.
Spoiler:
ommand Robots (Limited to one Combat Drone to help carry heavy ammo drums, weapons and gear. Basically function as the second man in a two-man fire team or one man Army.)
Recognize Weapon Quality (+25%)
Sniper
Sharpshooting Weapon Systems (+10%)
W.P. Automatic Pistol
W.P Revolver
W.P. Heavy Weapons
W.P. Heavy Energy Weapons
W.P. One of choice (any). Add two more from either
Add four physical skill any!!


Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight:
Spoiler:
20 Ibs


https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it geta -9 to hit !!


81-90%
Transportation mechanic Specialist
Spoiler:
Basic Mechanics (+10%)
Mechanical pick 3 (+15%) any
Navigation (+10%)
Motorcycle (+20%)
Pilot: Hover Craft (ground)
Hovercycle (+20%)
Pilot: Tanks & APCs (+20%)
Pilot: Trucks (+15%)
Pilot: Helicopter (+15%)
Pilot Airplane (+15%)
Pilot: five from above of choice
Including robots/power armor.
Add two more from either
Favorite vechile add a additional 15% to skill
Contacts



Gear get basic Exo unit frame for Body armor

https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!



91-00%
Medic:
Requires an I.Q. and P.P. of 11 or higher.
Spoiler:
Advanced Mathematics (+10%)
Brewing (+15%)
Biology (+15%)
Chemistry
Pathology (+10%)
Field Surgery (+15%)
Holistic Medicine
Chemistry: Analytical (+5%)
Medical Doctor (+5%)
Science skills and
Technical Skills add 1d4+1


Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!


O.C.C. Skills:
These are in addition to M.O.S. and reflect basic training.
Math: Basic Language,
Native: Standard. Language,
Foreign: One of choice (+10%).

All get the following:
Pilot: Automobile(+20%)
Military Etiquette (+20%)
Radio: Basic (+5%)
Computer Operation (+10%)
First Aid (+10%)
General Athletics Climbing (+10%)
Running
Weapon Systems
W.P. Knife (includes Vibro-Knives)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Basic, which can be changed to Expert at the cost of one "O.C.C. Related Skill" or Martial Arts (or Assassin if evil) for the cost of two skill selections.

O.C.C. Related Skills:
Select 12 other skills. Plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: None.
Domestic: Any.
Electrical: Basic only.
Espionage:
None, other than possible M.O.S. skills.
Horsemanship: Any.
Mechanical:
Automotive and Basic Mechanics only.
Medical:
None, other than possible M.O.S. skills.
Military: Any (+10%),
except Command Robots, Trap Construction and Trap Detection, unless provided under an M.O.S.
Physical: Any,
Pilot: any
Pilot Related:any
Rogue
None, other than possible M.O.S. skills. :
Science:
Advanced Math (+5%) and Astronomy only.
Technical: Any (+5%).
W.P.: Any, except Sharpshooting.
Wilderness:
Land Navigation
Wilderness Survival only.

Secondary Skills:
The character also gets 10 Secondary Skills at levels one, five, ten, and fifteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.

Standard Equipment:
fatigues and dress uniform, standard M.D.C. advance body armor, Laser Rifle , conventional S.D.C. assault rifle and grenade launcher combo, laser pistol, four extra E-Clips for each and one power pack, two smoke grenades, one tear gas grenade, two explosive grenades, three flares, one Vibro-Knife (officers get a Knife and Saber), survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, pocket computer, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Robots are available only to a couple specific M.O.S.s and the exact number (usually one or two) and type varies depending on the mission. Sometimes Command may decide that no robots are necessary or available, other times they may provide more than usual, especially if the team faces stiff opposition. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments. The "team" or "squad" will usually have one basic military vehicle, such as a truck, jeep or hover jeep, available to it or some means of transportation provided. However, many assignments, including reconnaissance, city patrols and rescue missions, are on foot and may cover miles and miles of territory.


Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


Power System:
Spoiler:
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
25 body
upper Arms 15
Lower /forearm Arm 15
Upper Legs 15
Lower leg 15
Feet 10
To hit and damage frame must be a called shot even then it get a -9 to hit !!
weight 10 lds






Hammerhead

Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 15 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 40 feet high or across unassisted by the thrusters
.


A jet thruster
Spoiler:
assisted leap can propel the person up to 200 feet(60 m) high and 400 feet (121 m) across.

Weight:
Spoiler:
40 Ibs



Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
90 body
upper Arms 50
Lower /forearm Arm 70
Upper Legs 70
Lower leg 90
Feet 35
To hit and damage frame must be a called shot even then it get a -9 to hit !!


Money: The soldier gets a roof over his head, food, clothing, and all other basics provided for free as part of his employment benefits, as well as access to offices and military facilities.

Monthly salary was 3,000 credits, plus combat pay, Character starts off with 5D6x1000 credits.
There triple hazard pay that is given to all but for classified mission there paid 10 times. ( 5D6x10,000 credits. ) and triple hazard pay that another ( 5D6x10,000 credits. ) .There are suicide mission if survive that 1d6x100,000plus 60,000

Cybernetics:
Typically has a identification implant (under the skin of the forearm or back of the neck), bio-comp self-monitoring system, gyro-compass and clock calendar implants. See Rifts® Bionics Sourcebook for a slew of implants and bionics.

Communications
https://www.deviantart.com/dustycrosley ... y-41550777

Pigman/Heavy Weapons:

https://www.deviantart.com/sexforfood/a ... -451110592

Soldier/Grunt /
https://www.deviantart.com/sexforfood/a ... -442857400

EOD/Demolitions Expert:
https://www.deviantart.com/gasteiz/art/ ... -164719930

Drone specialist

https://www.deviantart.com/ralvesp/art/ ... -778570443
https://www.deviantart.com/ralvesp/art/ ... -778570443
Transportation Specialist

https://www.deviantart.com/fulltimegill ... -605477419
Combat-Medic

https://www.deviantart.com/magnum117/ar ... -545122246
Scout

M9 Beretta or Colt Style 9mm Pistol: Damage: 3D6 S.D.C.

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

Effective Range: 150 feet (45.7 m). Payload: 15 shot clip.


45 caliber Pistol:

Damage: 4D6 S.D.C.
Effective Range:
150 feet (45.7 m).
Payload:
7 or 13 shot ammo clip.

Mega-Damage:
Notes/SINGLE ROUNDS
Handgun .45 calibers, .
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

10mm Colt Delta Elite:
Damage: 4D6 S.D.C.
Effective
Range: 150 feet (45.7 m).
Payload: 9 or 15 shot clip.

Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

.357 Magnum Revolver or Pistol:
Damage: 4D6+2 S.D.C.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.
Effective Range: 150 feet (45.7 m). Payload: 6 or 13 shot clip

.41 Magnum Revolver:
Damage: 5D6 S.D.C

Mega-Damage:
Notes/SINGLE ROUNDS.
44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range: 180 feet (54.8 m). Payload: 6 round cylinder.

.44 Magnum Revolver:
Damage: 6D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
180 feet (54.8 m). Payload: 6 round cylinder.

.38 Smith & Wesson and Colt Revolver:
Damage: 2D6+2 S.D.C.

Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range:
120 feet (36.5 m). Payload: 6 round cylinder.

9mm Submachine-gun:
Damage:
3D6 S.D.C. per single shot
or
6D6 S.D.C. per three round short burst

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

Effective Range:
650 feet (198 m).
Payload:
30 round magazine.

9mm Ingram Submachine-gun:
Damage: S.D.C
4D6 S.D.C. per single shot,
1D4x10 S.D.C. per three round short burst.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D

Effective Range:
650 feet (198 m).
Payload
: 30 or 50 round magazine.

9mm Uzi Submachine-gun:
Damage:
3D6 S.D.C. per single shot
or 6D6 S.D.C. per three round short burst.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D

Effective Range:
600 feet (183 m).
Payload:
30 or 50 round magazine.

9mm Mini-Uzi Submachine-gun:
Damage:
2D6 S.D.C. per single shot
or
4D6 S.D.C. per three round short burst.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D

Effective Range:
500 feet (152 m).
Payload
: 15 or 30 round magazine.

5.6mm Bolt-Action Sniping Rifle:
Damage:
5D6 S.D.C. per single shot.

Mega-Damage:
5D4 X10 S.D.C OR 2 M.D

Effective Range:
2000-2400 feet (610 to 731.5 m).
Payload:
8-16 round magazine.
Note:
Stats vary slightly with ,
specific weapon models and manufacturers.

7.6mm Sniping Rifle:
Damage: 6D6 S.D.C. per single shot.

Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range:
2200-2800 feet (670.56 to 853.4 m).
Payload:
8-16 round magazine.
Note:
Stats vary slightly with
specific weapon models and manufacturers.

5.56mm Assault Rifle:
Damage:
3D6 S.D.C. per single shot
or 6D6 S.D.C. per three round short burst.

M.D DAMAGE per round
5d6x10 S.D.C or 3 MD

Effective Range:
1200 feet (366 m).
Payload:
20 to 60 ,100 round magazine

5.56mm M16A2 Assault Rifle:
Damage:
3D6 S.D.C. per single shot or 6D6 S.D.C.per three round short burst.

M.D DAMAGE per round
5d6x10
or
3 MD
Effective Range:
1900 feet (579 m).
Payload:
20, 30 or 50or 100 round magazine.

7.56mm Assault Rifle:
Damage:
5D6 S.D.C. per single shot
or
1D6x10 S.D.C. per three round short burst.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D per round

Effective Range:
1600 feet (488 m).

Payload:
30 to 50 round magazine.

7.56mm AK-47 Assault Rifle:
Damage: S.D.C
5D6 per single shot or 1D6x10 S.D.C. per three round short burst.

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

Effective Range:
1000 feet (305 m).
Payload:
30 round magazine
or 60 round drum.

Heavy weapons system

.30 Caliber Light Machine-Gun: Damage:
DAMAGE:
S.D.C
5D6 S.D.C. per single shot or 3D6x10 S.D.C. (equal to 1 M.D.) per 10 round burst.

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

Effective Range:
3000 feet (914 m).
Payload:
200, 300 or 600 round disintegrating belt or belt fed drum.

7.62mm light Machine-Gun:
Damage:S.D.C
6D6 S.D.C. per single shot
or
4D6x10 S.D.C.
(equal to 1D4 M.D.) per 10 round burst.

Damage M.D
3 M.D 5d6x100 S.D.C. per round
4 M.D or 1d4 M.D or 1d4x100 S.D.C. per round

Effective Range:
3000 feet (914 m).
Payload:
200, 300 or 600
round disintegrating belt
or belt fed drum.

50 Caliber Heavy Machine-Gun:
Damage:S.D.C
1D6x10 S.D.C. per single shot
or 1D6x100 S.D.C.
(equal to 1D6 M.D.)
per 10 round burst.

Mega-Damage: per round
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D

Effective Range:
6000 feet (1828 m).to 4.7 miles
Payload
: 300, 600 or 1200 round disintegrating belt or belt fed drum.

50 Caliber Six Barrel Machine-Gun or a MiniGun:

Damage:S.D.C
2D6x10 S.D.C. per single shot
or 2D6x100 S.D.C.
(equal to 2D6+3 M.D.) per 10 round burst.

Mega-Damage:all are per round
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D

Effective Range:
8000 feet (2438 m). Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum.

40 mm Grenade Launcher
(attaches to assault rifle):

Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD

MEGA-DAMAGE :
single shot
[b]HE 3D6 M D.C
HEAT[/b] 5D6 M.D.C
AP round 4d6 M.D.C
SMOKE
Flare
Tear gas
Knock our gas

Effective Range:
1200 feet (366 m). Payload: Single shot.

40mm Grenade Launcher Single shot:
Damage: 2D4x10 S.D.C.
Effective Range: 1200 feet (366 m).
Payload: Single shot.

The Milkor MGL
(Multiple Grenade Launcher) is a lightweight 40 mm six-shot revolver-type grenade launcher (variations also fire 37/38mm) developed and manufactured in South Africa by Milkor (Pty) Ltd. The MGL was demonstrated as a concept to the South African Defence Force (SADF) in 1981. The MGL was then officially accepted into service with the SADF as the Y2. After its introduction in 1983, the MGL was gradually adopted by the armed forces and law enforcement organizations of over 50 countries. Total production since 1983 has been more than 50,000 units.

https://en.m.wikipedia.org/wiki/Milkor_MGL

Effective Range:
1312 feet direct fire
2624 feet indirect fire

Rate of fire
Single
Daul
Triple
Or
quad fire

Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD

MEGA-DAMAGE :
Air burst/
Heavy Explosive rounds blast radius 5 per round
HE 3D6 M D.C
Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 feet per round

Heavy Explosive Anti Armor Tank rounds
HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D

Armour Piercing Rounds can by pass Armour
and hit crew/pilots compartment natural 18 roll
AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.

SMOKE 10 feet per round
Flare 1000 feet per round
Tear gas 10 feet per round
Knock out gas 10 feet per round
Flash bang 10 feet per round

Effective Range:
1200 feet direct fire
2124 feet indirect fire
Payload:
6 to 8 rounds Revolver

Mk 17 to 19 grenade launcher

https://en.m.wikipedia.org/wiki/Mk_19_g ... cker2011-8

(pronounced Mark 19) is an American 40 mm belt-fed automatic grenade launcher that was first developed during the Vietnam War.
Effective Range:
1312 feet direct fire
2624 feet indirect fire

Rate of fire
Single
Daul
Triple
Or quad fire

Damage:S.D.C
2D4x10 S.D.C.
Or
1d4x100 S.D.C or 1d4MD

MEGA-DAMAGE :
single shot HE 3D6 M D.C
Heavy Explosive rounds air burst 10 feet oer round

Daul 6D6 M.D
Triple 1D6X10 M.D
quad fire 2D6 X10 M.D
Blast radius 5 per round

Heavy Explosive Anti Armor Tank rounds
Single shot HEAT 5D6 M.D.C
Daul 1D6X10 M.D
Triple 2d4x10+10M.D
quad fire 2d6x10 M.D

Armour Piercing Rounds
By pass armour hit cockpit compartment if None then to crew/pilots by 10% per round
Single shot AP round 4d6 M.D.C
Daul 1d4x10+8 M.D
Triple 1d6x10 +12 M.D
quad fire 2d4x10 M.D.

Single shot SMOKE 10 feet radius per round
Single shot Flare 1000 feet per round
Single shot Tear gas 100 feet per round
Single shot Knock our gas 10 feet per round
Single shot Flash bang 10 feet per round

Effective Range:
4921 feet direct fire
7286 feet indirect fire

Payload:varies
32 rounds
48 rounds
100 rounds
200 rounds

Shotguns:
The effective range for all shotguns is 150 feet (45.7 m).
Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m).

Semi-automatic/self-loading or full Auto shotguns can fire a three-round burst that acts as a short burst, but it is -1 to strike.
Typical Damage:

4D6 S.D.C for Buckshot
(scatters to cover a 3 ft/0.9 m area at 30 feet/9.1 m and a 10 feet/3 m area at 60 feet/18.3 m);

5D6 S.D.C for solid slug. No blast radius
NOTE: For a variety of specific S.D.C.

M.D.C
Buckshot 3D6 M.D look above
solid slug 1D4X10 M.D look above

weapons of the 20th and 21st Century, see the Compendium of Contemporary Weapons sourcebook with 700 weapons listed, statted out and illustrated, plus body armor, grenades, EOD, mortars, and select armored vehicles.

Golden Age Ammunition
operates four munitions plants that produce every conceivable type of ammunition, from S.D.C. types to Mega-Damage rounds and explosives. Two of these recently opened in Huntsville as part of the new marketing strategy. The oldest two are located in Guntersville where for decades the largest factory has been making old S.D.C. pistol, rifle, shotgun and machine-gun cartridges in most standard calibers.

two newer ammunition plants the only ammunition types made are the heavy-duty, Mega-Damage rounds, depth charges, torpedoes and missiles of the unguided or "dumb" variety which are built at one, and Mega-Damage, high-caliber explosive, plasma and ramjet shells for auto-cannons and other heavy weapons, tank guns, howitzers and cannons and warship cannons are made at the other.

Note:
GAW does not produce long-range or nuclear missiles.

Cost: Golden Age ammunition prices are 10-20% lower than their competitors. Conventional S.D.C. ammunition on average costs 30-60 credits per box of 100 rounds. Conventional Guns & Ammo:
Revolvers, automatic pistols and submachine-guns take approximately the same type and caliber of ammunition. Prices are per box of 100 rounds, but prices will vary greatly from place to place based on the level of technology and availability. Weapons and ammo that are especially hard to come by, like heavy weapons, may cost 2-5 times more.

.22 caliber, 15 credits
— 2D4 S.D.C. damage.

Mega-Damage:
5D4 X10 S.D.C OR 2 M.D

.32 A.C.P. caliber,
20 credits —
2D6 S.D.C damage.

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

.32 Long,
3D6 S.D.C damage

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

.38 caliber,
30 credits — 3D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D

.38 Power caliber, 40 credits
— 4D6 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D

.45 A.C.P.,
42 credits —
4D6 S.D.C damage.

Mega-Damage:

Notes/SINGLE ROUNDS
Handgun
.45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech

.41 Magnum,
50 credits —
5D6 S.D.C damage.

Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

.44 Magnum,
60 credits —
6D6 S.D.C damage.
Mega-Damage:
Notes/SINGLE ROUNDS
.44-40 is 0.427"
to
0.428"
44 Special
Magnum are both
0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

.357 Magnum, 45 credits —
4D6+2 S.D.C damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

9mm & 7.65mm (pistol),
32 credits —
S.D.C 3D6 damage.
Look above

lOmm (pistol), 40 credits
4D6 damage S.D.C
.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

5.56mm (rifle),
50 credits — 5D6 S.D.C damage.
Look above

7.52 mm (rifle),
55 credits —
5D6 S.D.C damage.

Mega-Damage:
5D4 X10 S.D.C OR 2 M.D

7.62mm (rifle),
45 credits — 4D6 damage.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D

.30 caliber (rifle),
42 credits —
4D6 S.D.C damage.

.50 caliber (rifle), 55 credits —
6D6 S.D.C damage.

7.62 Medium Machine-gun,
200 credits — 6D6 S.D.C. damage per single round.

.30 Caliber Machine-gun,
150 credits —
5D6 S.D.C. damage per single round.
1D4 M.D per round

.50 Caliber Machine-gun,
300 credits — 1D6x10 S.D.C.
1d6 M.D per round

M.D.C Comventinal Rounds
All heavy weapons system
damage are per round

.30 Caliber Machine-gun
1D4 M.D

.50 Caliber Machine-gun
1d6 M.D

12.0 MM to 19.9 MM rounds
1d8 or 2d4 M.D

20 MM rounds
1d10 M.d or ,
3D4 M.D or
2d6 M.D

30 mm rounds
3d6 M.D

Damage per single round.
special M.D.C round
s

Dum Dum
S.D.C ROUND
S
(handmade, black market, any caliber), add 150 credits to the cost of the box and +1D4 to S.D.C. damage per round. Or to supernatural creatures unless immune to physical attack

M.D ROUNDS
Mega-Damage
add 1d6 per round
Or to supernatural creatures unless immune to physical attack
Armour 1 per M.D.C per round

Full Metal Jacketed
S.D.C ROUNDS
add 30 credits to cost of the box
and + 1 to damage per round.

M.D ROUNDS
Mega-Damage
+1 per round flesh,
non flesh +3 per round

Hollow Point,
S.D.C ROUNDS
add 40 credits —
+1 damage per round/bullet.

M.D ROUNDS
Mega-Damage +3 per round flesh,
non flesh +1 per round

Teflon
S.D.C ROUNDS
(armor piercing, not available to the public), add 100 credits to the cost of the box and +2 damage per round/bullet.

M.D ROUNDS
Mega-Damage +1 per round flesh, non flesh +2 per round

Exploding S.D.C. Shell

S.D.C ROUNDS
(not available to the public), add 300 credits to the cost of the box and +2D6 to S.D.C. damage per round.

M.D ROUNDS
Mega-Damage 1D6 per round

Tracer Cartridge,
S.D.C ROUNDS
45 credits — no damage.

M.D ROUNDS
Mega-Damage none add +1 to strike

40mm Grenade Cartridge,
900 credits (per 100).


Accessories

Accessories Battle Harness:

Combination of suspenders and belt designed for distributing the weight of ammo pouches and accessories. In choice of camouflage, black, grey, brown, cream or khaki. 150 credits.

Battle Pack:
Lightweight frame, heavy-duty, water resistant canvas. Multiple interior and exterior compartments. Fasteners for exterior pouches/grenades. Choice of camouflage, green or khaki colors. 350 credits.

Field Gun Cleaning Kit:
A complete cleaning kit contained in its own pouch. 50 credits.

Flash Suppressor:
An attachment that fits over a gun barrel to mask the muzzle flash during firing. Characters within 100 feet (30.5 m) of a suppressed shot have only a 25% chance of seeing it. Outside of that, suppressed shots are not visible. Cost: 400 for pistol or submachine-gun or 900 for a rifle. Note: Combined silencers and flash suppressors cost 1,000 credits for pistol or submachine-gun or 2,000 credits for a rifle, but reduce the weapon's range by 25%.

Gun Repair Kit:

This is a 4 pound (1.8 kg) gun repair kit. Each tool is fitted into a separate loop and there's plenty of room for spare bolts, screws, springs and cleaning rods. Contained in a 12 inch by 8 inch by 2 inch (30x20x5 cm) case. Can be attached to a harness or worn over the shoulder with strap, which is included. 250 credits.

Holster, Ankle:
Padded for comfort, with velcro closure. Fits a snub-nosed revolver or any small frame automatic. Can be concealed under pant leg. 40 credits. Holster, Inside
Trouser Holster: Clips on belt or waistband of pants. 20 credits.
Holster, Side Holster (fits onto belt): 50 credits. Holster, Belt Slide Holster: 50 credits. Holster,
Belt Thumbreak Holster: 60 credits. Holster, Patrolman, Police-Style Belt and Holster, 24 bullet loops: 100 credits. Holster,
Police-style Shoulder Type: 110 credits.
Holster, Military-style Shoulder Type: 90 credits.
Holster, Horizontal Shoulder Type: 100 credits.
Holster, Scoped Shoulder Holster: 120 credits.
Holster, Concealed Wallet Holster: For small automatic weapons; fits easily into back trouser poc

M9 Beretta or Colt Style 9mm Pistol:
Damage: 3D6 S.D.C.

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

Dual shot (both barrel)
1D6X100 S.D.C OR 6 M.D 1d6 M.D
2D4X100 OR 8 M.D OR 2D4 M.D

Burst
1D6X100 S.D.C OR 6 M.D 1d6 M.D
Quad fire 2d6 four rounds burst

2D4X100 OR 8 M.D OR 2D4 M.D

Effective Range
: 150 feet (45.7 m). Payload: 15 shot clip.

45 caliber Pistol:
Damage: 4D6 S.D.C.
Effective Range:
150 feet (45.7 m). Payload: 7 or 13 shot ammo clip.
Mega-Damage:
Notes/SINGLE ROUNDS


Handgun .45 calibers,
.451 jacketed bullets
.452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world


364100
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

I am repairing my computer in best buy so hopefully I be back with more stuff to share in a week at best
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

A.M.C

American mercenary /maritime Company
Ground forces


Designing Player & NPC Mercenary Companies Step One: The Size and Orientation
Massive Armed Forces


This army will have several hundred super-powered and magically and psionically adept agents. It will also have enormous resources and equipment, most of which will be technologically equal or superior to the CS . It will have land, air, and possibly sea support that's AMC ( and NGR in secret ). A Free Company of this size is probably able to dictate terms to most governments.
They asking get other mercenary Outfits from N.A.A.Ts other units to aided when they need. Many worlds from many lost planets from disaster and wars

This where tens of thousands of family from phase world from many worlds.
A.M.C


Step Two:
Mercenary Company Features

A. Sponsorship Various
Massive Large Mercenary Armies
2. Secret N.A.A.Ts
4. Criminal. Organized Crime working with black Market
5. Government NGR, New Navy

B. Outfits
10. Unlimited Clothing.

C. Equipment
3. Electronic Supplies and Good Gear.
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation
(Bionics, Juicers, Crazies)
8. Unlimited Equipment.

D. Vehicles
5. Specialty Vehicles
6. Unlimited Vehicles

E. Weapons, Power Armor & Bots
5. Extensive Weaponry
6. Maximum Firepower

F. Communications
6. Superior Communications

G. Internal Security
6. Impregnable

H. Permanent Bases
4. Fortified Headquarters
5. Company Town
6. Company City
7.Islands chain

I. Intelligence Resources
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network

J. Special Budget
6. Mega Bucks

K. General alignment of personnel
6. Scrupulous and Principled

L. Criminal Activity
1. Con Man
3. Cyber-Doc
6. Expert Assassin
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger

M. Reputation/Credentials
5. Excellent Reputation

N. Salary
6. Outrageous Salary

Note
10 infantry modern military Army "corp"
10 light cybrog modern military Army "corp
10 full convertion Cyborg modern military Army "corp
6 tank MBT modern military Army "division
12 APC A modern military Army "division
2 jet modern military Army "platoon
2 gunship modern military Army "platoon



O.C.C
Bounty Hunter
Forger
Freelance Spy
Master Assassin
Safecracker
Smuggler
Special Forces Soldier
Super-Spy Thief Professional
but add the following
OCC modifications
and get the following below these are not from rifts earth
Bonus from Genetics Engineering Augmentation:
Spoiler:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join N.A.A.Ts were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4+1 to I.Q. and +2 to M.E. 11-30% +2 to I.Q. and +1D6 to M.E
31-55% +1D6 to P.S. and +1D4 to P.E. 56-75% +1D4 to P.S. and +2D6 to Spd. 76-00% +1D4+2 to P.B. and +1D6 to any physical attribute of choice.
If you roll a 11,22,33,44 and so on get a second roll added this is due to Natural Genetics Engineering!!!



second table character
Spoiler:
01-12% Brainy: I.Q. 1D6+18, M.E. 1D6+ 12, M.A. 1D4+ 10, P.S. 1D6+9, P.P. 1D4+9, P.E. 1D4+8, P.B. 1D6+9, Spd 1D6+11. Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics. Your best O.C.C. is Technical Officer.

13-26% Strong-willed: I.Q. 1D6+ 11, M.E. 1D6+ 19, M.A. 1D6+9, P.S. 1D6+9, P.P. 1D4+13, P.E. 1D6+10, P.B. 1D6+9, Spd 1D6+8. Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges. Your best O.C.C. is Military Specialist or giant robot Ace .

27-39% Charismatic: I.Q. 1D6+ 10, M.E. 1D6+9, M.A. 1D6+ 18, P.S. 1D4+ 10, P.P. 1D4+ 10, P.E. 1D6+8, P.B. 1D6+ 14, Spd 1D6+9. Your character is best suited to an M.O.S. that involves leadership, officer training, teaching, communications, performing, espionage, and subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist M.O.S.

40-51 % Physically Strong: I.Q. 1D4+ 10, M.E. 1D4+ 10, M.A. 1D6+ 10, P.S. 1D6+19, P.P. 1D4+12, P.E. 1D6+15, P.B. 1D6+12, Spd 1D6+11. Your character is best suited to an M.0.S. that that involves physicality, mechanics, athletics, combat, and strength. Your best O.C.C.s are probably soldier/grunt or Military Specialist (heavy weapons).

52-65% Fast Reflexes and High Dexterity: I.Q. 1D4+ 10, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+19, P.E. 1D6+9, P.B. 1D6+10, Spd 1D6+ 17. Your character is best suited to an M.O.S. that involves the precision use of hands, tools, weapons, targeting, fast physical reaction, combat, building, surge1y and other areas where steady and fast hands are a key element. Your best O.C.C.s are probably Flying power armor, or a Technical Offcer specializing in Electronics, Mechanical Engineering or Medicine/surgery.

66-78% Great Endurance: I.Q. 1D4+9, M.E. 1D6+ 14, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+9, P.E. 1D6+19, P.B. 1D6+9, Spd 1D6+ 12. Your character is best suited to an M.O.S. that requires physical durability and mental toughness. Your best O.C.C.s are probably giant robot, or Soldier.

79-88% A Beauty or Pretty Boy: I.Q. 1D4+ 10, M.E. 1D6+8, M.A. 1D6+ 15, P.S. 1D6+ 11, P.P. 1D6+8, P.E. 1D6+9, P.B. 1D4+20, Spd 1D6+9. Your character is best suited to an M.O.S. that involves teaching, communications, performing, tricke1y or subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist.

89-00% Fast as Lightning: I.Q. 1D4+9, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+ 14, P.E. 1D6+ 10, P.B. 1D6+10, Spd 2D6+20. Your character is best suited to an M.O.S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset. Your best O.C.C.s are probably giant robot, power armor and Militia,y Specialist and solders.


special Aptitude Bonuses


Spoiler:
01-10% Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by any power armor or giant robot and spaceship or navy cannons. Furthermore, the usual penalties for being off balance, moving, etc., are half. Does not apply to missiles.

11-20% any power armour or giant robot Ace: +5% to Pilot Bskill and +8% to Battloid Piloting Specialty ( one specific non-transformable mecha which the character pilots better than any other add +25%). Also+ 1 on initiative,+ 1 to parry, and+ 1 to pull punch when piloting any type of non-transformable power armor or giant robot. 21-30% Natural Ace: +5% to Pilot skill and + 7% to Piloting Specialty ( one specific power armor or giant robot which the character pilots better than any other; his or her favorite). Also + 1 on Perception Rolls, + 1 to dodge and + 1 to roll with impact when piloting any type of but if transfonnable mecha double it.

31-40% High Perception and Solid Gut Instincts: + 1D4 on Perception Rolls. Roll 1D6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward. 20

41-50% Quick Reaction Time: + 1D4 on initiative. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

51-60% Strongman: +1D6+3 to P.S. attribute and+ 1 to pull punch.

61-70% Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.

71-80% Quick Reflexes: + 1 attack per melee and + 1 to dodge.

81-90% Fearless: + 1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.

91-00% Charismatic/Charmer: + ID4+2 to M.A., this character is especially likable and affable.



Only technology is ban Titan Robotics










Air Force
ground base aircraft F-16C and F-16,
Kiowa Warrior Helicopter Black Hawk Assault Helicopter ,Super-Cobra Gunship ,Apache Helicopter , Thunderbolt II Fighter Aircraft , F16 C andF-16, Chinook ,Chinook gunship, Hercules Airplane
ADD 100 M.D.C PLUS 50 M.D.C


Iron Heart Armaments, Inc.
Iron Heart Aircraft Grey Falcon Attack Jet
AC-29 Air Castle Bomber
Iron Eagle Attack Helicopter


Army and DF (defense force )
it started as a ground base army,
This was originally how it started from America to N.G.R with infantry ,infantry with light exo-frames considered medium infantry

in North America :
Rifts under the sea all
Northern gun all
Iron Heart Armaments, Inc all but limited
Golden Age /Weaponsmiths all
Wellington Industries all
Chipwell Armaments, Inc. just one unit
Banned weapons coalition and titian industries only.


Golden Age /Weaponsmiths all
Army
Are state of art updated max amour, weapons system replacement, electric power system ( 1 year duration).
TAKE ALL M.D.C Location and double it add 100 to 200 M.D.C TO Main Body and 50 to 100 to all other locations
Force field 100 M.D.C

Abrams Battle Tank
Abrams Battle X TANK
APC M113
Hummer
Special Ops Dune Buggy (Location and double it add 50 to 100 M.D.C TO Main Body and 50 to 100 to all other locations add armored plates for each side 240 !!! )
Thunderbolt II Fighter·
AC-130 Hercules Airplane'
Apache Helicopter
Chinook
super Cobra gunship
Black Hawk Assault Helicopter
Kiowa Warrior Helico
Improved F16 D and S
Improved amour design, Weapons system, electric power system or nuclear power system
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations

Force field

RDF Army
With force field system

Coalition Vehicles
mainly anywhere but north America
Robot and power Armor or giant robot like S.A.M.A.S None in North America
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field

Chipwell Armaments, Inc.
CAI-50 Challenger Light Combat Armor
( 1 year duration)
Chipwell Assault Suit
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field

Wellington Industries all
Northern Gun Weapons all
All glitter Boys type robot from Rifts earths only
All S.A.M.A.S
All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field

Iron Heart Armaments, Inc
Iron Hammer Main Battle Tank
Iron Fist Medium Tank
Iron Bolt Missile Vehicle
Iron Maiden APC-10

All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field 320

Northern gun all
mainly defense force
• Robots All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations and Force field
• Vehicle All have extra 200 M.D.C to main Body
extra 100 M.D.C to other locations and Force field
• Weapons
• Equipment

Navy

Rifts under the sea
Page 135


Speedboat
Commercial Hydrofoil
Tugboat
Large Commercial Freighter:
Small Freighter
Large Tanker
Navy Submarine: Trident Submersible Carrier
Commercial Submarine
Coast Guard Cutter
Navy Patrol Boat
Navy Hydrofoil Aero-Jet Patrol Boat
Navy Frigate
Navy Multi-Purpose Missile Cruiser
Navy Multi-Purpose Destroyer
Navy Battleship
Navy Aircraft Carrier:
Navy Light Aircraft Carrier:

Note
The M.D. cannon and M.D Energy base system are used .In other words they use both M.D. cannon and M.D Energy base system weapons system, in order to negate immune to either energy base attacks or physical base attacks. So double cannons from 30 caliber Machine-Gun to 16-inch gun!! From Navy Frigate and up all have cruise missiles forward torpedoes and sea mine launchers and all have Cruise Missile missiles system

Rifts® Sourcebook 4: Coalition Navy

CSN Mk108 Firefly Air-To-Sea Torpedo
Spoiler:
All same


Tomahawk Cruise Missile
Spoiler:
Primary Purpose:
Strategic Deterrence Secondary Purpose: Anti-City/Stronghold

Mega-Damage:
Everything within a 1000 foot (305 m) radius of ground zero suffers
3D4x100 M.D. (so it is likely that gods and alien intelligences would survive the blast — although wounded terribly)!

2nd generation system
Everything within a 1000-foot (305 m) radius of ground zero suffers
5D6x100 M.D.

Damage is 1D4x100 M.D. to everything in a 3 mile (4.8 km) radius immediately surrounding ground zero.

Effective Range: 1000 miles (1608 km)
Standard payload 24

Conventional Cruise Missile Non-nuclear missiles system
Primary Purpose:
Strategic Deterrence Secondary Purpose: Anti-City/Stronghold
Mega-Damage:
Everything within a 500 foot radius of ground zero suffers
2d6x100 M.D. (so it is likely that gods and alien intelligences would survive the blast — although wounded terribly)!

Anti matter

Just adding damage
4d6x100 M.D.C
Same rules apply from phase world

Effective Range: 3000 miles


Porcupine missiles system
Spoiler:
These carry two of type of missile and are Auto reload systems So it like this

mini-missiles and short range missiles
Launcher

short range missiles and medium range missiles system Launcher

medium range missiles system and long range missiles system Launcher

long range missiles system Launcher and cruise missiles Launchers

All missiles Launchers system can change to missiles system underwater

All have chaff Dispenser and flares Launcher system

As well as energy flares Launcher system[/strike]

All have force field system 1d6x1000


All are high tech ships and all are harden against E.M.P

All ship can submerge under water
All can go as deep as 2500 feet under water [/spoiler]

All Pacific fleet have both nuclear power system and Gravitonic Technology.!!!
Spoiler:
All ships can lift out of water and it indefinitely but stay under 1000 feet ,
The science of gravitonic is very important in the Three Galaxies. By controlling and manipulating the energies of gravity, scientists were able to defeat the light barrier, create artificial gravity on demand, and develop a number of weapons and vehicles that were unheard of before. But there a ban on weapons Gravitonic Technology.

The ship can leave earth orbit but can't due to counter orbital ring. The only way is via dimensions rifts.



All have blue green laser systems on side of hulls from four to eight for under water defense.
Spoiler:
Damage ranges from 4d6x10 or 1d4x100 M.D
Range 6000 feet
Rate Of Fire :4 per each
Payload: unlimited


Porcupine Torpedo system


Spoiler:
Under water – Torpedo systems four mini – Torpedo and standard medium range – Torpedo
There four of these systems design to engage underwater targets and overwhelmed with Torpedo
Damage varies by type
Rate Of Fire: can fire both any amount mac volley of Torpedo for each is 100!!
Range varies by type.
Payload: 300 each with three reloads





Pre-Rifts Aircraft Carriers
Spoiler:
Aircraft Carriers and Carrier Aircraft
M.D.C. by Location:
Statistical Data
Weapon Systems
1. CR-160 MLRS Missile Launchers (3):
One
long-range missile
Cruise missiles
Two
long-range missile
Medium range missiles
Third
long-range missile
Short range missiles

2. Quad CIWS C9OR Gatling Rail Guns (4):
Rail gun and variable laser Gatling Rail Guns

Aircraft Carriers and Carrier Aircraft

Porcupine missiles system
These carry two of type of missile and are Auto reload systems
So it like this

mini-missiles and short range missiles Launcher

short range missiles and medium range missiles system Launcher

medium range missiles system and long range missiles system Launcher

long range missiles system Launcher and cruise missiles Launchers

All missiles Launchers system can change to missiles system underwater

All have chaff Dispenser and flares Launcher system

As well as energy flares Launcher system

All have force field system 1d6x1000 total 6

All are high tech ships and all are harden against E.M.P

All ship can submerge under water
All can go as deep as 2500 feet under water

All Pacific fleet have both nuclear power system and Gravitonic Technology.!!!
All ships can lift out of water and it indefinitely but stay under 1000 feet ,
The science of gravitonic is very important in the Three Galaxies. By controlling and manipulating the energies of gravity, scientists were able to defeat the light barrier, create artificial gravity on demand, and develop a number of weapons and vehicles that were unheard of before. But there a ban on weapons Gravitonic Technology.

The ship can leave earth orbit but can’t due to counter orbital ring. The only way is via dimensions rift
s.

Iron Heart Armaments, Inc.
lion Eagle Attack Helicopter
Iron Heart Armaments, Inc.
Iron Heart Watercraft
Iron Heart Torpedoes
Black Eel Torpedo Boat
Triton Patrol Boat
Sea King Missile Cruiser
look above for additional M.D.C

Naruni Enterprises
mainly Europe, Africa , South America ,Pacific ,
But away from coalition and all know weapon manufacturers in North America

Camouflage Sheets
NE-C20 Camouflage Variable Armor
Personal Force Fields

Naruni Vehicles
Carnivore Mark I — Light Hover Tank
Juggernaut — Heavy Hover Tank
Boomerang Attack Aerodyne
Crescent Moon Delta-Wing Spaceplane

Naruni Robots & Powered Armor
Mecha-Knight Medium Powered Armor
Death-Knight Assault Robot
Nomad Scout Robot

Naruni Enterprises
NE-10 Plasma Cartridge Rifle
NE-4 Plasma Cartridge Pistol
NE-50 Particle Beam Rifle
NE-200 Plasma Cartridge Machinegun
NE-1000 "Modified" Plasma Ejector Rifle

Rifts under sea
Weapons & Equipment
Merovingian Amphibious Tank
Iwo-Jima Class MIFV Transpo
Striker Attack Helicopter
Manta Ray Attack Ship
Attack Submarines
Environmental Wet Sui
Aqua-Tech Orca-50 Power Armor
UB-300 Mini-Sub
Basic Underwater Sled
TXD-6 & TXD-8 Frogman Armor
X-6000 Transformable Sub

Rifts® Sourcebook 4: Coalition Navy
All ships
All O.C C
Additional Features look below

Rifts Sourcebook Three TM Mindwerks
The Kingdom of Tarnow
All ships
Additional Features weapon systems added





NEMA O.C.C. all
OCC modifications



Bonus from Genetics Engineering Augmentation:
Spoiler:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join N.A.A.Ts were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4+1 to I.Q. and +2 to M.E. 11-30% +2 to I.Q. and +1D6 to M.E
31-55% +1D6 to P.S. and +1D4 to P.E. 56-75% +1D4 to P.S. and +2D6 to Spd. 76-00% +1D4+2 to P.B. and +1D6 to any physical attribute of choice.
If you roll a 11,22,33,44 and so on get a second roll added this is due to Natural Genetics Engineering!!!



second table character
Spoiler:
01-12% Brainy: I.Q. 1D6+18, M.E. 1D6+ 12, M.A. 1D4+ 10, P.S. 1D6+9, P.P. 1D4+9, P.E. 1D4+8, P.B. 1D6+9, Spd 1D6+11. Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics. Your best O.C.C. is Technical Officer.

13-26% Strong-willed: I.Q. 1D6+ 11, M.E. 1D6+ 19, M.A. 1D6+9, P.S. 1D6+9, P.P. 1D4+13, P.E. 1D6+10, P.B. 1D6+9, Spd 1D6+8. Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges. Your best O.C.C. is Military Specialist or giant robot Ace .

27-39% Charismatic: I.Q. 1D6+ 10, M.E. 1D6+9, M.A. 1D6+ 18, P.S. 1D4+ 10, P.P. 1D4+ 10, P.E. 1D6+8, P.B. 1D6+ 14, Spd 1D6+9. Your character is best suited to an M.O.S. that involves leadership, officer training, teaching, communications, performing, espionage, and subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist M.O.S.

40-51 % Physically Strong: I.Q. 1D4+ 10, M.E. 1D4+ 10, M.A. 1D6+ 10, P.S. 1D6+19, P.P. 1D4+12, P.E. 1D6+15, P.B. 1D6+12, Spd 1D6+11. Your character is best suited to an M.0.S. that that involves physicality, mechanics, athletics, combat, and strength. Your best O.C.C.s are probably soldier/grunt or Military Specialist (heavy weapons).

52-65% Fast Reflexes and High Dexterity: I.Q. 1D4+ 10, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+19, P.E. 1D6+9, P.B. 1D6+10, Spd 1D6+ 17. Your character is best suited to an M.O.S. that involves the precision use of hands, tools, weapons, targeting, fast physical reaction, combat, building, surge1y and other areas where steady and fast hands are a key element. Your best O.C.C.s are probably Flying power armor, or a Technical Offcer specializing in Electronics, Mechanical Engineering or Medicine/surgery.

66-78% Great Endurance: I.Q. 1D4+9, M.E. 1D6+ 14, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+9, P.E. 1D6+19, P.B. 1D6+9, Spd 1D6+ 12. Your character is best suited to an M.O.S. that requires physical durability and mental toughness. Your best O.C.C.s are probably giant robot, or Soldier.

79-88% A Beauty or Pretty Boy: I.Q. 1D4+ 10, M.E. 1D6+8, M.A. 1D6+ 15, P.S. 1D6+ 11, P.P. 1D6+8, P.E. 1D6+9, P.B. 1D4+20, Spd 1D6+9. Your character is best suited to an M.O.S. that involves teaching, communications, performing, tricke1y or subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist.

89-00% Fast as Lightning: I.Q. 1D4+9, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+ 14, P.E. 1D6+ 10, P.B. 1D6+10, Spd 2D6+20. Your character is best suited to an M.O.S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset. Your best O.C.C.s are probably giant robot, power armor and Militia,y Specialist and solders.


special Aptitude Bonuses


Spoiler:
01-10% Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by any power armor or giant robot and spaceship or navy cannons. Furthermore, the usual penalties for being off balance, moving, etc., are half. Does not apply to missiles.

11-20% any power armour or giant robot Ace: +5% to Pilot Bskill and +8% to Battloid Piloting Specialty ( one specific non-transformable mecha which the character pilots better than any other add +25%). Also+ 1 on initiative,+ 1 to parry, and+ 1 to pull punch when piloting any type of non-transformable power armor or giant robot. 21-30% Natural Ace: +5% to Pilot skill and + 7% to Piloting Specialty ( one specific power armor or giant robot which the character pilots better than any other; his or her favorite). Also + 1 on Perception Rolls, + 1 to dodge and + 1 to roll with impact when piloting any type of but if transfonnable mecha double it.

31-40% High Perception and Solid Gut Instincts: + 1D4 on Perception Rolls. Roll 1D6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward. 20

41-50% Quick Reaction Time: + 1D4 on initiative. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

51-60% Strongman: +1D6+3 to P.S. attribute and+ 1 to pull punch.

61-70% Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.

71-80% Quick Reflexes: + 1 attack per melee and + 1 to dodge.

81-90% Fearless: + 1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.

91-00% Charismatic/Charmer: + ID4+2 to M.A., this character is especially likable and affable.


chaos earth books

NEMA Mega-Damage Firearm
Police Special Laser Pistol
Terror Stopper" Laser Grenade Rifle
Hot Seat" Plasma Rifle
Incinerator" Plasma Cannon
Destroyer" Mini-Missile Rifle
Lightning" Rail Gun

NEMA Vehicles
Street Tornado Hovercycle
Hover Platform Combat Bike
Combat ATV
Armored Personnel Carrier
All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field

Robots & Drones
Combat Drone Soldier
Combat Hound
Pup Scout
Spider Probe
Flying Probe

NEMA Robot Vehicles
Bull Dog Mastiff
"Big Dog" Super-Mastiff
NEMA Power Armor Chromium Guardsman
Gunbuster
Silver Eagle
All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field
all improved weapon damage and range

Rifts® World Book Nine South America
The Republic of Colombia
Colombian Robots & Power Armor
D-20 Light Combat Exo-Skeleton
Lancero Light Tank/APC

All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field

Rifts® World Book Nine South America 2

Glitter Boy Number 7
Puma-Class Medium Battle Tank
Galapagos Submersible Robot
Hussar APC
All have extra 100 to 200 M.D.C to main Body
extra 100 M.D.C to other locations
Force field

Weapons
ATL-7 Anti-Tank Laser Rifle
Equalizer Combat Shotgun
I-11 Long Gun
1-9 Heavy Ion Rifled


Frankenstein Vehicles


Will mention later but are base here





Weapon added
M-2011 Energy Pistol
M-160 Assault Rifle
Rapid-Fire LAWS-3 Rocket Launcher

M-20 Assault Rifle
This was pre-Rifts weapon was one of the last, non-energy weapons still in service when the Great Cataclysm struck the Earth. It resembles the M-16A1 with a semi-automatic grenade launcher. It is primarily an S.D.C. weapon although bursts of advanced armor piercing rounds can inflict minor mega-damage and the grenades can inflict mega-damage.This all changed 300 years later improved metals and martial has made a major come back in rifts
Spoiler:
Weight:
10 lbs (5.4 kg) fully loaded.
Each ammo clip weighs one lb. (2.7 kg).

Mega-Damage
Single normal round does 4D6 S.D.C., a single armor piercing (AP) round does 1D4x10 S.D.C.;
a short burst of 8 normal rounds does one M.D. point of damage;
AP rounds do three M.D.

Later improved ammo

One round does 2d4x10 S.D.C so if you roll a 120 S.D.C it one M.D so a 200 S.D.C is 2 M.D
SO, Two round do 1d4 M.D
short burst of 8 rounds is 4d4 M.D
medium burst of 10 rounds is 5d4
long burst 20 rounds 1d4x10 M.D counts as two attacks
heavy burst of 30 rounds 1d6x10 M.D counts as two attacks
full melee burst of varies with clip. Take all of your attacks
64 rounds clip 2d6x10+8 M.D
80 rounds clip 4d4x10 M. D
100 rounds clip 5d4x10 M.D

Drum same max ROF 100 rounds


There are three
types of grenades, all are smaller and inflict less damage than the LAWS.
Fragmentation: 3D4 M.D. to a 10 foot (3 m) blast area,
plasma/napalm: 4D6 M.D. to a six foot (1.8 m) blast area and sets flammable material on fire,
AP: 3D6 M.D.,
smoke (no damage; creates a cloud of smoke that encompasses a 20 ft/6 m radius, last 2D4
minutest)


later design 40 MM grenade launcher with four round ready to fire

Rate of Fire:
Bullets:
one round at ae or short bursts of eight rounds,
automatically regulated by the weapon system for controlled bursts. A single shot or a controlled burst counts as one melee attack.

Later with new rounds
short burst
medium burst
long burst counts as two attacks
heavy burst counts as two attacks
full melee burst of varies with clip. Take all of your attacks



Grenades
can only be fired one at a time; each grenade fired counts as one melee attack/action.
Laser Targeting Bonus: +2 to strike at targets within 1200 feet (366 m); no bonus for shooting without targeting enhancement or beyond 1200 feet.

Later 40 MM Grenades four per launcher
Fire two or all four in one attack

40mm Shells
These grenades and shot shells can be fired from the same launchers as the traditional 40mm grenade cartridge in widespread use before the apocalypse. The impact trigger and propellant charge are designed to fire the shell without breaking the wielder’s arm, or even bruising it.
Per grenade
Buckshot: 6D6 S.D.C. to a 12 foot (3.7 m) area.

Fragmentation Grenade: 6D6 M.D. to a blast area of 20 feet (6.0
m).
Armor Piercing Grenade: 1D4×10 M.D. to a blast area of 6 feet
(1.8 m).

High Explosive Grenade: 1D6x10 M.D. to a blast area of 12 feet (3.7
m).

Plasma Grenade:2d4x10 M.D. to a blast area of 12 feet (3.7 m).

Other:
Illumination,
Incendiary,
Smoke,
Stun (flash bang), and
Tear Gas
All excellent availability



Maximum Effective Range:

2000 feet (610 m) for rifle rounds.
1200 feet (366 m) for the laser guidance system and grenade launcher.
Payload: vary
Four round grenade capacity (loaded by hand, takes about five seconds).
64 round cartridge magazine/clip.
Replacing a clip count as one melee attack/action and typically takes about three seconds.
64 rounds clip
80 rounds clip
100 rounds clip
130 rounds Drum
Belt 120 rounds and Back pack 400 rounds total 520 rounds!!! Mainly base operated

https://www.deviantart.com/unspacy/art/ ... -969297109





US Marine Combat Armor MK 3
Spoiler:
M.D.C.: 125
• Weight: 11 lbs
• Good Mobility: -5% on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 4000 feet (610 m)
• always add force fields



Navy Body Armor MK3
Spoiler:
M.D.C.: 90
• Weight: 6 lbs
• Excellent Mobility; on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 4000 feet , ruptures at greater depths
• always add force fields



Gear get basic Exo unit frame for Body armor This applies to any body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938


Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398


A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across

https://www.deviantart.com/j3f3r20n/art ... -503806932


"
"Semper Fi APA-15 Amphibious Assault Power Armor
Flying:
Range
96 hours at maximum efficiency
Weapon Systems
Wrist Ion-Gun
2. Mini-Missile Launchers (2):
3. M-90 Multi-Weapon Assault System (MWAS):



Merovingian Amphibious Tank
Spoiler:
Add force field 420 standard
Variable systems 420 per side
Drones the size of baseballs 40 miles each drone use N.E.M.A
Weapon Systems
Weapon Systems
1. Over-And-Under Laser & Cannon: This two-barreled weapon
combines a heavy laser (top barrel) with a 200mm hyper-velocity gun (underneath) firing several types of shells. The pilot can only activate one of these guns at a time. Usually, the conventional can-non fires high-explosive shells to scatter infantry, while the laser is saved for attacks against tanks, robots and other large targets.
Primary Purpose: Anti-Armor and Anti-Personnel.
Secondary Purpose: Artillery support.
Mega-Damage:

Laser Cannon:
2D6x10+10 M.D. per high-intensity blast.
Later
5D6x10+10 M.D. per Variable high-intensity Laser blast.


Rifts earth
200mm Auto-cannon (varies with load):
High-explosive: 2D6x10 M.D. with a blast radius of 50 ft (15.2 m).
Anti-tank/HEAT: 3D6x10 M.D. with a blast radius of 12 feet (3.65 m).
Armor-piercing, sabot-discarding, solid shot: 2D6x10 M.D.,
DU 3D6x10 M.D. with a blast radius of 50 ft (15.2 m).

Improved rounds
200mm Auto-cannon (varies with load):
Heavy High-explosive: 3D6x10 M.D. with a blast radius of 50 ft (15.2 m).
Heavy Anti-tank/HEAT: 4D6x10 M.D. with a blast radius of 12 feet (3.65 m).
Armor-piercing, sabot-discarding, solid shot: 3D6x10 M.D.,
DU 6D6x10 M.D. with a blast radius of 50 ft (15.2 m).
Plasma round 5D6x10 M.D. with a blast radius of 50 ft (15.2 m).

Extended range rounds
200mm Auto-cannon (varies with load):
Heavy High-explosive: 2D6x10 M.D. with a blast radius of 50 ft (15.2 m).
Heavy Anti-tank/HEAT: 2D6x10 M.D. with a blast radius of 12 feet (3.65 m).
Armor-piercing, sabot-discarding, solid shot: 2D6x10 M.D.,
DU 3D6x10 M.D. with a blast radius of 50 ft (15.2 m).
Plasma round 2D6x10 M.D. with a blast radius of 50 ft (15.2 m).
Range for all direct fire 3 miles , in- direct fire 30 miles
With or with out drones


Rate of Fire:
Each cannon can be fired twice per melee round, for a total of four attacks (cannot exceed gunner's combined hand to hand attacks per melee).

Improved systems
Laser Cannon equal to hand to hand
200mm Auto-cannon for each attack single shot or double tap or two round burst fire


Payload:
Unlimited for the laser;
160 rounds (any combination) for the cannon


Maximum Effective Range:
6000 feet (1830 m) for direct fire; high explosive rounds can be fired indirectly up to five miles (8 km) away, but requires a forward observer to direct the attack are is -4 to strike targets beyond 6000 feet (1830 m).
This changes with drone add for extend range up to 40 miles away



2. Heavy Missile Launcher
Payload: Four long-range missiles

3. Mini-Missile Launchers (2):
Payload: 32 total; 16 per launcher

4. Laser Machinegun

5. Bow-Mounted Laser Gun (1):




Rifts undersea world book 7
Pages 133
Navy


Navy Hydrofoil Aero-Jet Patrol Boat:
Spoiler:
Length: 80 to 100 feet (24.4 to 30.5 m),
Speed: 100 to 120 mph (160 to 192 kmph; 86 to 103.2 knots)!
Crew: 2 officers, 10 to 12 enlisted men
2,200 M.D.C. for modern mega-damage versions).
Weapon Systems of Note: One - 20 mm gun M.D. auto-cannons and rail guns (1D6x10 M.D.; range 4000 feet/1220 m);
High-tech M.D.C.
Aero-Jet patrol boats will have four mini-torpedo launch tubes,
light laser turret (double barrel does 3D6 M.D. per single blast or 6D6 M.D. per double blast, 4000 foot/1220 m range), and are likely to have a complement of 6 flying and/or deep sea power armor suits



other ships of the line

Speedboat
Commercial Hydrofoil
Tugboat
Large Commercial Freighter:
Small Freighter
Large Tanker
Navy Submarine: Trident Submersible Carrier
Commercial Submarine
Coast Guard Cutter
Navy Patrol Boat
Navy Hydrofoil Aero-Jet Patrol Boat
Navy Frigate
Navy Multi-Purpose Missile Cruiser
Navy Multi-Purpose Destroyer
Navy Battleship
Navy Aircraft Carrier:
Navy Light Aircraft Carrier:

Freighter and up
Spoiler:
have a pair of torpedo tubes and are likely to have a complement of 5 to 10 flying and/or deep-sea power armor suits
Heavy Torpedo Tubes (8): Six tubes are located in the front, three on either side of the landing ramp, and two tubes aft. In combat the torpedoes are normally used in conjunction with other weapon systems to quickly overwhelm enemy vessels.
Primary Purpose: Anti-Ship/Submarine
Secondary Purpose: Anti-Sea Monster
Mega-Damage: 4D6x10 M.D. (HE or Plasma).
Rate of Fire: Up to 8 torpedoes per melee round.
Effective Range: 20 miles (32 km).
Payload: 100 torpedoes


All have at least Quad CIWS C9OR Gatling Rail Guns and Variable Laser Gatling gun (4):
Spoiler:
This is a modern electro-magnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the car-rier group's other defenses. The C9OR is a six-barreled 20mm electromagnetic cannon and six-barreled laser but the rail gun fires cannons fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated. weapon system that is controlled by a pair of radars — one radar to track the targets and another to guide the bullets to intercept the target. note that there four of each both each can engage at 8 targets in melee round or 16
Primary Purpose:
Anti-Missile
Secondary Purpose:
Anti-Aircraft/Defense
Mega-Damage:
Rail burst is 60 rounds and inflicts 3D4x10 M.D.
Laser cannon 20 rounds and inflicts 3D4x10 M.D.


both firing at same target 4d6x10 M.D.
Rate of Fire:
6 attacks per melee round.
Effective Range: 2 miles
Radar Targeting Bonus:
+4 to strike for Human ,
Basic AI systems +9
Payload: rail gun100,000 rounds per gun, that 800,000 rounds with additional 1,000,000 rounds for all ships



Anti-Missile Chaff Dispenser (10):
Spoiler:
Located in the tail end of the combat jet is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage: None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ac-tions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.

Payload: 1000

In addition to New Navy vehicles added
• S-14Mark II Sea Hawk VTOL Jet Fighter
• Striker Attack Helicopter
• Manta Ray Attack Ship
• Trident Submersible Carrier Attack Submarines



14 Mark II Sea Hawk VTOL Jet Fighter
Class: Stealth Fighter


Spoiler:
M.D.C. by Location:
same but add variable force field systems 420 each side.
Reinforced Pilot's Compartment 240
Large Wings add 200

Speed:
Mach 4
VTOL same

Statistical Data
Length: 75 feet

Weapon Systems
1.Wing Mounted Long-Range Missiles (12):
2. Mini-Missile Launchers (2):
3. Concealed Bomb Bay
4. Forward Mounted Variable Lasers (2):
Damage 3d6dx10 single dual shot 6d6x10
Range 2 miles

5. Retractable Variable Lasers Belly Gun (1):
As #4
With 369 degrees

6.All have at least Quad CIWS C9OR Gatling Rail Guns and Variable Laser Gatling gun (4):
This is a modern electro-magnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the car-rier group's other defenses. The C9OR is a six-barreled 20mm electromagnetic cannon and six-barreled laser but the rail gun fires cannons fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated. weapon system that is controlled by a pair of radars — one radar to track the targets and another to guide the bullets to intercept the target. note that there four of each both each can engage at 8 targets in melee round or 16
Primary Purpose:
Anti-Missile
Secondary Purpose:
Anti-Aircraft/Defense

Mega-Damage:
Rail burst is 60 rounds and inflicts 3D4x10 M.D.
Laser cannon 20 rounds and inflicts 3D4x10 M.D.
both firing at same target 4d6x10 M.D.

Rate of Fire:
6 attacks per melee round.

Effective Range:
2 miles
Radar Targeting Bonus:
+4 to strike for Human,
Basic AI systems +9
Payload: rail gun 10,000 rounds per gun,
Laser cannon unlimited




Anti-Missile Chaff Dispenser (10):

Located in the tail end of the combat jet is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile

Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ac-tions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Payload: 1000



Stealth Fighter Note
Bonuses: +6 on initiative, +3 to strike with nose guns, +8 to dodge, +25% on piloting skill for aerial maneuvers and acrobatics.
Maximum Ceiling/Altitude:
90,000 feet

Stealth System:
Invisible to radar and a light blue, matte, color to blend in with the sky (or water when flying low), which makes visual spotting difficult.

Belly Gun with Sensor Cluster:
Equipped with radio scrambler and a retractable sensor cluster with a full range of sensors, tracking capabilities and long-range communication. The sensor cluster can even be used like a satellite, in a limited way, to "bounce" transmissions to increase range.



Trident Submersible Carrier
Spoiler:
M.D.C. by Location
same but add variable force field systems 420 each side.


Statistical Data: same
Weapon Systems
1.Ion Pulse Cannons (2):
Mega-Damage: 8D6x10 M.D. per blast. The cannons cannot engage the same target simultaneously.

2. Laser Cannons (2):
Mega-Damage:3d6 M.D. per blast or 6d6 M.D. per blast

3. Torpedo Tubes (6): same

4. Long-Range Missile Launchers (4):
Payload: pick two from below
Long-Range Missile 128 total: 32 per launcher.
Medium range Missile Launchers 136 total: 64 per launcher
Short range Missile Launchers 514 total: 128 per launcher
Mini missiles 1024 total: 256 per launcher







Manta Ray
Spoiler:
Speed: same
Statistical Data: same
M.D.C. by Location same
same but add variable force field systems 420 each side.
Reinforced Pilot's Compartment 240


Weapon Systems
1.Ion Pulse Guns (2): same
2. Missile Pods
Payload: pick of any combination from below
Can carry up to 32 Mini-missiles ,16 short-range missiles, 8 medium-range missiles, 6 long-range, or 3 cruise missile, or equivalent in torpedoes, or any combination thereof (like 8 short-range and 3 long-range missiles, for example

3. Stealth System:
The Manta Ray is made of radar-absorbent materials, making it hard to detect in the air (-15% to sensor rolls). Under-water it is very silent and sonar-absorbent (-15% to sonar sensor rolls


4. Laser Communication and Targeting System same




Striker Attack Helicopter
Spoiler:
Class:same
Crew:same
M.D.C. by Location
Same just add Variable force field 420 per side

Weapon Systems
Use porcupine weapons system

1. Medium-Range Missile and short range Launchers (4): Medium-Range Missile and short range just double the missiles
2. Mini-Missile and short-range Launchers (2):
Payload: 48 total; 24 mini-missiles per launcher and 24 short range missiles per launcher

3. Forward Mounted Lasers (2):
Damage variable laser 3d6x02
Range 2 miles

4. Belly Gun (1):with 360 degrees
laser located.
A s#4

5. Troops same
6. Depth Charges same
7. Features of Note same

In addition

All have at least Quad CIWS C9OR Gatling Rail Guns and Variable Laser Gatling gun (4):
This is a modern electro-magnetic version of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the car-rier group's other defenses. The C9OR is a six-barreled 20mm electromagnetic cannon and six-barreled laser but the rail gun fires cannons fires special depleted uranium-tipped armor piercing ammunition that shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated. weapon system that is controlled by a pair of radars — one radar to track the targets and another to guide the bullets to intercept the target. note that there four of each both each can engage at 8 targets in melee round or 16
Primary Purpose:
Anti-Missile
Secondary Purpose:
Anti-Aircraft/Defense

Mega-Damage:
Rail burst is 60 rounds and inflicts 3D4x10 M.D.
Laser cannon 20 rounds and inflicts 3D4x10 M.D.
both firing at same target 4d6x10 M.D.

Rate of Fire:
6 attacks per melee round.

Effective Range:
2 miles
Radar Targeting Bonus:
+4 to strike for Human,
Basic AI systems +9
Payload: rail gun 10,000 rounds per gun,
Laser cannon unlimited




Anti-Missile Chaff Dispenser (10):

Located in the tail end of the combat jet is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile

Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ac-tions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Payload: 1000







Suit man ,power amour ,robots weapons
LEWS-9 Light
Environmental Wet Suit

Spoiler:
hour air supply
Maximum Depth: 500 feet
Aqua-Tech LEA-50 Deep Sea Power Armor
Flying: With the proper jet pack is 100 mph (160 kmph

Medium Environmental Wet Suit
Weight: 30 lbs (13.6 kg) complete suit

Aqua-Tech Orca-50 Deep Sea Power Armor
2. Shoulder Weapon System
Ion Blaster
Vibro-Swords

Aqua-Tech Orca-100 Deep Sea Power Armor
Swimming: 8 mph (12.8 kmph; 6.8 knots) without a jet pack and 30 mph (48 kmph; 25.8 knots) surfaced or 40 mph (64 kmph; 34.4 knots) dived with jet pack
Range:

72 hours at maximum efficiency, up to ten days with-out out food; indefinitely with food.
Weapon Systems
1. Head Laser (Blue-Green):
2. 2. Right Shoulder Weapon Cluster
3. Triple barrel particle beam blaster
4. Left Shoulder Weapon Cluster


UB-300 Mini-Sub
Spoiler:
Depth: One mile
Weapon Systems
1. Laser Turret (1):
2. Medium-Range Torpedoes (2):
3. Mini-Torpedoes (6):
4. Systems Note




Weapons & Equipment
Merovingian Amphibious Tank
Iwo-Jima Class MIFV Transpo
Striker Attack Helicopter
Manta Ray Attack Ship
Attack Submarines
Environmental Wet Sui
Aqua-Tech Orca-50 Power Armor
UB-300 Mini-Sub
Basic Underwater Sled
TXD-6 & TXD-8 Frogman Armor
X-6000 Transformable Sub

Rifts® Sourcebook 4: Coalition Navy
All ships
All OCC but add the following
OCC modifications



Bonus from Genetics Engineering Augmentation:
Spoiler:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join N.A.A.Ts were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4+1 to I.Q. and +2 to M.E. 11-30% +2 to I.Q. and +1D6 to M.E
31-55% +1D6 to P.S. and +1D4 to P.E. 56-75% +1D4 to P.S. and +2D6 to Spd. 76-00% +1D4+2 to P.B. and +1D6 to any physical attribute of choice.
If you roll a 11,22,33,44 and so on get a second roll added this is due to Natural Genetics Engineering!!!



second table character
Spoiler:
01-12% Brainy: I.Q. 1D6+18, M.E. 1D6+ 12, M.A. 1D4+ 10, P.S. 1D6+9, P.P. 1D4+9, P.E. 1D4+8, P.B. 1D6+9, Spd 1D6+11. Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics. Your best O.C.C. is Technical Officer.

13-26% Strong-willed: I.Q. 1D6+ 11, M.E. 1D6+ 19, M.A. 1D6+9, P.S. 1D6+9, P.P. 1D4+13, P.E. 1D6+10, P.B. 1D6+9, Spd 1D6+8. Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges. Your best O.C.C. is Military Specialist or giant robot Ace .

27-39% Charismatic: I.Q. 1D6+ 10, M.E. 1D6+9, M.A. 1D6+ 18, P.S. 1D4+ 10, P.P. 1D4+ 10, P.E. 1D6+8, P.B. 1D6+ 14, Spd 1D6+9. Your character is best suited to an M.O.S. that involves leadership, officer training, teaching, communications, performing, espionage, and subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist M.O.S.

40-51 % Physically Strong: I.Q. 1D4+ 10, M.E. 1D4+ 10, M.A. 1D6+ 10, P.S. 1D6+19, P.P. 1D4+12, P.E. 1D6+15, P.B. 1D6+12, Spd 1D6+11. Your character is best suited to an M.0.S. that that involves physicality, mechanics, athletics, combat, and strength. Your best O.C.C.s are probably soldier/grunt or Military Specialist (heavy weapons).

52-65% Fast Reflexes and High Dexterity: I.Q. 1D4+ 10, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+19, P.E. 1D6+9, P.B. 1D6+10, Spd 1D6+ 17. Your character is best suited to an M.O.S. that involves the precision use of hands, tools, weapons, targeting, fast physical reaction, combat, building, surge1y and other areas where steady and fast hands are a key element. Your best O.C.C.s are probably Flying power armor, or a Technical Offcer specializing in Electronics, Mechanical Engineering or Medicine/surgery.

66-78% Great Endurance: I.Q. 1D4+9, M.E. 1D6+ 14, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+9, P.E. 1D6+19, P.B. 1D6+9, Spd 1D6+ 12. Your character is best suited to an M.O.S. that requires physical durability and mental toughness. Your best O.C.C.s are probably giant robot, or Soldier.

79-88% A Beauty or Pretty Boy: I.Q. 1D4+ 10, M.E. 1D6+8, M.A. 1D6+ 15, P.S. 1D6+ 11, P.P. 1D6+8, P.E. 1D6+9, P.B. 1D4+20, Spd 1D6+9. Your character is best suited to an M.O.S. that involves teaching, communications, performing, tricke1y or subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist.

89-00% Fast as Lightning: I.Q. 1D4+9, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+ 14, P.E. 1D6+ 10, P.B. 1D6+10, Spd 2D6+20. Your character is best suited to an M.O.S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset. Your best O.C.C.s are probably giant robot, power armor and Militia,y Specialist and solders.


special Aptitude Bonuses


Spoiler:
01-10% Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by any power armor or giant robot and spaceship or navy cannons. Furthermore, the usual penalties for being off balance, moving, etc., are half. Does not apply to missiles.

11-20% any power armour or giant robot Ace: +5% to Pilot Bskill and +8% to Battloid Piloting Specialty ( one specific non-transformable mecha which the character pilots better than any other add +25%). Also+ 1 on initiative,+ 1 to parry, and+ 1 to pull punch when piloting any type of non-transformable power armor or giant robot. 21-30% Natural Ace: +5% to Pilot skill and + 7% to Piloting Specialty ( one specific power armor or giant robot which the character pilots better than any other; his or her favorite). Also + 1 on Perception Rolls, + 1 to dodge and + 1 to roll with impact when piloting any type of but if transfonnable mecha double it.

31-40% High Perception and Solid Gut Instincts: + 1D4 on Perception Rolls. Roll 1D6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward. 20

41-50% Quick Reaction Time: + 1D4 on initiative. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

51-60% Strongman: +1D6+3 to P.S. attribute and+ 1 to pull punch.

61-70% Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.

71-80% Quick Reflexes: + 1 attack per melee and + 1 to dodge.

81-90% Fearless: + 1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.

91-00% Charismatic/Charmer: + ID4+2 to M.A., this character is especially likable and affable.



Pre-Rifts Destroyers
Spoiler:
Dimensions: 600 feet (152.4 to 183 m), 60 to 100 feet (18.3 to 30.5 m) wide, by 30 to 40 feet (9.1 to 12.2 m) tall, Speed: 34 to 40.6 mph (54.4 to 65 kmph; 30 to 35 knots), Crew: 30 to 40 officers, 400 to 500 enlisted men,
11,000 M.D.C. modem mega-damage versions).
Construction Cost:
70 to 90 million dollars/credits.
Weapon Systems of Note:
2 to 4 - five inch cannons (1D6x100 S.D.C.), or M.D. dual cannon energy turrets (1D4x100 M.D. high-powered laser beam, laser pulse or plasma, one mile/1.6 km range) and long-range missile launchers (1D6x100 M.D., 144 missiles in each);

Quad 40 mm total 8 -
40 mm guns (2D6x10 S.D.C.) and medium-range energy cannons (2D6x10 M.D.; particle beam or ion cannons, 4000 feet/1220 m range);

Quad 20 mm total 8 -
20 mm guns (1D6x10 S.D.C.) or M.D. auto-cannons, rail guns or mini-missile launchers (1D6x10 M.D.; range 4000 feet/1220 m); 2
- standard a pair of torpedo tubes for firing long- and medium-range torpedoes. High-tech M.D.C. destroyers have two to four additional medium and long-range cruise missile launchers (60 missiles per launcher) and up to 10 mini-missile launchers (100 missiles per launcher), plus a complement of 144 to 288 flying and deep sea power armor suits, 8 minisubs, and possibly,8 heavy combat robots.

Statistical Data: same

Weapon Systems
1. Medium Torpedo Tubes (6)
2. VLS Missile Launchers (96):
3. Five-inch Cannon Turret:
3. Five-inch Cannon Turret:
4. Quad CIWS C9OR Gatling Rail Guns (2)
5. Helicopters
6. Systems of Note: Same as the James-Bay class destroyer

In addition
4 - five inch cannons (1D6x100 S.D.C.), or M.D. dual cannon energy turrets (1D4x100 M.D. high-powered laser beam, laser pulse or plasma, one mile/1.6 km range) and long-range missile launchers (1D6x100 M.D., 144 missiles in each);

Quad 40 mm total 8 -
40 mm guns (2D6x10 S.D.C.) and medium-range energy cannons (2D6x10 M.D.; particle beam or ion cannons, 4000 feet/1220 m range);

Quad 20 mm total 8 -
20 mm guns (1D6x10 S.D.C.) or M.D. auto-cannons, rail guns or mini-missile launchers (1D6x10 M.D.; range 4000 feet/1220 m); 2
standard a pair of torpedo tubes for firing long- and medium-range torpedoes. High-tech M.D.C. destroyers have two to four additional medium and long-range cruise missile launchers (60 missiles per launcher) and up to 10 mini-missile launchers (100 missiles per launcher),

288 flying and deep sea power armor suits,
8 minisubs,
8 heavy combat robots.

Porcupine missiles system
These carry two of type of missile and are Auto reload systems
So it like this

mini-missiles and short range missiles
Launcher

short range missiles and medium range missiles system Launcher

medium range missiles system and long range missiles system Launcher

long range missiles system Launcher and cruise missiles Launchers

All missiles Launchers system can change to missiles system underwater

All have chaff Dispenser and flares Launcher system

As well as energy flares Launcher system

All have force field system 1d6x1000

All are high tech ships and all are harden against E.M.P

All ship can submerge under water
All can go as deep as 2500 feet under water

All Pacific fleet have both nuclear power system and Gravitonic Technology.!!!
All ships can lift out of water and it indefinitely but stay under 1000 feet ,
The science of gravitonics is very important in the Three Galaxies. By controlling and manipulating the energies of gravity, scientists were able to defeat the light barrier, create artificial gravity on demand, and develop a number of weapons and vehicles that were unheard of before. But there a ban on weapons Gravitonic Technology.

The ship can leave earth orbit but can't due to counter orbital ring. The only way is via dimensions rifts.



Sea King Guided Missile Cruisers
Spoiler:
In addition to
Weapon Systems of Note:
Two long-range cruise missile launchers (11)6x100 M.D., 144 missiles in each);

Two - medium-range missile launchers (1D4x100 M.D., 100 mile/80 km range, 60 missile in each);
Two - Torpedo tubes for firing long and medium-range torpedoes.
Two quad - 40 mm guns (2D6x10 S.D.C.) and medium-range energy cannons (2D6x10 M.D.; particle beam or ion cannons, 3000 feet/910 m range);
Two -quad pick one
20 mm guns (1D6x10 S.D.C.)
M.D. auto-cannons
rail guns (1D6x10 M.D.; range 4000 feet/1220 m), and mini-missile launchers;
High-tech M.D.C. cruisers are likely to have a complement of 144 flying and deep sea power armor suits, two helicopters,
8 mini-subs, and possibly
4 heavy combat robots.

Porcupine missiles system
These carry two of type of missile and are Auto reload systems
So it like this

mini-missiles and short range missiles
Launcher

short range missiles and medium range missiles system Launcher

medium range missiles system and long range missiles system Launcher

long range missiles system Launcher and cruise missiles Launchers

All missiles Launchers system can change to missiles system underwater

All have chaff Dispenser and flares Launcher system

As well as energy flares Launcher system

All have force field system 1d6x1000

All are high tech ships and all are harden against E.M.P

All ship can submerge under water
All can go as deep as 2500 feet under water

All Pacific fleet have both nuclear power system and Gravitonic Technology.!!!
All ships can lift out of water and it indefinitely but stay under 1000 feet ,
The science of gravitonic is very important in the Three Galaxies. By controlling and manipulating the energies of gravity, scientists were able to defeat the light barrier, create artificial gravity on demand, and develop several weapons and vehicles that were unheard of before. But there a ban on weapons Gravitonic Technology.

The ship can leave earth orbit but can't due to counter orbital ring. The only way is via dimensions rifts.


Rifts Sourcebook Three TM Mindwares
The Kingdom of Tarnow
All ships


The War Machines of Tarnow
The Sea Star
Sting-Ray Power Armor
TC-R3 Missileer

TC-R5 Gargoyle Stopper
Spoiler:
1. Medium-Range Missile Launcher (1):
2. Mini-Missile Launcher (1):
5. Concealed Shoulder Grenade Launchers (2):
6. A Giant-Sized Energy Rifle


Stinger Turbo Tank

Spoiler:
Weapon Systems
Main Laser Turret
Forward Rail Gun (1):


Torpedo Speed Boat
Spoiler:
14mm Machinegun and Laser Gun
Depth Charge Launchers (8):


Lightning Hydrofoil Gun Ship
Spoiler:
Heavy, Long-Range Laser Turrets
14mm Machinegun or Laser Gun


Walesa Cargo Ship
W
Spoiler:
eapon Systems
1.Missile Launchers
2. Depth Charge Launchers (2):
3. Additional Weapon Systems can be added: These can include four to six laser and rail gun turrets, mini-missile launchers, power armor troops, helicopters, and so on.
4. Power Armor Crew: Several crew members may use the sting-ray power armor and 1D4 sea star power armor units and/or 5
1 TC-R3 or R2 robots are typically part of the ship's resources



O.C.C modifications
Rifts Underseas book

Pages 111 and up
Navy Seaman O.C.C.
Marine O.C.C


Bonus from Genetics Engineering Augmentation:
Spoiler:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join N.A.A.Ts were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4+1 to I.Q. and +2 to M.E. 11-30% +2 to I.Q. and +1D6 to M.E
31-55% +1D6 to P.S. and +1D4 to P.E. 56-75% +1D4 to P.S. and +2D6 to Spd. 76-00% +1D4+2 to P.B. and +1D6 to any physical attribute of choice.
If you roll a 11,22,33,44 and so on get a second roll added this is due to Natural Genetics Engineering!!!



second table character
Spoiler:
01-12% Brainy: I.Q. 1D6+18, M.E. 1D6+ 12, M.A. 1D4+ 10, P.S. 1D6+9, P.P. 1D4+9, P.E. 1D4+8, P.B. 1D6+9, Spd 1D6+11. Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics. Your best O.C.C. is Technical Officer.

13-26% Strong-willed: I.Q. 1D6+ 11, M.E. 1D6+ 19, M.A. 1D6+9, P.S. 1D6+9, P.P. 1D4+13, P.E. 1D6+10, P.B. 1D6+9, Spd 1D6+8. Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges. Your best O.C.C. is Military Specialist or giant robot Ace .

27-39% Charismatic: I.Q. 1D6+ 10, M.E. 1D6+9, M.A. 1D6+ 18, P.S. 1D4+ 10, P.P. 1D4+ 10, P.E. 1D6+8, P.B. 1D6+ 14, Spd 1D6+9. Your character is best suited to an M.O.S. that involves leadership, officer training, teaching, communications, performing, espionage, and subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist M.O.S.

40-51 % Physically Strong: I.Q. 1D4+ 10, M.E. 1D4+ 10, M.A. 1D6+ 10, P.S. 1D6+19, P.P. 1D4+12, P.E. 1D6+15, P.B. 1D6+12, Spd 1D6+11. Your character is best suited to an M.0.S. that that involves physicality, mechanics, athletics, combat, and strength. Your best O.C.C.s are probably soldier/grunt or Military Specialist (heavy weapons).

52-65% Fast Reflexes and High Dexterity: I.Q. 1D4+ 10, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+19, P.E. 1D6+9, P.B. 1D6+10, Spd 1D6+ 17. Your character is best suited to an M.O.S. that involves the precision use of hands, tools, weapons, targeting, fast physical reaction, combat, building, surge1y and other areas where steady and fast hands are a key element. Your best O.C.C.s are probably Flying power armor, or a Technical Offcer specializing in Electronics, Mechanical Engineering or Medicine/surgery.

66-78% Great Endurance: I.Q. 1D4+9, M.E. 1D6+ 14, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+9, P.E. 1D6+19, P.B. 1D6+9, Spd 1D6+ 12. Your character is best suited to an M.O.S. that requires physical durability and mental toughness. Your best O.C.C.s are probably giant robot, or Soldier.

79-88% A Beauty or Pretty Boy: I.Q. 1D4+ 10, M.E. 1D6+8, M.A. 1D6+ 15, P.S. 1D6+ 11, P.P. 1D6+8, P.E. 1D6+9, P.B. 1D4+20, Spd 1D6+9. Your character is best suited to an M.O.S. that involves teaching, communications, performing, tricke1y or subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist.

89-00% Fast as Lightning: I.Q. 1D4+9, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+ 14, P.E. 1D6+ 10, P.B. 1D6+10, Spd 2D6+20. Your character is best suited to an M.O.S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset. Your best O.C.C.s are probably giant robot, power armor and Militia,y Specialist and solders.


special Aptitude Bonuses


Spoiler:
01-10% Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by any power armor or giant robot and spaceship or navy cannons. Furthermore, the usual penalties for being off balance, moving, etc., are half. Does not apply to missiles.

11-20% any power armour or giant robot Ace: +5% to Pilot Bskill and +8% to Battloid Piloting Specialty ( one specific non-transformable mecha which the character pilots better than any other add +25%). Also+ 1 on initiative,+ 1 to parry, and+ 1 to pull punch when piloting any type of non-transformable power armor or giant robot. 21-30% Natural Ace: +5% to Pilot skill and + 7% to Piloting Specialty ( one specific power armor or giant robot which the character pilots better than any other; his or her favorite). Also + 1 on Perception Rolls, + 1 to dodge and + 1 to roll with impact when piloting any type of but if transfonnable mecha double it.

31-40% High Perception and Solid Gut Instincts: + 1D4 on Perception Rolls. Roll 1D6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward. 20

41-50% Quick Reaction Time: + 1D4 on initiative. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

51-60% Strongman: +1D6+3 to P.S. attribute and+ 1 to pull punch.

61-70% Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.

71-80% Quick Reflexes: + 1 attack per melee and + 1 to dodge.

81-90% Fearless: + 1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.

91-00% Charismatic/Charmer: + ID4+2 to M.A., this character is especially likable and affable.


.
OCC modifications

Rifts Sourcebook four Coalition Navy page 30 and up
Seafaring O.C.C.s
Navy O.C.C.s
Independent Merchant Marine
Navy Sailor
Naval Infantryman
Nautical Commando Specialist (SEAL)
EOD Specialist

Nautical Specialist (old Army O.C.C.)
RPA Elite/SAMAS Pilot
RPA "Fly Boy" Ace
Special Forces

OCC modifications
Bonus from Genetics Engineering Augmentation:
Spoiler:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join N.A.A.Ts were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4+1 to I.Q. and +2 to M.E. 11-30% +2 to I.Q. and +1D6 to M.E
31-55% +1D6 to P.S. and +1D4 to P.E. 56-75% +1D4 to P.S. and +2D6 to Spd. 76-00% +1D4+2 to P.B. and +1D6 to any physical attribute of choice.
If you roll a 11,22,33,44 and so on get a second roll added this is due to Natural Genetics Engineering!!!



second table character
Spoiler:
01-12% Brainy: I.Q. 1D6+18, M.E. 1D6+ 12, M.A. 1D4+ 10, P.S. 1D6+9, P.P. 1D4+9, P.E. 1D4+8, P.B. 1D6+9, Spd 1D6+11. Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics. Your best O.C.C. is Technical Officer.

13-26% Strong-willed: I.Q. 1D6+ 11, M.E. 1D6+ 19, M.A. 1D6+9, P.S. 1D6+9, P.P. 1D4+13, P.E. 1D6+10, P.B. 1D6+9, Spd 1D6+8. Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges. Your best O.C.C. is Military Specialist or giant robot Ace .

27-39% Charismatic: I.Q. 1D6+ 10, M.E. 1D6+9, M.A. 1D6+ 18, P.S. 1D4+ 10, P.P. 1D4+ 10, P.E. 1D6+8, P.B. 1D6+ 14, Spd 1D6+9. Your character is best suited to an M.O.S. that involves leadership, officer training, teaching, communications, performing, espionage, and subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist M.O.S.

40-51 % Physically Strong: I.Q. 1D4+ 10, M.E. 1D4+ 10, M.A. 1D6+ 10, P.S. 1D6+19, P.P. 1D4+12, P.E. 1D6+15, P.B. 1D6+12, Spd 1D6+11. Your character is best suited to an M.0.S. that that involves physicality, mechanics, athletics, combat, and strength. Your best O.C.C.s are probably soldier/grunt or Military Specialist (heavy weapons).

52-65% Fast Reflexes and High Dexterity: I.Q. 1D4+ 10, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+19, P.E. 1D6+9, P.B. 1D6+10, Spd 1D6+ 17. Your character is best suited to an M.O.S. that involves the precision use of hands, tools, weapons, targeting, fast physical reaction, combat, building, surge1y and other areas where steady and fast hands are a key element. Your best O.C.C.s are probably Flying power armor, or a Technical Offcer specializing in Electronics, Mechanical Engineering or Medicine/surgery.

66-78% Great Endurance: I.Q. 1D4+9, M.E. 1D6+ 14, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+9, P.E. 1D6+19, P.B. 1D6+9, Spd 1D6+ 12. Your character is best suited to an M.O.S. that requires physical durability and mental toughness. Your best O.C.C.s are probably giant robot, or Soldier.

79-88% A Beauty or Pretty Boy: I.Q. 1D4+ 10, M.E. 1D6+8, M.A. 1D6+ 15, P.S. 1D6+ 11, P.P. 1D6+8, P.E. 1D6+9, P.B. 1D4+20, Spd 1D6+9. Your character is best suited to an M.O.S. that involves teaching, communications, performing, tricke1y or subterfuge. Your best O.C.C.s are probably Technical Officer and Military Specialist.

89-00% Fast as Lightning: I.Q. 1D4+9, M.E. 1D6+9, M.A. 1D6+8, P.S. 1D6+9, P.P. 1D6+ 14, P.E. 1D6+ 10, P.B. 1D6+10, Spd 2D6+20. Your character is best suited to an M.O.S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset. Your best O.C.C.s are probably giant robot, power armor and Militia,y Specialist and solders.


special Aptitude Bonuses


Spoiler:
01-10% Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by any power armor or giant robot and spaceship or navy cannons. Furthermore, the usual penalties for being off balance, moving, etc., are half. Does not apply to missiles.

11-20% any power armour or giant robot Ace: +5% to Pilot Bskill and +8% to Battloid Piloting Specialty ( one specific non-transformable mecha which the character pilots better than any other add +25%). Also+ 1 on initiative,+ 1 to parry, and+ 1 to pull punch when piloting any type of non-transformable power armor or giant robot. 21-30% Natural Ace: +5% to Pilot skill and + 7% to Piloting Specialty ( one specific power armor or giant robot which the character pilots better than any other; his or her favorite). Also + 1 on Perception Rolls, + 1 to dodge and + 1 to roll with impact when piloting any type of but if transfonnable mecha double it.

31-40% High Perception and Solid Gut Instincts: + 1D4 on Perception Rolls. Roll 1D6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward. 20

41-50% Quick Reaction Time: + 1D4 on initiative. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

51-60% Strongman: +1D6+3 to P.S. attribute and+ 1 to pull punch.

61-70% Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.

71-80% Quick Reflexes: + 1 attack per melee and + 1 to dodge.

81-90% Fearless: + 1D4+2 to save vs Horror Factor. However, as a result, the character may also be a hot shot who takes foolish risks and daring chances.

91-00% Charismatic/Charmer: + ID4+2 to M.A., this character is especially likable and affable.







Foreign Relations
ArmTech N.G.R Branch : Available Features for Vehicles, and WaffenTek Energy Weapons

RRK Korporation
RRK Oberteil Armored Hovercar

WaffenTek Vehicles
RRK Super-Armored Hover Truck
WaffenTek BlitzSchnell
Available Features for Vehicles
Electric power system
Vehicular Weapon Systems
Common Weapon Systems for Vehicles

Briefcase (Aktenkoffer) Guns
the TX-A1 Combat Shotgun and the TX-A2 light submachine-gun

The Destruction of Wroclaw, 106 P.A.
Industrial Related
Industrial Related (Repairs, Installation and Maintenance, military testing ):
Construction:
Entertainment:
Service (Hotels, Restaurants, Bars, Nightclubs, etc.):
Other: 10%


ArmTech N.G.R Branch :history brief
during the chaos earth this ArmTech Germany Branch at the time gave massive support and sometime putting personal over profit it had massive amount of what we could call G.A.W equivalent but better amour ,weapon and electric power systems look at Rifts® Merc Ops TM A Rifts sourcebook

this gave Germany at that time to have second and third line of defense for years till were replace with what we see today Rifts World book 05 Triax
this all change for NGR now when the
Brodkil Empire that the Gargoyles could launch a major offensive.
NGR mission
recover as many civilians.

Twenty-nine hours after the battle had begun.

The year 107 P.A. will prove to be one of the darkest in decades.

On the morning of April 14, 107 P.A., the President of the NGR, Helmut Mayer, is killed by Gargoyle assassins during a dedication ceremony in the small western city of Saarbrucken

New leader ship in N.G.R General Rasheen open the the door for One P.M.C quietly from public allowing addition support where NRG need it
opening up all the old and bring up to date GAW designs and old military tech as well as other weapon systems added and with the help of N.A.A.Ts and looking to drop massive amount of personal and military hardware it made sense for all parties .

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ZINO
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Re: N.A.AT

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A.M.C
FOREIGN RELATIONS


The Kingdom of Tarrow
Air Superiority Tarrow
Combat Medical Services Tarrow
Triax and the N.G.R
The Coalition States
Pirates :The Naut'Yll AND The Splugorth and Atlantis
New Navy
Tritonia
Japan
Lemuria
Columbia
A.R.C.H.I.E. Three

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let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

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The Kingdom of Tarrow
What makes Tarnow even more outstanding is that it rests at the heart of the Brodkil Empire!
This was the first place A.M.C went for work adding massive amount of combat troops at key locations
At that time it was known as a P.M.C or private military company due to large amount of man power military vehicles from G.A.W and look like a documentary of Pre-rifts US Military in the eye of N.G.R and others .But they had upgraded in amour, weapons and new power source from Northern Gun and other equipment from conventional military vehicles to MDC mainly US military versions and later MDC vehicles .In addition to Wellington Industries, Iron Heart Armaments, Inc, Chipwell Armaments, Inc, Golden Age Weaponsmiths, Northern Gun and N.A.A.T.s and A.M.C ARE secretly testing modified Naruni Enterprises vehicles to test here thanks to the permission of NGR and The Kingdom of Tarrow .But this mainly to get familiar and also give away to NGR alien tech which allowed to open up AMC in NGR and in open trade with The Kingdom of Tarrow also increase military aided . this allowed A.M.C to get it foot at the door and get into The Kingdom of Tarrow and later with NGR. Here A.M.C known as American Military company .They even part in all three attacks with brodkil .This allowed to gain favor with the king and open it doors!!!

Massive amount of time, manpower power and money has been put to test and see what happen to The Kingdom of Tarrow. What was learn from the Coalition War Campaign, The Destruction of Wroclaw and NGR President — Assassinated and brodkil invasion to The Kingdom of Tarrow all this was as expected now to find out how The Kingdom of Tarrow has made has shock A.M.C!
The Tarnow Crystal the Corruption HAS CHANGE EVERTHING !!Instead of leaving and packing they see the people of Kingdom of Tarrow if it falls, they will be ready unlike before and if does fall they have fallback to NGR and place to put all the population of The Kingdom of Tarrow in need be NGR is aware and were surprised of how fast they set just in case. Sadly they see the king is changing due to the stone and have a hard time to which should they fall to Wojtyla Family (look below ).However A.M.C is aware if Kingdom of Tarrow falls many citizens will be lost.





The Tarnow Crystal The Corruption

Spoiler:
The process is slow and insidious and usually fans the flames of discontent, hatred and desire
Within six months to a year, the character's alignment will drop to the next lowest classification


The king welcomes both humans and non-humans to his kingdom, provided they swear their eternal allegiance to the king and country. Unlike many mixed communities, D-bees live under the same laws and receive the same treatment as humans. This true justice has attracted millions of non-humans to the Kingdom in numbers that threaten to surpass the human population.
Sadly, it appears that the persuasive powers of the dreaded crystal have finally won the battle of wills. In the last year, King Peter has become increasingly intolerant of the monster races and speaks regularly of the death of his father, extracting revenge, and waging war. He has also become more arrogant, aggressive and a bit paranoid. The crystal never leaves his sight and glows with a new radiance.


Wojtyla Family

Matthew Wojtyla
Spoiler:
is the second oldest brother, age 25, anarchist alignment. He is the only other person to have been allowed to use the Tarnow Crystal, although not in recent years. He has not fallen prey to its corrupting powers, but it gave him a taste of power that he enjoyed and would like to have again. He is a hot head and warmonger who encourages the king to wage war against the Brodkil Empire. He is completely loyal to his brother, the king, and will never raise his hand against him in any way. However, should he someday become king and/or get control of the Tarnow Crystal, he will fall easy prey to its corrupting influence.


Stanley "Stashu" Wojtyla
Spoiler:
is the youngest, age 19, principled alignment. He serves as a calming and rational influence on the king and is completely against war. This has evoked the disdain of his brother Matthew. Young Stashu also sees his beloved eldest brother changing and continues to point out his observations and concerns to him. Stashu is the only person whose criticisms are never viewed negatively by the king and helps him to keep his perspective (and current unprincipled alignment). If Stashu is killed it will send King Peter over the brink into the anarchist alignment and the angry king will seek bloody retributio
n.

Uncle Dominic Wojtyla
Spoiler:
is an old warrior and counsel to the king; age 56, unprincipled alignment. He has mixed feelings about going to war and has, for the present, suggested continuing to build up defenses and manufacture more mega-damage war machines. He is also con-cerned about the changes he sees in his nephew, but has kept them to himself. At this point, he has attributed the change in Peter to becoming more hardened with age. The uncle doesn't want to accept the truth that the crystal is evil because he believes it is absolutely necessary to the survival of the kingdom. He may be right, but the price may be greater than he imagines.



Enemies of Tarnow:
Spoiler:
Gargoyles, brodkil, simvan, gene-splicers and most super-natural beings. The gargoyles of the Empire have mixed feelings about the kingdom and the Tarnow Crystal. For the most part they consider it to be the brodkil's problem. The Brodkil Empire fears the magic crystal and decided to leave the Kingdom of Tarnow alone, at least for the moment. The Brodkil Empire will launch an all-out attack only if the Tarnow Kingdom strikes first. The outcome of such a war will be bloody with huge numbers of casualties on both sides, but in the end, the brodkil are most likely to win from sheer force of numbers.

Mindwerks and brodkil have broken alliance with the Gargoyles. The Gargoyles have broken into smaller factions. There were some that look for refuge to Kingdom of Tarrow but mainly with A.M.C .These Gargoyles have allied themselves with A.M.C and are the Bane of Mindwerks and brodkil forces . For them fighting with Mindwerks and brodkil is better than dying to the Hands of Mindwerks and brodkil.
During the Minion War in rifts earth they will be vital support and getting more to join and even stop fighting the Minion War on earth and Phase world!!THESE gargoyles were loyal to Emperor Zerstrun and were hunted by many gargoyles factions , Mindwerks and brodkil and landed in Kingdom of Tarrow. The A.M.C saw a golden opportunity and are treated as equals and protecting their young .





Gene-Splicers
Spoiler:
Such complete mastery over the genetic structure is virtually unheard of in the Megaverse! In the hands of some other race, such knowledge might have led to incredible achievements and benefits for all intelligent life. Instead, the gene-splicers are maleficent beings who use their incredible knowledge to create monsters and misery
Well some how NGR and A.M.C and N.A.A.Ts have found a derelict Gene-Splicers
Only the engine blowen off (Tri-Forward Thrusters, Forward Main Thrusters, Rear Center Thrusters,, Rear Side Thrusters are heavily damage by 90% )but the rest of the ship intact .This is a gold mine that NGR and A.M.C and N.A.A.Ts are learning a ton Genetic and medical information that somehow were in the ships computer!!
!



New Tarnow
Spoiler:
New Tarnow is the capital city of the Tarnow Kingdom. The city itself is currently home to 3.6 million human inhabitants and 2.4 million D-bees and continues to grow. It is the birthplace and home of King Peter and the royal family problem until the discovery of the Tarnow Crystal. The city now produces ordinary S.D.C. body armor, power armor, vehicles, building materials and so on from S.D.C. materials, all of which are infinitely cheaper, faster and easier to make than mega-damage items, and magically turn them into mega-damage items! This has made the kingdom rich and powerful.
They can create enough silver and gold to purchase many of the resources and materials they don't have and they also trade a number of mega-damage products (mainly armor, boats and building materials) to other human and friendly D-bee communities


Old Tarnow
Spoiler:
The original city was laid to waste by the brodkil generations ago. The survivors salvaged what they could and built the city of New Tarnow about 30 miles (48 km) west of the old city and closer to the Wisla River. In recent years, settlers have begun to rebuild the ancient city. Approximately 100,000 people (60% human) live there. The tech level is 19th century; mostly fanners and vagabond settlers. Gypsies also frequent this community






The Vistula River
Spoiler:
Port Tarnow sits on the banks of the Vistula about 15 miles (24 km) due west of New Tarnow. It is a major city in its own right with a population of 354,000 humans and 237,000 D-bees. The city manufactures ships, speed boats and power armor magically transformed into mega-damage structures. Port Tarnow also serves as the Command Center of the Tarnow Navy which keeps the waterway free and safe from the brodkil and others.



Kielce
Spoiler:
sits on the bank across the river and 20 miles (32 km) northwest of Port Tarnow. It has a population of about 320,000 divided evenly between humans and D-bees. Its main industries are lumber, fishing and light manufacturing.


Rzeszow
Spoiler:
is a large, but comparatively poor community of farmers, raisers of livestock, and hunters/trappers. Most of the houses are made of wood, except for ten churches made of stone and a large, metal mega-damage bunker/fallout shelter (which is also used for meetings and dances). Few buildings stand higher than two stories tall.
Visitors will find the city to be a simple backwoods community that harkens back to the early 1930's. Half the streets are dirt roads, but the overall city is clean and well kept. The people are friendly and generous toward humans and human-looking D-bees (the more monstrous are viewed with suspicion and a certain amount of disdain). Rooms for rent are often in private homes and are small but cozy. Home cooked meals are delicious and local craftsmen offer excellent leather goods, quilts, and down-filled clothing. Prices for everything are inexpensive. King Peter has stationed a platoon of men composed of 10 TC-R3, 10 TC-R5 and 20 power armor troops in the city of Rzeszow and two others to patrol its farmlands. Rzeszow is too important an agricultural community to fall into the hands of the enemy.
Approximately 150,000 people live in Rzeszow (90% are human), with another 50,000 + (60% human) in the surrounding farmlands. There are hundreds of tiny, privately owned farms. Many have been fanned by the same families for hundreds of years.


A score of other towns and villages can be found along the river in the area controlled by Tarnow. Most are fishing villages and farm communities with populations that range from a few hundred to several thousand (2D4 x 1000 maximum).

Likewise, a hundred small villages can be found throughout the Tarnow Kingdom. Most are farm communities that seldom have a population above 2000 (2D6 x 100)





The War Machines of Tarnow


Spoiler:
The Brodkil Empire launched three unsuccessful assaults against the kingdom
The first two times, the enemy didn't know what hit them.

King Peter had kept the Tarnow Crystal a secret and had quietly built himself a mega-damage army complete with armored troops, battleships and tanks. The Brodkil's intelligence reports showed New Tarnow to be an easy target, armed mainly with S.D.C. weapons and defenses

Mindwerks spies learned about the magic crystal a few months later. A gargoyle strike force and a half dozen assassins have since failed to slay the king and capture the crystal

King Peter has also hired an ancient thunder lizard called Karl the Defender (his real name is K'rrel, anarchist alignment, 11th level, 8000 M.D.C.) and a 5 platoon of NGR defectors turned mercenaries armed with stolen Triax Dragonwings (4), Super Hunters (8), Dyna-Maxes (8), Predators (8) and Flankers (12) and other vehicles . The dragon and the mercs are paid a hefty fee in gold transmuted by the Tarnow Crystal(these numbers have ground by 10 times that no one where they are coming from ).


Most of the robots and power armor created by the Tarnow Kingdom look clunky and primitive compared to the sleek and powerful designs of Triax or the Coalition. That's because Tamow's level of technology is less advanced and most items are created first as S.D.C. structures out of such unlikely materials as aluminum, zinc and nickel (as well as iron and others metal). The machines are built and later magically transformed into M.D.C. structures by the Tarnow Crystal. This means that a typical mega-damage Tarnow suit of power armor, robot, and vehicle is 50% to 80% lighter and costs 75% less than Triax or any other arms manufacturer. The lightness adds to the speed and mobility of the machine or armor — so even clunky bots are as mobile and effective as the Triax creations. The low cost means they are easier to mass produce and are more expendable than most mega-damage creations.


The Tarnow Kingdom sometimes sells and trades its robots to other friendly or loosely allied communities and mercenaries. After all, the secrets of its manufacturing can't be duplicated and most of the robot technology is known and older than Triax's. The King may also give armor and vehicles to worthy adventurers and heroes as a reward for their efforts to defend the kingdom.
Approximately one-third of the giant robots and vehicles are hidden at the bottom of the Vistula River, which often catches invaders by surprise.



Small, concealed jets in the feet, legs and back help to give the suit greater control in the water. However, theses small jets are not large enough or powerful enough to attain flight or great speeds. A jet pack can be attached for flight. Similarly, a propulsion system can be used underwater to increase speed and maneuverability. As usual, the sting-ray is made out of various S.D.C. metals and later, magically trans-formed in to a mega-damage suit.


New power source from the Americas NG 33 Northern Gun (Rifts World book 33 Northern Gun book 1 )

Alternative Fuel Systems Solid Oxide Fuel Cells


Spoiler:
Solid Oxide cells are quite simple to use. Insert a fresh fuel cell into the vehicle, armor or robot's cell port, twist the handle to activate, and you're done! The cell will provide robots and large vehicles with energy for approximately four weeks (28 days) be-fore running out, or roughly eight weeks (56 days) for power ar-mor, hovercycles and light vehicles, after which it will need to be returned to an official Northern Gun outlet to be recharged and rebuilt. NG buys back used but undamaged fuel cells for 15% of their list price, a nice incentive for customers to return their cells which also saves Northern Gun when it comes to overall manu-facturing costs (and is good for the environment).
Solid Oxide fuel cells come in two types, Standard and Heavy-Duty. Standard fuel cells are for hovercycles, personal vehicles, light power armor and devices like jet packs. Heavy-Duty fuel cells are for tanks, combat robots, power armor with heavy en-ergy weapons and large vehicles and aircraft




Standard Solid Oxide Fuel Cell — For Power Armor
Weight: 42 lbs (19 kg).
Duration: 1,400 hours (approximately eight weeks of constant use).
Protective Casing: 15 M.D.C.
Cost: 40,000 credits.


Heavy-Duty Solid Oxide Fuel Cell — For Robots
Weight: 221 lbs (99.5 kg).
Duration: 700 hours (approximately four weeks of constant use). Protective Casing: 30 M.D.C.
Cost: 120,000 credits.


The Dangers and Limitations of Solid Oxide Fuel Cells.

The first thing anyone who handles Solid Oxide fuel cells realizes is that they run hot. The average temperature of a Solid OX cell in use is 1,000 degrees C (1,832 F)! The cells tend to stay hot for a long time after being powered down as well, so working with them requires special heavy equipment, welder's gloves, masks and sometimes even heat suits. Touching an exposed hot fuel cell will inflict 1D4 M.D. to Mega-Damage creatures and 2D4x10 S.D.C. to human beings. For humans, these are third-degree burns and will result in permanent scarring.

Solid Oxide fuel cells are also less bountiful in their reserves of power than the nuclear cores that many customers are accustomed to. Using a Solid Oxide powered vehicle or robot to charge another vehicle's batteries will drain 50% of its energy life. Armor, robots and military vehicles that have replaced non-energy ballistic weapons like rail guns and missile launchers with energy weapons or added extra energy weapons will also put a strain on the system, cutting the fuel cell's life span by 25%.
In addition to their functional limitations, Solid Oxide fuel cells are also extremely volatile and will react explosively if their outer casing is ruptured. Reduce the M.D.C. of a fuel cell to 5 M.D.C. or less and there is a 50% chance of it exploding every minute (4 melee rounds). Reduce it to zero and it explodes immediately. A Standard Solid OX fuel cell does 4D6 M.D. to everything in a 6 foot (1.8 m) radius. The Heavy-Duty Solid OX cell does 1D6x10 M.D. to a 10 foot (3 m) radius. If a fuel cell is exposed and it is detonated while still inside the vehicle, all damage is done directly to the main body and utterly destroys
the power system, requiring complete replacement and extensive repairs (1D4 million credits and days for repairs).



Converting Vehicles to Use Solid Oxide Fuel Cells

In addition to selling the fuel cells and offering fuel cell systems as an option on new products, Northern Gun also offers con-version packages for older NG equipment and even competitors' models. They are more than happy to convert the vehicles of rival companies to use their Solid Oxide systems, for which they are the only provider of fuel cells. They even offer free installation at most official NG stores. Northern Gun envisions a day when Solid OX has replaced nuclear power packs as the most common and affordable vehicle fuel system in North America.
The conversion kits that they produce have been appearing at third party arms merchants and in the hands of the Black Market, just as Northern Gun intends. They are relatively simple to install, pre-designed to be partially modular and to fit right into the cavity left behind when a standard nuclear core is extracted. The job can be handled by any skilled Operator (01-94% chance of success) with access to heavy machinery or an assistant with Robotic or Supernatural P.S. to do the heavy lifting. Removing the old nuclear power pack safely is always the hardest part of the job



Solid Oxide Conversion Kits

Jetpack or Small Power Unit: 25,000 credits.
Motorcycle or Hovercycle: 30,000 credits.
Personal Vehicle. Hovercar or ATV: 45,000 credits.
Power Armor: 75,000 credits. Includes built-in storage for one spare, Standard Solid OX fuel cell.
Combat Robots & Patrol Boats: 125,000 credits. Includes built-in storage for one spare, Heavy-Duty Solid OX fuel cell.
Aircraft. Military Large Construction Vehicles & Large Boats, Barges and Small Ships: 200,000 credits



Electric Batteries


Spoiler:
Batteries can also be used as portable power generators while their charge lasts, capable of running a building's lights or powering up a few limited mechanical systems. Connecting a battery to a power grid or trying to use it as a replacement for a real generator requires an Operator or someone with the Electrical Engineer or Electric-ity Generation skill, otherwise it will quickly cause an overload and render the battery useless, totally dead and unable to be re-charged.


NG Electric Battery Power System
Weight: Each battery weighs roughly 31 lbs (14 kg).
Duration: 96 hours or 4 days of continuous use in robots and heavy vehicles. 144 hours or 6 days of continuous use in most man-sized power armor (9 feet/2.7 m and smaller), hovercycles, rocket bikes and light vehicles.

Protective Casing: 10 M.D.C.
Recharge Cost: 200 credits per battery at most NG stores and other weapon dealers and stores. However, a friend or good Samaritan may recharge a battery at no charge whatsoever. Takes 5 hours to charge a battery to full power (3 hours at an NG outlet).
Cost: 90,000 to install the electric battery system and 25,000 credits per each NG electric battery used, and for replacement batteries. Otherwise, the life of an electric battery under normal use is five years; 1D4 years under combat condition
s
















The Military vehicles of Tarnow

Spoiler:
Before A.M.C was ever to step they saw Brodkil Empire could attack if a massive amount of military personnel and equipment was brought to Port. So using Tarnow Kingdom's Defense Force and flood of NGR defectors or so it seems and seem to have a massive amount of construction personnel and equipment are expanding on a massive scale . It took Brodkil Empire and Mind works of guard. But Before that happen there was small Merc outfit of NGR defectors, Tarnow Kingdom's Defense Force, and Tarnow Kingdom's PMC (private military company), this where all Merc outfits from North America can transfer volunteer and boy it was nut when this volunteer contract open up !!On top of that there was vast amount of engineers that came over night !! But not letting show their hand a vast of Military vehicles of Tarrow had to upgraded in weapons this was it standing ARMY and Tarnow Kingdom's Defense Force. The PMC which is controlled over N.A.A.Ts are a Defense Force town ,villages ,roads
Escort, food distribution, construction projects, local police force if no Tarnow Kingdom's Defense Force are around . Medical aided, opening clinic ,Hospital, fire station ,fire and armed rescue ,EMS service , putting running water and power infrastructure . But the PMC is not an offensive strike force.

The reason why so many went was due to amount of support from Tarnow Kingdom's and secretly NGR ,Mercenary Outfits and other weapons dealer and black markets were all working together .This was a test for NGR as well to test project to apply in their country but after the assassination of their president all were approved ,for the need of additional layer of protection is needed
.



custom design or special force but are piloted by A.M.C
1. Sting-Ray Power Armor
2. Sea Star power armor
3. The missileer robot
4. Gargoyle Stopper robot

all carry a self destruction systems that 10 heavy fission blocks inside all robot vehicles


Sting-Ray Power Armor


Sting-Ray:
Spoiler:
Part of the Tarnow Kingdom's Defense Force
Model Type: TC-A6
Speed
flying: Possible only with the aid of a jet pack. Almost all kinds are suitable.
Power System: Nuclear, average energy life is 10 years
M.D.C. by Location
* Rear Jets (2; back) — 25 each
Numerous directional jets only add to the behemoth's maneuverability underwater; it is considerably less formidable on dry land. The sea star is made from lead, iron, nickel and gold which has been magically transformed into mega-damage materials.

Power System: Nuclear, average energy life is 10 years.


Upgraded version. Model Type: TC-A6 Mark 2
Spoiler:
This has Jet with Nuclear power systems to handle any energy base weapons all get ten times payload
However an Anti-Tank Laser Cannon Payload is 100 shots but if tie to both Nuclear power both systems gives unlimited payload with equal to hand to hand

Model Type: TC-A6 Mark 2
* Rear Jets (2; back) — 125 each
Personal force field and ghillie suit standard and Armor Camouflage Variable ghillie suit.
Speed is 200 MPH at height of 5000 feet max
Jet Pack functions well under water as well max dept 4000 feet
On surface water 100 MPH Max
Underwater speed 40 MPH
Numerous directional jets only add to the behemoth's maneuverability underwater; it was considerably less formidable on dry land. The sea star is made from lead, iron, nickel and gold which has been magically transformed into mega-damage materials.


Weapon systems hand held.
weapon systems number 1

ATL-7 Anti-Tank Laser Rifle
There original is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It was a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (it took two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it.
Weight: 30 lbs. (13.5 kg)
Mega-Damage: 3D6x10+20 M.D. per shot!
Rate of Fire: Single shot only; each shot empties an entire E-Clip!
Effective Range: 6000 feet
Payload: 1 shot per E-Clip
Cost: 100,000 credits; poor availability
Note: but if tie to both nuclear power both systems give unlimited payload with equal to hand to hand

Or

ATL-7 Mark II Anti-Tank Laser Rifle Same as before but adding a compact rail gun.
Weight: add 150 LDS or pounds
Mega-Damage:
ATL-7 Anti-Tank Laser Rifle look above
compact rail gun 1d6x10 M.D burst fire
compact rail gun 2d6x10 M.D burst fire for Depleted Uranium rounds
Weight :200 LDS or pounds
Rate of Fire:
compact rail gun burst fire 10 rounds
ATL-7 Anti-Tank Laser Rifle look above
Effective Range: both same range
Payload
ATL-7 Anti-Tank Laser Rifle
look above
compact rail gun 300 rounds or 30 burst fire additional clips 1d10+4 carried.


weapon systems number 2
Forearm mini missiles two total payload per am rot mini torpedo.


Model Type: TC-A6 Mark 3
Spoiler:
Same as above but has T.W ROLL 1D4+1
P.P.E Battery 1d4x100 can have 1d4 +3 additional Battery







Sea Star: Part of the Tarnow Kingdom's Navy

Model Type: TC-Al2 MKI
Spoiler:
Class: Strategic Military Environmental Exo-Skeleton
Crew: One
M.D.C. by Location:
Main Jets (4; top back) — 70 each
Maneuvering Jets (12) — 10 each
* Head/Helmet — 185
** Main Body — 700

Statistical Data
Height: 12 feet (3.6 m)
Width: The main body is 8 feet (2.4 m) wide, but the spines make the
overall width 12 feet (3.6 m)
Length: 7 feet (2.1 m)
Weight: Two tons
Physical Strength: Equal to a P.S. 35
Cargo: None
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: One million credits

Current stockpile:
Port Tamow: 480, New Tarnow: 96, another 1200
in storage and approximately 1100 are in service at sea and throughout
the Vistula River. The sea star power armor suit is used extensively by
the navy

Weapon Systems
1. Mini-Missile Launchers (6):
2. Chest Lasers (4):
3. Shoulder Compartments (2):
4. Harpoons and Rail Guns
5. Hand to Hand Combat
6. Features & Sensors of note: All standard robot features, plus sonar, infrared spotlights (2), signal beacon, and electromagnetic adhesive pads on the feet and wrists (used to hold on to and climb the metal hulls of ships


The Sea Star
Spoiler:
Model Type: TC-Al2 Mark II
Class: Strategic Military Environmental Exo-Skeleton
Crew: One
M.D.C. by Location:
Main Jets (4; top back) — 170 each
Maneuvering Jets (12) — 110 each
* Head/Helmet — 185
Combat armored Helmet 240
** Main Body — 900
Personal force field and ghillie suit standard and Armor Camouflage Variable ghillie suit.

Statistical Data
Height: 12 feet (3.6 m)
Width: The main body is 8 feet (2.4 m) wide, but the spines make the
overall width 12 feet (3.6 m)
Length: 7 feet (2.1 m)
Flight: 200 MPH max altitude 2000 feet
Weight: Two tons
Physical Strength: Equal to a P.S. 35
Cargo: None
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 1d4 million credits


Weapon Systems
1. Mini-Missile Launchers (6):same
2. Chest Lasers (4):
Chest Lasers (4):
Four short-range, Replace low intensity lasers to high intensity lasers are built into the chest of the sea star. Each can point in a 90 degree arc.
Primary Purpose: Defense
Mega-Damage: 1d4x10 from one laser, 2d4x10from two simultaneous blasts, 2d6x10 M.D from three blasts or 4d4x10 M.D. from all four fired at the ,same time at the same target.
Rate of Fire: Equal to the number of combined hands to hand attacks
of the pilot (typically 5-7).
Maximum Effective Range Underwater: 600 feet (183 m)
Payload: Effectively unlimited.

3. Shoulder Compartments (2): can replace with weapon pods to give additional firepower add another personal force field or sensor pod

4. Harpoons and Rail Guns or Anti-Tank Laser look above in Sting-Ray:

5. Hand to Hand Combat

6. Features & Sensors of note:

All standard robot features, plus sonar, infrared spotlights (2), signal beacon, and electromagnetic adhesive pads on the feet and wrists (used to hold on to and climb the metal hulls of ships

Personal force field and ghillie suit standard and Armor Camouflage Variable ghillie suit.


The Sea Star
Model Type: TC-Al2 Mark III
Spoiler:
Same as above but has T.W ROLL 1D4+1
P.P.E Battery 1d4x100 can have 1d4 +3 additional Battery




Current stockpile:
Spoiler:
for all stock plie there a 15 % of MARK II and II
Port Tarrow: 480,
New Tarnow: 96,
another 1200 in storage and approximately
1100 are in service at sea and throughout the Vistula Riv
er.



The missileer Model Type: TC-R3 Mark I

Spoiler:
is actually an all-purpose construction and salvage robot modified for combat. In fact, the TC-R2 is identical except that it doesn't have shoulder missiles, grenade launchers or forearm plates. The TC-R2 is used in the construction of boats and buildings, as well as exploration and underwater salvage.
The TC-R3 is equipped with a battery of missiles and grenades. The bot is used for riot control, border defense, exploration, and underwater salvage. It is a heavier, slower robot than the TC-R5, but has greater armor, strength, and water capabilities.[spoiler]
Missileer: Part of the Tarnow Kingdom's Defense Force
Model Type: TC-R3 Mark I
Class: Two Man Strategic Infantry Assault Robot
Crew: One (pilot) and gunner. One human-sized passenger can also
be squeezed in.
M.D.C. by Location

Speed
Statistical Data
Black Market Cost: 12 million (construction cost is 2 million). TheTC-R2, non-combat model (no missile launchers, grenade launchers, and forearm plates), costs 6 to 8 million.

Weapon Systems
1. Forearm Grenade Launchers (2):
Stun/flash grenades
Tear gas grenades

Explosive grenades
ft/9 m blast radius) or plasma (5D6 M.D. with a 12 ft/3.6 m blast radius), but any type can be used.
Mega-Damage: Varies with grenade type.
Range: 35 foot (10.7 m) minimum to 250 feet (76 m) maximum.
Rate of Fire: One at a time or a volley of two or four. Payload: A total of 80 grenades; 40 in each arm




2. Mini-Missile Launchers (2):
A pair of mini-missile launchers are mounted above each of the shoulders. Each can rotate 360 degrees.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used; fragmentation (5D6 M.D.), armor piercing (1D4 x 10 M.D.), plasma (1D6 x 10 M.D.), smoke or
stun/riot control.
Mega-Damage: Varies with missile type.
Range: Usually about a mile.
Rate of Fire: One at a time or in volleys of 2, 3, 6 or 12.
Payload: A total of 48 mini-missiles; 24 in each launcher.


3. Chest Laser (1): The laser's barrel head can point in all directions
in a 90 degree arc.
Primary Purpose: Anti-personnel
Secondary Purpose: Defense
Mega-Damage: Laser: 3D6 M.D per blast gh 6P6 14-ipvyto FM 1Pfx/0
Rate of Fire: Equal to the number of combined hand to hand attacks
of the pilot (typically 6-8).
Maximum Effective Range: Laser 2000 feet (1200 m)
Payload: Effectively unlimited

4. Smoke-Dispenser (2): In the rear of each lower leg is a housing
that can release a cloud of smoke. The smoke is typically used to
create cover and to confuse the enemy.
Mega-Damage: None. Same effect as the smoke grenade described
under number one.
Rate of Fire: Once per melee round.
Range: A smoke cloud appears around the robot.
Payload: 8 total smoke releases


5 Weapon systems hand held. For all models use ATL systems but look small pistol in it hands .


ATL-7 Anti-Tank Laser Rifle
There original is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It was a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (it took two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it.
Weight: 30 lbs. (13.5 kg)
Mega-Damage: 3D6x10+20 M.D. per shot!
Rate of Fire: Single shot only; each shot empties an entire E-Clip!
Effective Range: 6000 feet
Payload: 1 shot per E-Clip
Cost: 100,000 credits; poor availability
Note: tie to both nuclear power both systems give unlimited payload with equal to hand to hand

Or

ATL-7 Mark II Anti-Tank Laser Rifle Same as before but adding a compact rail gun.
Weight: add 150 LDS or pounds
Mega-Damage:
ATL-7 Anti-Tank Laser Rifle look above
compact rail gun 1d6x10 M.D burst fire
compact rail gun 2d6x10 M.D burst fire for Depleted Uranium rounds
Weight :200 LDS or pounds
Rate of Fire:
compact rail gun burst fire 10 rounds
ATL-7 Anti-Tank Laser Rifle look above
Effective Range: both same range
Payload
ATL-7 Anti-Tank Laser Rifle
look above

Hand to Hand Combat:
Features & Sensors of note:
All standard robot features, plus sonar, and rear jets (2) for use in and under water.






The missileer Model Type: TC-R3 Mark II

Spoiler:
Model Type: TC-R3
Class: Two Man Strategic Infantry Assault Robot
Crew: One (pilot) and gunner. One human-sized passenger can also
be squeezed in.
M.D.C. by Location
Lower Arms (2; plate are standard issue for MARK II , III and construction units ) — 200 each
Reinforced Pilot's Compartment — 240

Speed
Speed
Running: 45 mph (72 km) maximum running or 20 mph (32 km) walking underwater on the river bed; maximum depth is 1200 feet (365 m).
The TC-R3 (and R2) is also designed to travel on the surface of the water like a boat. The robot's legs fold back and up into a prone position and the two rear jets in the lower body provide propulsion.
Maximum speed is 35 mph (56 km).
This same configuration and jets can be used to propel the submerged robot through water like a submarine; maximum speed is 25 mph (40 km).

Leaping: The robot can leap up to 10 feet (3 m) high or lengthwise from a running start.
Flying:
limited flight can hover or fly with improved jets to speed of 200 MPH Max ,also maximum altitude 3000 feet

Statistical Data
Black Market Cost: 12 million (construction cost is 2 million). TheTC-R2, non-combat model (no missile launchers, grenade launchers, and forearm plates), costs 6 to 8 million.

Weapon Systems
1. Forearm Grenade Launchers (2): replace with 40 MM Grenade Launchers. The old Grenade were rile small than the 40MM Grenade rounds .
Stun/flash grenades
Tear gas grenades
Smoke grenades
Explosive grenades
Typically fragmentation
(3D6 M.D. with a 30 ft/9 m blast radius)
or plasma (5D6 M.D. with a 12 ft/3.6 m blast radius), but any type can be used.

Mega-Damage: Varies with grenade type any type can be used


40mm Shells Specialty Load Cost

These grenades and shot shells can be fired from the same launchers as the traditional 40mm grenade cartridge in widespread use before the apocalypse. The impact trigger and propellant charge are designed to fire the shell without breaking the wielder’s arm, or even bruising it.
Buckshot: 6D6 S.D.C. to a 12 feet (3.6 m) area.
Five credits each, excellent availability. May use Specialty Loads.

40 mm Grenade
Fragmentation Grenade:
[spoiler]4D6 M.D. to a blast area of 20 feet (6.0 m). 500 credits each, excellent availability.


40 mm Grenade
Armor Piercing Grenade:
Spoiler:
1D4×10 M.D. to a blast area of 6 feet (1.8 m). 750 credits each, excellent availability.


40 mm Grenade
High Explosive Grenade:
Spoiler:
5D6 M.D. to a blast area of 12 feet (3.6 m). 700 credits each, good availability. Plasma Grenade: 6D6 M.D. to a blast area of 12 feet (3.6 m). 1800 credits each, poor availability.
Double everything for double tap fire or two round burst


40 mm Grenade
High Explosive Anti Tank round/Grenade:
Spoiler:
5D6 M.D. to a blast area of 12 feet (3.6 m). 700 credits each, good availability.
Double everything for double tap fire or two round burst
That 1d6x10 M.D


40 mm Grenade
Plasma Grenade or HEAP. Grenade :
Spoiler:
1d6x10 M.D. to a blast area of 12 feet (3.6 m). 1800 credits each, poor availability this is single shot
Double everything for double tap fire or two round burst
That's 2d6x10 M.D

Other:
40 mm Grenade Types:
[spoiler]illumination, Incendiary 5d6 M.D per Grenade
, Smoke, Stun (flash bang), and Tear Gas are available for 10 to 20 credits, excellent availability.


Range: 35 foot (10.7 m) minimum to 250 feet (76 m) maximum.
Rate of Fire: One at a time or a volley of two or four.
Payload: A total of 80 grenades; 40 in each arm[/spoiler]



Spoiler:
2.Replace Mini-Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile (2):
A pair of mini-missile launchers are mounted above each of the shoulders. Each can rotate 360 degrees.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type:
24 Any mini missile can be used; fragmentation (5D6 M.D.), armor piercing (1D4 x 10 M.D.), plasma (1D6 x 10 M.D.), smoke or stun/riot control.
12 Any short range missiles or short range missile fire and forget systems each does 2d6x10 HE or plasma only (+3 to strike )
It carries additional chaff/flares /Smoke-Dispenser see number 4
Mega-Damage: Varies with missile type.
Range: Usually about a mile.
Rate of Fire: One at a time or in volleys of 2, 3, 6 or 12.
Payload: A total of 48 mini-missiles; 24 in each launcher.
A total of 12 mini-missiles; 24 in each launcher
6 Any short range missiles or short range missile fire and forget systems total 12 in each launcher
chaff/flares /Smoke-Dispenser see number 4

3. Chest Laser (1):
The laser's barrel head can point in all directions a 90 degree arc.
Primary Purpose: Anti-personnel
Secondary Purpose: Defense
Mega-Damage: Laser: 3D6 M.D per blast gh 6P6 14-ipvyto FM 1Pfx/0
Rate of Fire: Equal to the number of combined hand to hand attacks
of the pilot (typically 6-8).
Maximum Effective Range: Laser 2000 feet (1200 m)
Payload: Effectively unlimited

4. chaff/flares /Smoke-Dispenser (2): In the rear of each lower leg is a housing
that can release a cloud of smoke. The smoke is typically used to
create cover and to confuse the enemy.
Mega-Damage: None. Same effect as the smoke grenade described
under number one.
Rate of Fire: Once per melee round.
Range: A smoke cloud appears around the robot.
Payload: 24 or 48 total smoke releases and flares and chaff


Hand to Hand Combat:
Features & Sensors of note:
All standard robot features, plus sonar, and rear jets (2) for use in and under water
Personal force field and ghillie suit standard and Armor Camouflage Variable ghillie suit.



The missileer Model Type: TC-R3 Mark III
Spoiler:
Same as above but has T.W ROLL 1D4+1
P.P.E Battery 1d4x100 can have 1d4 +3 additional Battery
Current stockpile: Port Tarnow: 1200, New Tarnow: 600, another
600 in storage and approximately 2600 dispatched throughout the kingdom in squads and platoons







Gargoyle Stopper Mark I



Spoiler:
Gargoyle Stopper: Part of the Tarnow Kingdom's Defense Force Model Type: TC-R5
Class: One-man Strategic Infantry Assault Robot
Crew: One (pilot), plus one human-sized passenger can be squeezed in, but it is a tight, uncomfortable fit.
M.D.C. by Location:

Speed
Flying:ops forgot to add vector pack speed mach 2.5 normal speed are from 200 MPH to 500MPH
max altitude 45,000 feet

Statistical Data
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 20 million (construction cost is around 6 million; the most expensive of all Tarnow's creations).
Weapon Systems

1. Medium-Range Missile Launcher (1): The launcher positioned behind the right shoulder is a medium-range missile launcher. It can
rotate up and down 90 degrees.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any medium-range missile can be used; typically high
explosive (2D6 x 10 M.D.), armor piercing (2D4 x 10 M.D.), or plasma
(2D6 x 10).
Mega-Damage: Varies with missile type.
Range: Usually about 40 miles (64 km).
Rate of Fire: One at a time or in volleys of 2, 3 or 4.
Payload: Six total




2. Mini-Missile Launcher (1): The launcher positioned behind the left shoulder is a mini-missile launcher. It can rotate up and down 360 degrees.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used; fragmentation (5D6 M.D.), armor piercing (1D4 x 10 M.D.), plasma (1D6 x 10 M.D.), smoke or stun/riot control
Mega-Damage: Varies with missile type. Range: Usually about a mile (1.6 kin).
Rate of Fire: One at a time or in volleys of 2 or 3.
Payload: A total of 45 mini-missiles.



3. Head Weapons (2; ion & laser): The head is a multi-purpose system with a huge searchlight covering the face, video camera and sound recording devices on the left side of the head, a laser on the right side of the chin and an ion blaster on the side of the head where an ear might be. The chin laser can move side to side and up or down by 45 degrees. The ion gun is fixed forward and shoots in whatever direction the head is turned.
Primary Purpose: Anti-personnel
Secondary Purpose: Defense ' c 7 0(1 At,'
Mega-Damage: Laser: 2D6 M.D., ion blaster 4D6 M.D., or 6D6 M.D. from a simultaneous double blast from both weapons at the same target. Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot (typically 6-8).
Maximum Effective Range: Laser: 1200 feet (365 in), ion blaster: 500 feet (152 m).
Payload: Effectively unlimited


4. Forearm Rail Gun (1): The left arm has a triple-barrel rail gun and
ammo drum; just point and fire.
Primary Purpose: Anti-Gargoyles/Giants
Secondary Purpose: Anti-Personnel
Mega-Damage: A burst is 30 rounds and inflicts 6D6 M.D.; one round
does 1D4 M.D. / -
Maximum Effective Range: 4000 feet (1200 m)
Rate of Fire: Equal to number of combined hand to hand attacks (usually 6-8). One short 30 round burst counts as one melee attack.
Payload: 3000 round drum providing 100 bursts. r ' Note: The weapon can also fire DU and U-rounds but must acquire them through the NGR or the black market, which is difficult


5. Concealed Shoulder Grenade Launchers (2):Under the shoulder
guard on each arm is a grenade launcher. The pilot need only to
raise the arm slightly and fire; fixed forward.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Typically fragmentation (3D6 M.D. with a 30 ft/9 m
blast radius) or plasma (5D6 M.D. with a 12 ft/3.6 m blast radius),
but any type can be used.
Rate of Fire: One at a time or volley of 2, 3 or five.
Maximum Effective Range: 300 feet (91 m)
Payload: Total 20; ten in launcher.




6. A Giant-Sized Energy Rifle known as the "Mega-Rifle" fires powerful, long-range laser blasts. Other hand-held weapons can be substituted.
Primary Purpose: Anti-Gargoyle and Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: 3D6 M.D. per individual blast, 6D6 M.D. per simultaneous double pulse blast.
Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot (typically 6-8).
Maximum Effective Range: 8000 feet (2438 m)
Payload: 40 total. The E-clip holds 20 charges, plus the weapon has an independent energy source that has another 20 charges and recharges
at a rate of five per hour


Hand to Hand Combat
Sensors of note:
1. Long-Range Radar: Can identify up to 100 flying
targets and simultaneously track 72 at a range of 100 miles (160 kin).
2. Enhanced Aerial Targeting: Tied to radar and combat computer: +4 to strike with missiles and the mega-rifle, +2 at close range.
3. Other: Full multi-optics, long- and short-range radio and video recording, broadcasting .and communications, a distress homing beacon, and





Gargoyle Stopper Mark II

Spoiler:
Gargoyle Stopper: Part of the Tarnow Kingdom's Defense Force Model Type: TC-R5
Class: One-man Strategic Infantry Assault Robot
Crew: One (pilot), plus one human-sized passenger can be squeezed in, but it is a tight, uncomfortable fit.
M.D.C. by Location:
Jet Vector thrusters pack 250(1)

Speed
Flying: Mach 2.5 on dive Mach 3.6 !!must have 10,000 feet or to dive max altitude 55,000 feet
Statistical Data
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: 20 million (construction cost is around 6 million; the most expensive of all Tarnow's creations
).

Weapon Systems

1. Replace Medium -Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile (1):
Spoiler:
The launcher positioned behind the right shoulder is a medium-range missile launcher. It can rotate up and down 90 degrees.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type:
Any medium-range missile can be used; typically high explosive (2D6 x 10 M.D.), armor piercing (2D4 x 10 M.D.), or plasma(2D6 x 10).
Any short range missiles or short range missile fire and forget systems total 12 in each launcher
chaff/flares /Smoke-Dispenser see number 5 this is standard issued

Mega-Damage: Varies with missile type.
Range: Usually about 40 miles (64 km).
Rate of Fire: One at a time or in volleys of 2, 3 or 4.
Payload:
Six total Medium -Missile
12 Any short range missiles or short range missile fire and forget systems total 12 in each launcher
chaff/flares /Smoke-Dispenser see number
20 Total chaff/flares /Smoke-Dispenser see number 5 this is standard issued
Note:
Can use fire and forget missiles and get +4 to strike. For short range missiles and for Medium range -Missile and get +6 to strike





2. Replace Mini-Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile (1):
Spoiler:
The launcher positioned behind the left shoulder is a mini-missile launcher. It can rotate up and down 360 degrees.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type:
Any mini missile can be used; fragmentation (5D6 M.D.), armor piercing (1D4 x 10 M.D.), plasma (1D6 x 10 M.D.), smoke or stun/riot control

22 Any short range missiles or short range missile fire and forget systems total 12 in each launcher
chaff/flares /Smoke-Dispenser see number 4

Mega-Damage: Varies with missile type.
Range:
mini missile Usually about a mile (
short range missiles 5 miles
Rate of Fire: One at a time or in volleys of 2 or 3,4, any count as one attack
Payload:
A total of 45 mini-missiles.
22 Any short range missiles
Note:
Can use fire and forget missiles and get +4 to strike. For short range missiles only
Note:
20 Total chaff/flares /Smoke-Dispenser see number 5 this is standard issued.



3. Head Weapons (2; ion & laser):
Spoiler:
The head is a multi-purpose system with a huge searchlight covering the face, video camera and sound recording devices on the left side of the head, a laser on the right side of the chin and an ion blaster on the side of the head where an ear might be. The chin laser can move side to side and up or down by 45 degrees. The ion gun is fixed forward and shoots in whatever direction the head is turned. The new weapon systems are medium intense damage capabilities to give more Damage in combat operations .

Primary Purpose: Anti-personnel
Secondary Purpose: Defense
Mega-Damage: Laser: 1d4x10 M.D., ion blaster 2d4x10 M.D., or 3d4x10 or 2d6x10 M.D. from a simultaneous double blast from both weapons at the same target.
Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot (typically 6-8).
Maximum Effective Range: Laser: 1200 feet, ion blaster: 1000 feet
Payload: Effectively unlimited



4. Forearm Rail Gun (1):
Spoiler:
The left arm has a triple-barrel rail gun and ammo drum; just point and fire.
This has been replacing with weapons pod and added for addition weapon systems mainly Ballistic
Or better known as gun pods or hardpoint weapons systems added to both arms if need be .There are 11 weapon systems to pick from pilots are going crazy over customization that have been made.


1. GUNPOD M61 20mm Gatling Cannon:
2. MAIN GUN 30mm Auto-Cannon:
3. MAIN GUN 30mm Ramjet Auto Cannon:
4. GUNPOD.50 Caliber Machine-Gun:
5. GUNPOD 14mm Machinegun:
6. GUNPOD 50 Caliber Six Barrel Machine-Gun or a MiniGun:
7. GUNPOD Vulcan Laser Turrets
8. GUNPOD Rail Gun:
9. GUNPOD Rail Gun Gatling:
10. GUNPOD Anti-Tank Laser Rifle
11. 40MM Grenade Launchers and chaff/flares /Smoke-Dispenser




weapon systems
Primary Purpose: Anti-Gargoyles/Giants
Secondary Purpose: Anti-Personnel


GUNPOD are place in Hared points and added addition fire power for any jet fighter

GUNPOD M61 20mm Gatling Cannon:
Spoiler:
This is the same pre-Rifts gatling cannon . The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Primary Purpose:
Anti-Aircraft Secondary
Purpose: Assault
Mega-Damage:
A burst is 30 rounds and inflicts 1D6x10 M.D.
Rate of Fire:
Equal to pilot's hand to hand attacks per melee.
Effective Range:
4000 feet (1220 m) to 10,000 feet
Payload: 3000 round


MAIN GUN 30mm Auto-Cannon:

Spoiler:
This nose-mounted cannon is controlled by the co-pilot/gunner. It is used to "hose" enemy areas and to engage vehicles and infantry.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose:
Defense
Weight: 2 tons

Mega-Damage:

A burst is 20 rounds and inflicts 2D6 x 10 M.D.;
a single round does 3D6 M.D.

Heavy burst
A burst is 40 rounds and inflicts 4D6 x 10 M.D.;

Rate of Fire: Normal
Effective Range: 2 miles


Payload:
4000-round drum magazine;
that's 200 bursts!


MAIN GUN 30mm Ramjet Auto Cannon:
Spoiler:
This is a giant machinegun that fires cannon-size, ramjet armor penetrators. The IH-10RJ can chew through the front armor of a tank or a giant robot in a matter of minutes. When it fires, the ramjet rounds leave a white plume behind that resembles an energy beam.

Primary Purpose: Anti-Vehicle, Anti-Personnel.
Secondary Purpose: Defense.
Weight: 2 tons
Mega-Damage:
A burst is 20 rounds and inflicts 2D6 x 10 M.D.
A single round does 3D6 M.D.
Heavy

20 rounds and inflicts 4D6 x 10 M.D.
A single round does 3D6 M.D

Rate of Fire:
Equal to the gunner's hand to hand attacks; each burst counts as one melee action.

Effective Range: 2 miles


Payload:

2000 round drum magazine; that's 100 bursts!

The cargo area has up to four additional drums. Reloading is done inside the vehicle and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure.




GUNPOD.50 Caliber Machine-Gun:
Spoiler:
This machine-gun is mounted under the nose position,
Primary Purpose: Defense and Assault.
Secondary Purpose:
Anti-Infantry and Soft Targets.

Mega-Damage:
1D6 M.D. per 10 round burst

2D6 M.D. for a 20 round burst.

4D6 M.D. for a 40 round burst.

1d6x10M.D. for a 100 round burst.

Effective Range: 6000 feet (1828 m) up to 5 miles

Payload: 2000 rounds ,or 3000 rounds ,

Or 4000 rounds ,


GUNPOD 14mm Machinegun:

Spoiler:
A heavy, machinegun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.

Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: improve rounds
A burst is 20 rounds and does 1D4 x 10 M.D. Only fires bursts.

Heavy

A burst is 40 rounds and does 2D4 x 10 M.D. Only fires bursts.

Rate of Fire: Standard
Effective Range: 2000 feet (610 m) to 5 miles
Payload:
2000 rounds
(that's 50 bursts).
Or
4000-round drum magazine
(that's 100 bursts).


GUNPOD 50 Caliber Six Barrel Machine-Gun or a Minigun:
Spoiler:
Damage: 2D6x10 S.D.C. per single shot or 2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
In ten rounds burst
Or
20 rounds burst
30 rounds burst
40 rounds burst
60 rounds burst
Mega-Damage:

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

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round

5D10 X10 S.D.C OR 5 M.D per round

1D6X100 S.D.C OR 1D6 per round
Effective Range: 8000 feet (2438 m). Up to 5 miles
Payload: 300, 600 or 4000 round disintegrating belt or belt fed drum.


GUNPOD Vulcan Laser Turrets
Spoiler:
This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. One is mounted on the nose of the aircraft and the other two are on top of its wings. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above the aircraft.


Primary Purpose:
Anti-Aircraft and Anti-Missile.
Secondary Purpose:
Defense
Mega-Damage:

3D4 x 10 M.D. per blast.

Heavy 4d6 x 10 M.D. per blast

Rate of Fire:

Each turret can shoot up to six times per melee round.
Effective Range: 6000 feet (1828 m) Payload: Effectively Unlimited


GUNPOD Rail Gun:

Spoiler:
This gun is the defense against enemy planes, although some pilots use it for strafing runs against ground targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:

A burst is 40 rounds and inflicts

1D4 x 10.
Or 1d6x10
or 2d4x10 M.D.;
can only fire bursts.
Pick one

Rate of Fire:
Standard
Effective Range: 4000 feet (1200 m)
Payload:
8,000 round internal magazine; that's 400 bursts.


GUNPOD Rail Gun Gatling:

Spoiler:
This weapon system consists of 12 rail guns firing in rotation, providing an incredibly high rate of fire. Bursts of 200 rounds put enough flying metal in the air to match the dreaded Boom Gun. Unlike the real thing, however, the gatling's range is the same as a standard rail gun, making it inferior in long-range engagements. The weapon has an advanced laser-targeting

system, mounted just above the gun, that allows the wearer to fire aimed shots with bursts! This ability is partly due to the super-high cyclic rate of the gun, which basically spits out 200 rounds milliseconds before the recoil can be felt by the wearer. The laser aiming system can be used as a weapon in a pinch (range is halved, and damage is 2D4 M.D.).


Primary Purpose:
Anti-armor, anti-aircraft. Secondary Purpose: Defense.

Mega-Damage:
A burst is 200 rounds and does 3D6x10 M.D.; can only fire bursts.

This is slug rounds only
Rate of Fire: Equal to the number of hand to hand attacks of the wearer.
Effective Range: 5000 feet

Payload:

Belt-fed from drum magazine containing 8000 rounds. An additional drum can be carried, attached to the waist; changing drums counts as two melee actions/attacks



GUNPOD Anti-Tank Laser Rifle

Spoiler:
This is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It is a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it

(cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Weight: 30 lbs. (13.5 kg)

Mega-Damage:

3D6x10+20 M.D. per shot for 200 rounds

6D6x10+20 M.D. per shot for 400 rounds


5D6x10+20 M.D. per shot for 200 rounds

Rate of Fire: Single shot only; each shot empties an entire E- Clip BUT hand to hand
Effective Range: 3000 feet (914 m) triple with nuclear power system or electric
power system
Payload: 1 shot per E-Clip ,30 shots fossil fuel systems
nuclear power system or electric power system is four per melee

Note: The weapon can also fire DU and U-rounds but must acquire them through the NGR or the black market, which is difficult at times or Other weapon dealer which is possible now .


5. Concealed Shoulder 40MM Grenade Launchers and chaff/flares /Smoke-Dispenser (2):
Spoiler:
Under the shoulder guard on each arm is a grenade launcher. The pilot need only to
raise the arm slightly and fire; fixed forward.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage:

Rate of Fire: One at a time or volley of 2, 3 or five.
Maximum Effective Range: 300 feet (91 m)
Payload:
Total 20; ten in launcher.
Total 40 chaff/flares /Smoke-Dispenser




6. A Giant-Sized Energy Rifle known as the "Mega-Rifle"
Spoiler:
fires powerful, long-range laser blasts.
The Mega-Rifle will be loved for Tarrow forces but the new additional weapon systems are love by Tarrow Defense forces and are total Rage !!! It call omni battle rifle due to the different weapon systems it can use .
It can use other hand-held weapons can be substituted.

Primary Purpose:Anti-Gargoyle and Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage:
1. GUNPOD M61 20mm Gatling Cannon look above
2. MAIN GUN 30mm Auto-Cannon look above
3. MAIN GUN 30mm Ramjet Auto Cannon look above
4. GUNPOD Rail Gun look above
5. GUNPOD Anti-Tank Laser Rifle Mega-Damage 6d6x10
6. Mega-Rifle Mega-Damage 3D6 M.D. per individual blast, 6D6 M.D. per simultaneous double pulse blast.
Spoiler:
Rate of Fire: Equal to the number of combined hands to hand attacks of the pilot (typically 6-8).
Maximum Effective Range:
Mega-Rifle 8000 feet
GUNPOD M61 20mm Gatling Cannon ,MAIN GUN 30mm Auto-Cannon, MAIN GUN 30mm Ramjet Auto Cannon, GUNPOD Rail Gun, GUNPOD Anti-Tank Laser Rifle ,Mega-Damage 2 miles !!!

Spoiler:
Payload:
Mega-Rifle 40 total. The E-clip holds 20 charges, plus the weapon has an independent energy source that has another 20 charges and recharges at a rate of five per hour can be tie to power supply making payload 40 times or 800!!!!!
The Payload for GUNPOD M61 20mm Gatling Cannon ,MAIN GUN 30mm Auto-Cannon, MAIN GUN 30mm Ramjet Auto Cannon, GUNPOD Rail Gun, GUNPOD Anti-Tank Laser Rifle look above


Hand to Hand Combat


Sensors of note:
Spoiler:
1. Long-Range Radar: Can identify up to 100 flying
targets and simultaneously track 72 at a range of 100 miles (160 kin).
2. Enhanced Aerial Targeting: Tied to radar and combat computer: additional +4 to strike with missiles and the mega-rifle, +3 at close or long range.Able to dodge in air +4 at mach speed +6 on the ground or hovering +2
3. Other: Full multi-optics, long- and short-range radio and video recording, broadcasting .and communications, a distress homing beacon, and
4. Personal force field and ghillie suit standard and Armor Camouflage Variable ghillie suit




Gargoyle Stopper Mark III
Spoiler:
As Mark two but has armored Vest protection systems added look front side back look like vest but brick looking M.D.C 250
Not flight capable just Leaping: The robot can leap up to 15 feet (4.6 m) high or 20 feet
lengthwise (6 m) from a running start
This is the first to take damage if does have Personal force field and ghillie suit standard and Armor Camouflage Variable ghillie suit



Gargoyle Stopper Mark IV
Spoiler:
As Mark II but but has T.W ROLL 5 only
P.P.E Battery 1d4x100 can have 1d4 +3 additional Battery
Current stockpile: Port Tarnow: 1200, New Tarnow: 600, another
600 in storage and approximately 2600 dispatched throughout the king-
dom in squads and platoons



Gargoyle Stopper Mark V
Spoiler:
As Mark III but but has T.W ROLL 8 only
P.P.E Battery 1d4x100 can have 1d4 +3 additional Battery





Note:
Current stockpile:
Spoiler:
Port Tarnow: 144,
New Tarnow: 480 (three entire TC-R5 companies),
another 480 in storage and approximately
640 dispatched throughout the kingdom in squads and platoons
Models Mark 2 to 5 are in very small numbers so total of 3 percent for each or 12 total for each location



378087
Last edited by ZINO on Tue Aug 01, 2023 12:19 am, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Location: new york

Re: N.A.AT

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Conventional Military Vehicle

Stinger Turbo Tank

Rifts Sourcebook Traix Mindwerks 3 page 102

Model Type: T-322 Mark I
Class: Light Assault Tank
Crew: Three: one driver, a gunner, and a commander. Can accommodate two passengers in a snug area behind the crew.
M.D.C. by Location:

* Track Treads (2) — 200 each
Reinforced Crew Compartment — 270

Power System: Gasoline, electric or nuclear.
Cost:
2 million with gasoline engine,
2.5 million for one with an electric motor,
12 + million with nuclear engine (lifetime of 10 years).

Maximum Effective Range:
600 miles (960 km) with a full tank of gasoline or via electric motor, before needing refueling; unlimited if nuclear (10 year life).


Statistical Data

Weapon Systems


1. Main Laser Turret (1):
Spoiler:
The top mounted turret can be fired by the gunner or the tank commander. The weapon consists of a heavy-duty, long-range laser built into a turret that can rotate 360 degrees and has automatic targeting adjustments. The laser cannon can be raised and lowered in a 90 degree arc of fire. In vehicles without nuclear engines, the laser is powered by a rechargeable battery and has an indefinite payload.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Weight: 600 lbs (279 kg)
Mega-Damage: 6D6 M.D. per dual blast
Rate of Fire: Can shoot up to six times per melee.
Effective Range: 4000 feet (1200 m)
Payload: 1000 dual blasts. Unlimited if vehicle has a nuclear engine.








2. Mini-Missile Launchers (2):
Spoiler:
A mini-missile launcher is mounted on both sides, toward the front of the tank.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used; fragmentation (5D6 M.D.),
armor piercing (1D4 x 10 M.D.), plasma (1D6 x 10 M.D.), smoke or
stun/riot control.
Mega-Damage: Varies with missile type.
Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time or in volleys of 2, 3, or 6.
Payload: A total of 12 mini-missiles; six in each launcher.



3. Forward Rail Gun (1):
Spoiler:
Built into the front of the tank is a rapid-fire rail gun. It is fixed forward and low to the ground because it is intended to be an anti-personnel weapon.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: A full damage burst fires 30 rounds and inflicts 1D4 x 10 M.D. A short burst of 15 rounds does 4D6 M.D.
does 1D4 M.D.
Rate of Fire: Equal to the gunner's hand to hand attacks (9 bursts). Maximum Effective Range: 4000 feet (1200 m)
Payload: 3000 round drum and is capable of firing 100 full damage bursts (30 rounds) or 200 short bursts (15 rounds)! Reloading a drum will take about three minutes for those not trained, but a mere one minute by somebody trained in the use of power armor. A strength of 28 or higher is required to handle the drum


4. Smoke grenades launchers (6):
Spoiler:
There are three smoke grenades and mini-launchers on each side of the tank. The grenades release a thick cloud of smoke that covers a 20 foot (6 m) radius and
obscures vision. Infrared cannot penetrate a smoke cloud or be used inside a smoke cloud. Those who are not protected by environmental suits or gas masks and goggles will find it difficult to breathe and are — 5 to strike, parry and dodge and — 1 on initiative. Attackers firing into/through the cloud are shooting wild. Note that passive nightscopes will work in a smoke cloud.
Primary Purpose: Ground Cover
Mega-Damage: None
Range: 35 foot (10.7 m) minimum to 150 feet (46 m) maximum.
Rate of Fire: One at a time or a volley of two or three.
Payload: Six


Sensor Note: All


Sensor Note:
Spoiler:
All the standard necessities are in place: short range radar.
(5 miles/8 km), laser targeting ( + 1 to strike), combat computer ( + 1 to strike), long range and short range radio, load speaker, radiation detector, light radiation shielding, and an environmental crew compartment with air-conditioning, heating, oxygen supply and an air purging, purification and circulation system.











Model Type: T-322 MARK II

Class: Light Assault Tank
Crew: Three: one driver, a gunner, and a commander. Can accommodate two passengers in a snug area behind the crew.
M.D.C. by Location:

* Track Treads (2) — 200 each
Reinforced Crew Compartment — 270
Force field 240 (use N.E rules only on electric or nuclear)
Power System: Gasoline, electric or nuclear.
Cost:
2 million with gasoline engine,
1,000,000 for a Solid Oxide cells
2.5 million for one with an electric motor,
12 + million with nuclear engine (lifetime of 10 years).

Maximum Effective Range:
600 miles (960 km) with a full tank of gasoline or via electric motor, before needing refueling; unlimited if nuclear (10-year life).


Statistical Data
Speed:
Normally 65 mph (104 km) on land. When the turbo jets are activated, the tank can attain a speed of 200 mph ! Buttoned up, it can travel on water at speeds between 15 mph (24 km) to 30 mph (48 km) when the turbo engines are engaged!

Maximum Effective Range:
600 miles (960 km) with a full tank of gasoline or via electric motor, before needing refueling; unlimited if nuclear (10 year life

Weapon Systems


1. Main Laser Turret or ATL SYSTEMS or a Anti-Tank Laser system (1):
Spoiler:
The top mounted turret can be fired by the gunner or the tank commander. The weapon consists of a heavy-duty, long range laser built into a turret that can rotate 360 degrees and has automatic targeting adjustments. The laser cannon can be raised and lowered in a 90 degree arc of fire. In vehicles without nuclear engines, the laser is powered by a rechargeable battery and has an indefinite payload.
This has been replace with a ATL Systems or Anti-Tank Laser system look below
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Weight: 600 lbs (279 kg)
Mega-Damage: 6D6 M.D. per dual blast
Rate of Fire: Can shoot up to six times per melee.
Effective Range: 4000 feet (1200 m)
Payload: 1000 dual blasts. Unlimited if vehicle has a nuclear engine.

ATL-7 Anti-Tank Laser Rifle
There original is a pre-Rifts design built to give infantrymen a chance against the armored behemoths that were dominating the battlefield. It was a one-shot weapon that releases all the energies contained in a normal E-clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (it took two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-clips so fast that only large organizations or wealthy characters can afford to equip themselves with it.
Weight: 30 lbs. (13.5 kg)
Mega-Damage: 3D6x10+20 M.D. per shot!
Rate of Fire: Single shot only; each shot empties an entire E-Clip!
Effective Range: 6000 feet
Payload: 1 shot per E-Clip
Cost: 100,000 credits; poor availability
Note: but If tie to both nuclear power both systems give unlimited payload with equal to hand to hand
Electric has 500 shot before need to powerup
gasoline engine only 100 shot via energy drum
can still use clip if need be

Or

ATL-7 Mark II Anti-Tank Laser Rifle Same as before but adding a compact rail gun.
Weight: add 150 LDS or pounds
Mega-Damage:
ATL-7 Anti-Tank Laser Rifle look above
compact rail gun 1d6x10 M.D burst fire
compact rail gun 2d6x10 M.D burst fire for Depleted Uranium rounds
Weight :200 LDS or pounds
Rate of Fire:
compact rail gun burst fire 10 rounds
ATL-7 Anti-Tank Laser Rifle look above
Payload 100 Round Brust fire



2. Replace Mini-Missile Launchers to improved Porcupine Missile Launchers systems able to carry two different type of Missile ( (2):
Spoiler:
A mini-missile launcher and Short range standard missile or a Fire and Forget systems is mounted on both sides, toward the front of the tank.
Primary Purpose: Anti-Gargoyle, Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used; fragmentation (5D6 M.D.),
armor piercing (1D4 x 10 M.D.), plasma (1D6 x 10 M.D.), smoke or
stun/riot control.
Mega-Damage: Varies with missile type.
Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time or in volleys of 2, 3, or 6.
Payload:
A total of 12 mini-missiles; six in each launcher.
Short range 6 each launcher. or total 12



3. Forward Rail Gun (1):
Spoiler:
Built into the front of the tank is a rapid-fire rail gun. It is fixed forward and low to the ground because it is intended to be an anti-personnel weapon. It replaces with a powerful medium rail but everything stay the same
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage:
A full damage burst fires 30 rounds and inflicts 1D4 x 10 M.D.
A short burst of 15 rounds does 4D6 M.D. does 1D4 M.D.
Later a stronger Rail gun version or medium rail gun replaced with 1d6x10 15 rounds burst.
The heavy version is a twin barrel Rail gun 2d6x10 Rail gun
Rate of Fire: Equal to the gunner's hand to hand attacks (9 bursts).
Maximum Effective Range: 4000 feet (1200 m)
Payload: all aril gun same payload
3000 round drum and is capable of firing 100 full damage bursts (30 rounds) or 200 short bursts (15 rounds)! Reloading a drum will take about three minutes for those not trained, but a mere one minute by somebody trained in the use of power armor. A strength of 28 or higher is required to handle the drum
medium rail gun that 300 burst!!



4. 40MM Smoke grenades launchers and chaff and flares systems (6):
Spoiler:
There are three smoke grenades and mini-launchers on each side of the tank. The grenades release a thick cloud of smoke that covers a 20 foot (6 m) radius and
obscures vision. Infrared cannot penetrate a smoke cloud or be used inside a smoke cloud. Those who are not protected by environmental suits or gas masks and goggles will find it difficult to breathe and are — 5 to strike, parry and dodge and — 1 on initiative. Attackers firing into/through the cloud are shooting wild. Note that passive nightscopes will work in a smoke cloud.
Primary Purpose: Ground Cover
Mega-Damage: None
Range: 35 foot (10.7 m) minimum to 150 feet (46 m) maximum.
Rate of Fire: One at a time or a volley of two or three.
Payload: 24 or four per launchers
chaff and flares 24 per launchers that 144 Total!!





Sensor Note:
Spoiler:
All the standard necessities are in place: short range radar.
(5 miles/8 km), laser targeting (+ 1 to strike), combat computer ( + 2 to strike), long range and short range radio, load speaker, radiation detector, light radiation shielding, and an environmental crew compartment with air-conditioning, heating, oxygen supply and an air purging, purification and circulation s
ystem.

Model Type: T-322 MARK III
Spoiler:
As Mark II but has T.W 5 only
P.P.E Battery 1d4x100 can have 1d4 +3 additional Battery




Note:
Current stockpile:
about 50% are mark II and Mark III
Port Tarnow: 160 (one armored company),
New Tarnow: 320, 288 in storage,
and 1920 dispatched throughout the kingdom.


















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Re: N.A.AT

Unread post by ZINO »

Tarrow :Water Vessels



Sea Dart Mini-Sub
Torpedo Speed Boat
Lightning Hydrofoil Gun Ship
Walesa Cargo Ship


Are all have improved weapon systems from AMC and N-F50A Superheavy Force Field and similar tech added .

Sea Dart Mini-Sub

Model Type: TC-B40
Class: Mini-Submarine
Crew: Two:
Pilot/navigator and communications officer/sensors operator.

Speed:


Maximum Range:
Indefinite if nuclear powered (15 year life) or 800 miles (1280 km) if a fuel driven vessel; most are nuclear.

Statistical Data:
Power System: 90% are nuclear, but some are fuel driven.
Black Market Cost: 1.5 to 4 million credits.
N-F50A Superheavy Force Field
Spoiler:
320
M.D.C.

Concealed Micro-Hover System
Spoiler:
A concealed hover jet system of tiny jet boosters built into UNIT. The hover jets are strategically located in different area of the hull . When not engaged, the jets are completely unnoticeable. Basic System Cost: 500,000 credits; can be linked to the nuclear power system for an additional 100,000 credits. Maximum Speed: 200 mph (320 km). Maximum Altitude: 500 feet (152 m).


MDC location
Spoiler:
Large Claws (2) — 100 each( can add 100 M.D. or 200 M.D.)
Reinforced Crew Compartment — 75 ( can add 100 M.D. or 200 M.D.)
** Main Body — 225 ( can add 100 M.D. or 200 M.D.)



Weapon Systems

1. Exterior Torpedo Launch Tubes (3):
Spoiler:
Toward the rear underside of the submarine are three light torpedoes held in place by cylindrical launch tubes.

Primary Purpose: Anti-Ship and Sea Monster
Secondary Purpose: Defense
Mega-Damage: 2D4 x 10 M.D. (high explosive)
Rate of Fire: Up to three per melee round, firing one at a time or in a
volley of two or three.
Effective Range: About 5 miles (8 km)
Payload: 3 total; one per launcher.





2. Mechanical Arms & Claws (2):
The mechanical arms are designed mainly for salvage and exploration but can also be used for combat.
Spoiler:
Mega-Damage:
1D6 M.D. punch or 6d6 M.D. crush with claws or both 2d6x10 M.D.; 4D6x10 M.D. power
punch.
Physical Strength: Equal to a P.S. of 28 can up to 40 now .
Attacks/Actions Per Melee: Two plus those of the pilot/operator. Hand to Hand Combat Bonuses: + 2 on initiative, + 3 to strike, + 2 to parry, + 3 to pull punch.
Effective Reach: 15 feet (4.6 km)



Special Bonuses:
Spoiler:
+ 3 on initiative/response, + 4 to dodge, + 10% on piloting skill on the successful execution of sharp turns, navigating through a tight squeeze and trick maneuvers.
Power Armor Crew: Two or more of the crew members may be clad in the sting-ray power armor and a sea star power armor unit may hitch a ride on the top or underbelly of the mini-sub



Torpedo Speed Boat
Model Type: TC-B20 Class: Speed Boat
Crew: Two: Pilot/navigator and communications officer/sensors operator. It can also accommodate four passengers.
M.D.C. by Location:
Spoiler:
N-F50A Superheavy Force Field 320 M.D.C.


Speed:

Maximum Range:
Spoiler:
800 miles (1280 km); a fuel driven vessel.


Statistical Data:
Black Market Cost: 400,000 to 500,000 credits not counting the depth charges.

Weapon Systems

1. 14mm Machinegun and Laser Gun:
A heavy dual machinegun loaded with explosive bullets is standard issue and can be mounted on the front or back of the boat. The main section of the gun is protected by a small metal shield. The gun is for defense to fight off pirates and power armor raiders. It can also be used to detonate enemy torpedoes. A laser can be substituted.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense

Mega-Damage:
Spoiler:
Heavy M.D.C machinegun:
Fires 20 round bursts and does 4D6 M.D. per burst.
Later 2d4M.D per round replace ammo type HEAT rounds.
Fires 20 round bursts and does 2d4x10 M.D. per burst
The laser:
3D6 M.D. per blast.
Later replace Laser Gun to A.T.L OR anti tank Laser doing 3d6x10 per shot
Rate of Fire:
Machinegun: Four bursts per melee.
Laser: Equal to the gunner's hand to hand attacks per melee.
Effective Range:
Machinegun: 2000 feet (610 m)
laser: 4000 feet (1200 m)
Payload:
Machinegun: 2000 rounds (that's 100 bursts).
Laser: 50 blasts (it takes two melee rounds to replace an energy drum).



2. Depth Charge Launchers

3. Special Bonuses:





Lightning Hydrofoil Gun Ship

M.D.C. by Location
N-F50A Superheavy Force Field
Spoiler:
320
M.D.C.


Power System: Nuclear (15 year life) or liquid fuel driven (700 mile/1120km range).
Black Market Cost: 10 to 20 million credits for a new, undamaged ship
with all weapons and accessories. Does not include crew.


Weapon Systems

1. Porcupine -Missile Launcher (4):
Spoiler:
The two long, tubular shapes on each side of the stern are mini-missile launchers.
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Aircraft and Defense
Mega-Damage:
Varies with missile type.
Rate of Fire:
One at a time or volleys of two or four. Once the launcher is empty, it must be reloaded from the cargo hold, which requires two trained crewmen and takes five minutes to load a single tube. Effective Range: About one mile (1.6 km), short Range missiles 5 miles
Payload:
32 total; eight in each launch tube. The small cargo area can hold another 32 missiles in storage.
16 short Range missiles




2. Torpedo Tubes (2):
The gun ship also has twin torpedo launch tubes in each of the bow sections. A common tactic against a single foe consists of launching a combined torpedo and missile attack, trying to overwhelm the target's defenses through saturation.
Spoiler:
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Sea Monster
Mega-Damage: 3D4 x 10 M.D. (high explosive) or 2D6 x 10 M.D. (Plasma).
Rate of Fire: Two attacks per melee round, firing one at a time or two pairs of torpedoes.
Effective Range: About 10 miles (16 km)
Payload: 12 total; six torpedoes per each launcher.


3. Depth Charge Launchers (2):
This weapon is used against underwater submarines and monsters.
Spoiler:
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Sea Monster
Mega-Damage: 2D4 x 10 M.D. — explosive canisters.
Rate of Fire: One at a time or volleys of two. A single depth charge
or a pair can be launched three times per melee round.
Effective Range: 2000 foot (610 m) maximum depth.
Payload: 48 total; 24 depth charges for each launch bay




4. Heavy, Long-Range Laser Turrets (3):
One turret is located in the stern of the ship, while two others face the bow. Each turret can rotate 360 degrees and can be raised and lowered in a 90-degree arc of fire. Rail guns can be substituted.
Spoiler:
Primary Purpose: Anti-Aircraft and Defense
Secondary Purpose: Anti-Ship
Mega-Damage:
4D6 per single blast or 8 + 1D4 x 10 M.D. per standard
Later replace Laser Gun to A.T.L OR anti-tank Laser doing 3d6x10 per shot
dual blast.
Rate of Fire:
Equal to the melee round attacks of the gunner.
Effective Range: 4000 feet (1200

14mm Machinegun and Laser Gun: A heavy dual machinegun loaded with explosive bullets is standard issue and can be mounted on the front or back of the boat. The main section of the gun is protected by a small metal shield. The gun is for defense to fight off pirates and power armor raiders. It can also be used to detonate enemy torpedoes. A laser can be substituted.
Primary Purpose: Anti-Vehicle and Anti-Personnel Secondary Purpose: Defense
Mega-Damage:
The machinegun:
Fires 20 round bursts and does 4D6 M.D. per burst.
Later 2d4M.D per round replace ammo type HEAT rounds.
Fires 20 round bursts and does 2d4x10 M.D. per burst
The laser:
3D6 M.D. per blast.
Later replace Laser Gun to A.T.L OR anti tank Laser doing 3d6x10 per shot
Rate of Fire:
Machinegun: Four bursts per melee.
Laser: Equal to the gunner's hand to hand attacks per melee.
Effective Range:
Machinegun: 2000 feet (610 m)
laser: 4000 feet (1200 m)
Payload:
Machinegun: 2000 rounds (that's 100 bursts).
Laser: 50 blasts (it takes two melee rounds to replace an energy drum).




Walesa Cargo Ship


Model Type: TC-B 100
Class: Cargo Transport

M.D.C. by Location
N-F50A Superheavy Force Field
Spoiler:
3200
M.D.C.


Power System: Nuclear, with an average life of 20 years.
Black Market Cost: 70 to 80 million credits.

Weapon Systems
1. Missile Launchers (2):
Two medium-range missile launchers are located in the stern of the ship. They are the main weapon systems of the vessel and generally intended for defensive purposes only. These auto-loading missile turrets can fire off their entire payload in a couple of minutes. The launchers are controlled from the bridge, sometimes by a single gunner/operator.

Spoiler:
Primary Purpose: Anti-Ship and Anti-Aircraft.
Secondary Purpose: Defense
Mega-Damage: Varies with missile type. Any medium-range missile
can be used.
Rate of Fire: One at a time or volleys of two.
Effective Range: 50 miles (80 km) depending on type.
Payload: 20 total; each launcher has an auto-loading magazine that
holds 10 missiles. The cargo hold may have additional missiles in
storage



2. Depth Charge Launchers (2):
A depth charge launcher is located at opposite ends of the ship.
Spoiler:
Primary Purpose: Defense and Anti-Sea Monster
Mega-Damage: 2D4 x 10 M.D. — explosive canisters. 411)4Y 51/4'xi° Rate of Fire: One at a time or volleys of two as often as three times per melee round.
Effective Range: Up to 2000 foot (610 m) depth
Payload: 40 total; 20 depth charges in each launches





3. 14mm Machinegun and Laser Gun:
A heavy dual machinegun loaded with explosive bullets is standard issue and can be mounted on the front or back of the boat. The main section of the gun is protected by a small metal shield. The gun is for defense to fight off pirates and power armor raiders. It can also be used to detonate enemy torpedoes. A laser can be substituted.
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense
Spoiler:
Mega-Damage:
The machinegun:
Fires 20 round bursts and does 4D6 M.D. per burst.
Later 2d4M.D per round replace ammo type HEAT rounds.
Fires 20 round bursts and does 2d4x10 M.D. per burst
The laser:
3D6 M.D. per blast.
Later replace Laser Gun to A.T.L OR anti tank Laser doing 3d6x10 per shot
Rate of Fire:
Machinegun: Four bursts per melee.
Laser: Equal to the gunner's hand to hand attacks per melee.
Effective Range:
Machinegun: 2000 feet (610 m)
laser: 4000 feet (1200 m)
Payload:
Machinegun: 2000 rounds (that's 100 bursts).
Laser: 50 blasts (it takes two melee rounds to replace an energy drum).




3. Additional Weapon Systems can be added: These can include four to six laser or rail gun turrets, mini-missile launchers, power armor troops, helicopters, and so on.


4. Power Armor Crew:
Several crew members may use power armor and 4gaint power armor units and 5 robots are typically part of the ship's resources











381010
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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A.M.C and Tarrow Kingdom's







A.M.C and Tarrow Kingdom's


Phase world Paratrooper O.C.C.

Phase world Tin-Soldier O.C.C. Stats

A.M.C hired Combat Mage O.C.C


When A.M.C hammer out the deal with Tarnow Kingdom's worth Billions the king saw it couldn’t do it by itself and having in his mind additional force that were considered above mercenary armies but a PMC or a Private military Company they would hold section for protection and improving quality of life in it kingdom. In order to start A.M.C work first keys locations and able to expanded in astronomical rate once set that Tarnow Kingdom's can hold it ground from outside and internal forces . Tarnow Kingdom's military forces was first then Tarnow Kingdom's infrastructure second and later dump additional military personal from A.M.C ,you see A.M.C has many branches similar to the old USA Empire but can draw additional support from other mercenary from N.A.A.Ts , A.M.C has air land and sea that’s to Tarnow Kingdom's and Iron Heart Armaments Inc .Later helping to expand the New navy .In order to start they needed Chipwell Armaments Golden Age Weaponsmiths Wellington Industries
And later make look good Northern Gun .When starting A.M.C would drop it forces in place where seem fortification and lack of man power , A.M.C is massive ,Then adding Frontier Milita ,The Guard ( using all of Iron Heart Armaments) ,Peacekeeper ,and N.A.M.E.S all trained in Phase world and bring several Logistical personal using Northern Gun products .They are a defense force and not to go on offensive roll only Tarnow Kingdom's army ,This way truing the table on the angel of death . on the angel of death see this and is holding backing know she can fight but gorilla tactics at best even with Brodkil army was smart play to hold. Sadly Brodkil try insurrection attack of 0ver 100,000 Brodkil were all lost !!Even Ecto-Traveler have been block in many areas try to explore within Tarnow Kingdom's!! The combine might is massive and these are just vanguard !!
In less then a year Tarnow Kingdom's has become a fortress nation something NGR is looing at and seen how they will adopt these tactics. Also, NGR is sending troops as mercenary and sending hand me down military vehicles.

Northern Gun Weapons massive supplies to Tarnow Kingdom's with over 100 ships that were sent been use as additional army forces via PMC and other adding two Robot Gladiator Games in Tarnow Kingdom's is the rage . Getting Forester Power Armor, Gladius Light, Grease Monkey, Med-Rec – White Knight,, Hovercycles , Aquatic Vehicles , Northern Gun Robots, Beachmaster Amphibious Assault Robot,,, NG-V50 Bigfoot, AX-44 Bison Battler, Blocker Combat Robot, Gunbot Robot-Killer, Gunwolf, NG-V67 Grizzly, Hunter Mobile Gun, Hunter Moble Gun, Block IV Upgrade, `Big Papa' Mobile Medical Robot, `Junior' Mini-Mobile Medical Robot, `Original' Multibot, NG-M57-2N1 Megabot, NG-EXC-17 Ogre, EX-11 Okemos Explorer Robot, EX-11 Okemos Explorer Robot, NG-EX-V50 Scorpion Battler, NG-SE48 Sunfire, NG-V10 Super Labor Robot, NG-8000 Super Max, NG-V58 Thundercaster, NG-V41 Viking, NG-V39 Volcano, NG Weapons, Seasnake Series Lasers, NG Solar Powered Lasers, Heavy Energy Weapons,, NG Ion Scatter Series,, NG Particle Beam Weapons, NG Plasma Weapons, Rail Guns & Non-Energy Weapons, Other Weapons & Ammo, NG-Mines

But what stick out the most are DX-202 Cargo Walker, DX-204 GRUB General Robotic Ultra-Builder, BRV-10 “Vulture” Battlefield Recovery Vehicle, NG-PD12 “Fido” Cargo Drone, NG-CDH30 “Mule”
Cargo Hauler, NG-W9 Light Labor Drone, NG-W10 Heavy Labor Drone, IR·l020 Wrecker from rifts Japan, Rhino Heavy-Duty Military Bulldozer, “Smoke skipper” Hover Firetruck , NG-RSV7A Centipede
Robot Transport and Recovery Vehicle, Big Bertha, NG-HC2000 Skybunker Hover Carrier, and Robot Floater Camera the most common and on demand


The number unit that Chipwell Armaments Inc is CAI-51 Challenger Light Combat Armor making Billions and Wellington Industries keeping a secret in North America!!



Frontier Militia and Tarnow defense force and elite Tarnow force are setting infrastructure and fortification ,transportation line and for the massive amount of combat troops . Frontier Militia clear within Tarnow and it massive which need helping doing .This how it goes Frontier Militia sattrt operation then more support is need for that mission they Tarnow defense force step in ,and still more need Tarnow defense special force are added . Then call NGR mercenary group. After that A.M.C set and cover where Frontier Militia need support in. The kingdom of Tarnow is big and surrounded by enemies .Then A.M.C will call in Para trooper for mages and other units . thank to Frontier Militia for doing covert operations, Scout Detachment, Special Military Operatives, Psionic and Magic Operatives Combat Mage O.C.C,D-Bee Specialists and setting Infiltration Network in and out of The kingdom of Tarnow and A.M.C bring in Deep Anti-insurrection Operatives to win hearts and minds within The kingdom of Tarnow. Adding Army as a defense force and navy for blue water and brown water operations and last adding an Air force in the middle of Mindwerks and brodkil !!

Support by the following groups in silent

1. Golden Age Weaponsmiths
2. N.A.A.T
3. N.A.M.E.S
4. A.M.C
5. The Guard
6. RRK Corporation
7. Wellington Industries
8. Chipwell Armaments, Inc.
9. Northern Gun unknow helping
10. W.I Inc. Wellington Industries
11. Peacekeeper
12. RRK Corporation merc ops /Armtech Brach Germany
13. Armstrong TW Armaments Co.
14. MageFire Weaponry, Inc
15. Wellington Industries merc ops
16. Iron Heart Armaments, Inc. N.A.A.TS west coast
17. Chipwell Armaments, Inc merc ops
18. Bandito Arms west coast
19. The Chicago Network
20. The Immaterial Hand
21. EXTERMLY Limited work with El Oculta
22. Le Marche Noir east coast
23. The Verbrecher-Geschaeftsnetz
24. The Yakuza west coast
25. New Navy west coast
26. The Kingdom of Tarnow east coast
27. Titan product are ban







A.M.C Engineer Corps

Step One: The Size and Orientation
6. Massive Mercenary Army.
This Free Company can take on any kingdom and nation on Rifts Earth
at least 30,000,000 + effective, 50,000,000 + support personnel
hundred super-powered and magically , psionically adept agents
No group of this size is known on Earth
transdimensional mercenary

Step Two: Mercenary Company Features
A. Sponsorship
2. Secret NAATS
4. Criminal. Organized Crime it uses local area support to address or smooth agreement in the area
5. Government NGR, The Kingdom of Tarnow
6. Front again AMC

B. Outfits

9. Gimmick Clothing share with Local area if not enough
10. Unlimited Clothing

C. Equipment
3. Electronic Supplies and Good Gear
4. Medical Equipment.
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies):
8. Unlimited Equipment



D. Vehicles
4. Combat Cars share with Local area if not enough
5. Specialty Vehicles
6. Unlimited Vehicles

E. Weapons, Power Armor & Bots
3. Basic Weaponry share with Local area and train local civilian
5. Extensive Weaponry share with Local area and train local law enforcement
6. Maximum Firepower mainly AMC




F. Communications
2. Basic Service. This is shared via small towns and small villages and rural area to civilian related to local nations . The company has one long-range, wide band radio (500 mile/804 km range), one portable language translator and a walkie- talkie (3 mile/4.8 km range) in each vehicle. No scramblers or bug detectors available. Company Cost: 2 Points.


3. Secured Service. Use by government Civilian towns Two long-range radios, all personnel have a walkie-talkie or other short-range type radio, all with scramblers, six language translators, two mini-radar systems, one PC-3000 pocket computer, and a portable video camera and player. Company Cost: 10 Points


4. Full Range System. Mainly local enforcements and militia Every tent and major vehicle is equipped with a short-range (6 mile/9.6 km) radio and language translator, plus there are four long-range radios on line, and all personnel have a short-range walkie-talkie available to them. All radios have scrambler capabilities and one of the long-range radios has a laser booster system that doubles its range (1000 miles/1600 km). All senior officials have a full size computer as well as the PC-3000 and a language translator, other officials have only the PC-3000. Soldiers have reasonable access to a variety of commercial audio and video disk recorders and players.
A public announcement system is wired throughout the camp, and a full sound and video recording studio trailer monitors and controls the music and announcements piped through the PA system. Two full-time communications specialists, two electrical engineers and five assis-tants are on staff. All equipment is good quality and well maintained. Company Cost: 15 Points



5. Deluxe Communications Network. This use d and shared with local military forces working alongside AMC forces. Identical to number four, except that all the equipment is of the highest quality, the communication staff is twice as big, and equipment is more plentiful and readily avail-able. Company Cost: 25 Points


6. Superior Communications. Mainly AMC forces and allies units Not only does the company have everything provided in number five, but it has a communications command center (triple the number of communication staff) able to coordi-nate the actions of the whole company at once. All officers have full size and pocket size computers and language translators. Company Cost: 40 Points




G. Internal Security

3. Tight. Mainly militia control area
4. Iron-Clad. Mainly local law enforcement/para military control area
5. Paranoid. Mainly local Military control area
6. Impregnable. Mainly AMC control area

H. Permanent Bases

2. Partial Headquarters. this are mobiles use by law enforcement , militia or para military or The kingdom of Tarnow forces, AMC
3. Headquarters. Mainly law enforcement for local area
4. Fortified Headquarters. Extension to other area of local support The kingdom of Tarnow forces
5. Company Town. AMC
6. Company City. The kingdom of Tarnow and ports

I. Intelligence Resources
This all part of AMC but are in all merc outfit to share and update all merc outfits and then local area when need be.
2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network 5 rival bandits mainly Mindwerk and Brodkil


J. Special Budget
4. Large Loans mainly local militias and paramilitary
5. Big Bucks we are talking here millions of credits from local governments
6. Mega Bucks we talking here billions of credits from AMC

K. General alignment of personnel
Varies
6. Scrupulous and Principled
5. Unprincipled and Scrupulous
4. Anarchist and Unprincipled

L. Criminal Activity
Sadly there no way to around and AMC will use Criminal Activity but also working with local organizations Of the local to keep thin quiet and hidden to public eye and local law enforcement

1. Con Man
2. Prostitutes are willing to work and paid extremely especially of intel information is effective to AMC first
3. Cyber-Doc
5. Smugglers and Sellers of Contraband
6. Expert Assassin
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger



M. Reputation/Credentials
3. Unknown to local area only that there to help
4. Known by king and allies
5. Excellent Reputation like phase world

N. Salary
6. Outrageous Salary this mainly AMC and quadruple hazard pay and overtime pay is triple
5. Excellent Salary this is the kingdom military and triple hazard pay and overtime pay is double
4. Good Salary militia, para military and law enforcement government workers and double pay and overtime pay



Gear get basic Exo unit frame for Body armor

https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!




Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!




Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


Power System:
Spoiler:
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
25 body
upper Arms 15
Lower /forearm Arm 15
Upper Legs 15
Lower leg 15
Feet 10
To hit and damage frame must be a called shot even then it get a -9 to hit !!
weight 10 lds






Hammerhead

Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 15 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 40 feet high or across unassisted by the thrusters
.


A jet thruster
Spoiler:
assisted leap can propel the person up to 200 feet(60 m) high and 400 feet (121 m) across.

Weight:
Spoiler:
40 Ibs



Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
90 body
upper Arms 50
Lower /forearm Arm 70
Upper Legs 70
Lower leg 90
Feet 35
To hit and damage frame must be a called shot even then it get a -9 to hit !!


Phase world Paratrooper O.C.C.

Phase world Paratrooper O.C.C. Abilities and Bonuses:
1 . Bonuses :
The character' s combat training and background provide the following bonuses.
+ ID4x 10 to physical S.D.C . (or + 10 M . D . C . for Mega-Damage beings)
+ ID4 to P. S . , P.E. and Spd .
+2 on initiative .
+ I to strike in hand to hand combat.
+2 to parry and dodge .
+3 to roll with impact.
+3 to save vs psionics, insanity and torture .
+2 to save vs poison, toxin s and disease.
+ 1 0% to save vs coma/death

2. Nerves of Steel:
Paratroopers are famous for being as cool as a cucumber even under the worst of conditions . They have to be when j umping out of moving aircraft i s part o f the character' s job description. For most, this i s a blend of training, experience and a rock-steady disposition, to which freaking out is not acceptab
le behavior. As a result, the Paratroopers are immune to the effects of Horror Factor and they cannot be tortured through the use of pain alone ; it would require the use of magic, psionics, psychology and/or drugs to be effective. Of course, these men are also completely unafraid of heights , no matter
how high up they may be



3. Marksmanship :
The character must be incredibly skilled with his weapons in order to hit a target when falling on a chute
or when try ing to assault a beach front. They gain. a special bonus to strike with any ranged weapon, thanks to their keen eyesight, training, target shooting practice and constant battle action. This means that the Paratrooper gains + I attack/action per melee round, +2 to strike on an Aimed or Called Shot, + 1 to strike with a burst or spray, and + 1 to disarm on a Called Shot when using any long-range weapon or Firearm . The character can also make an Aimed or Called Shot from a moving vehicle,
when running, swimming or parachuting without penalty .


4. Hold Breath :
A Paratrooper is trained in how to hold his breath longer than the average person, so that he can maximize his air supply when jumping from high altitude or when skin diving (or S.C.U.B.A. diving). Most humans can only hold their breath for one or two minutes before dizziness will occur, unconsciousness
then occurs within two minutes and suffocation after another minute or two without air. The Paratrooper can hold his breath for 6 minutes before dizziness occurs, extending his overall time limit


5. Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 80% are male, 20% female.


• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS/Skills AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table



1 Bonus from Genetics Engineering Augmentation:

Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of
Choice
If you roll double numbers like 11,22,33,44 add a one time additional roll and NOT Pick one set of genetic bonuses


2- Best MOS AND Special Aptitude Bonuses


instead of rolling 3d6 you can roll the following table

• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:


01-11% Brainy :
Spoiler:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer


13-26% Strong-willed:
Spoiler:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is infantry/Military Specialist/or pilot


27-39% Charismatic:
Spoiler:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best M.O.S.. is Technical Officer and, Military Specialist


40-51% Physically Strong:
Spoiler:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist


52-65% Fast Reflexes and high
Dexterity:
Spoiler:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best M.O.S. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.


66-78% Great Endurance:
Spoiler:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best M.O.S. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.
Add 1d6x10 S.D.C ADD double H.P .triple P.P.E


79-88% Pretty Boy/girl: model
Spoiler:
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 20+1d4+1
Spd 1d6+9

Your best M.O.S.. is Technical Officer /Skills and Military Specialist OR Model


89-00% Fast as Lightning:
Spoiler:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your M.O.S. is Pilot giant robot, power armored ACE, Military Specialist



3 Special Aptitude Bonuses Table

Spoiler:
Note
if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, roll only




01-10%
Sure Shot :
[spoiler]+1d4 to strike with all types of projectile and weapons systems . From pistols and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles
get W.P Sharpshooter no penalties.


11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.
W.P Sharpshooter in robot or power armored.



21-30 %
Giant robot/or power armor Ace:
Spoiler:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.
W.P Sharpshooter in robot or power armored.



31-40%
High Perception and Solid gut Instincts:
Spoiler:
+1d6 on Perception Rolls. Roll 1d6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d6 initiative roll one time



41 to 50%
Quick Reaction Time:
Spoiler:
+1d6 on initiative. Roll 1d6 dodge, add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward



51-60%
Strongman :
Spoiler:
+1d6+4 to P.S. attribute and + 4 to pull punch. Add Height 1d10 inches, add weight 5d4%



61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two M.O.S.!! Also, if IQ 18 or higher add one-time bonus are allowed and for every 3above 24 get additional M.O.S . but without benefit Only I.Q max 2 M.O.S


71-80%
Quick Reflexes:
Spoiler:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative, AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,
W.P Sharpshooter


81-90%
Fearless :
Spoiler:
+ 1D6+2 to save Horror Factor. However, as a result, the character may also be a hot shot who take s foolish risks and daring chances.
ADD 1D6+1 to M.E and P.E


91-00%
Charismatic/Charmer:
Spoiler:
1d6+3 M.A. this character is especially likable and affable.
Awe factor if high P.B add 1d4. Base 10
Group 8+1 per 3 level max level 12
Individual 10 add +1 per 3 level max level 12
If high P.S male get plus 1 that 16 or better
If high P.B male get plus 1 that 16 or better Female +3




Paratrooper O.C.C.. Stats

Attribute Requirements:
IQ . 10, P.S. 12, P E . 14 or higher; a high P.P. and M.E. are helpful but not required.
Alignment : Any .
Racial Restrictions : None.

O.C.C. Skills:
Basic Math (+ 10%)
Climbing (+ 20%, + 30% to rappelling)
Land Navigation (+ 1 5%)
Language: Native Tongue (+2%)
Language : Other (two of choice; + 1 0%)
Parachuting (+30%)
Pilot: One ground and one water vehicle of choice (+ 1 0%).
Radio: Basic (+ 10%)
S.C.U.B.A . (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
W.P. Energy Heavy
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Ancient : Two of choice.
Hand to Hand : Commando (or Assassin if preferred


O.C.C. Related Skills :
Select 8 other skills at level one . Add three additional skills at level three, and two at levels six and nine, and one at level twelve. All new skills start at level one Proficiency .
Communications : Any (+ 1 0%) .
Cowboy : None.
Domestic : Any.
Electrical : Basic only .
Espionage: Detect Ambush, Detect Concealment, Escape Artist, Intelligence, and Sniper only .
Mechanical : Basic and Automotive only .
Medical : First Aid (+ 10%) or Paramedic (+5%) only.
Military : Any (+ 1 0%).
Physical : Any.
Pilot: Any (+5%).
Pilot Related: Any (+5%).
Rogue : Find Contraband, Safe -Cracking, Streetwise and Tailing only .
Science: None.
Technical : Any.
W.P . : Any .
Wilderness : Boat Building, Spelunking and Underwater Navigation only (+ 10%).


Secondary Skills :
Select 10 skills from the Secondary Skills list found on page 3 0 0 of Rifts® U tim ate Edition at levels1 ,2, 4, 8, and 12 and 15 . These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q . All Secondary Skills start at the base skill
level

Standard Equipment:
Orbital electric military wingsuit or HALO wingsuit medium environmental armor
various design
https://www.deviantart.com/novaillusion ... -622539459
gravity drive systems 100 M.D.C.(2)

https://www.deviantart.com/thomaswieveg ... -428080604
folding hard wing version 150 M.D.C.

https://www.deviantart.com/vyle-art/art ... t-74095112
folding body wing

https://www.deviantart.com/artemymaslov ... -383543154

Stealth orbital wingsuit -90% detection, the rest get -55% detection

https://www.deviantart.com/toastysfm/ar ... -903017676
Heavy military wingsuit
super solider design and/or juicer design
add 100 M.D.C. main body and 50 to all location.
conceal rear hover thrusters back systems.
Grav drive systems
Has four Superheavy Force Field 320 each!!
Nuclear power 5 years

electric military wingsuit medium environmental armor
(6D6+1+88 M.D.C. main body ) Helmet: 35. Arms: 1 5 each, Legs : 24 each, No mobility penalties.
Four folding wings 100 each P.S 40
Gear gets basic Exo unit frame for Body armor look below.
any design can become TW design 400 PPE batteries and get 1d4+1.

Full EVA systems
• Complete environmental battle armor suitable for use in all hostile
environments, including space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 96 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 3000 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor.
• Built-in loudspeaker; 80 decibels.
• Directional, short-range radio built into the helmet. Range is 5 miles (8 km).
• Helmet face plate is removable.
• Wrist Mini-Comp : A multi-purpose miniature computer and display that will indicate system errors within the armor, damage levels, and oxygen supply, as well as direction (compass), time, and date.
• Ammo and supply waist belt, shoulder belts, and shoulder holster. Pilots and officers have their choice of shoulder or hip holster.
• Boot survival knife or Vibro-Blade for officers and military specialists.

Also built in
•built in two parachutes
•Binoculars
•language translator
•utility belt
•backpack
•satchel
•tinted goggles
•compass
• any one can get an A.I assistant


set of fatigues 25 M.D.C, limited personal wardrobe, , IRMSS medical kit, , , parachute, tinted goggles, gas mask, canteen, handcuffs , disposable cigarette lighter, bedroll, flashlight, survival kit, hand radio, S.C.U.B. A . gear, wet suit 25 M.D.C and some personal items.
electric military wingsuit medium environmental armor Helmet: 35. Arms: 1 5 each, Legs : 24 each,


One weapon for each W.P. plus ID6+3 ammo/E-Clips for each, a Vibro-Saber (2D4 M.D . ) , Vibro-Knife ( lD6 M.D .), two smoke grenades, two fragmentation hand grenades , and six flares.


Personal Force Fields
N-F50A Superheavy Force Field
Camouflage Variable Armor
Camouflage Sheets



The following below use parachutes


Gear get basic Exo unit frame for Body armor

https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!




Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!







Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


Power System:
Spoiler:
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
25 body
upper Arms 15
Lower /forearm Arm 15
Upper Legs 15
Lower leg 15
Feet 10
To hit and damage frame must be a called shot even then it get a -9 to hit !!
weight 10 lds






Hammerhead

Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 15 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 40 feet high or across unassisted by the thrusters
.


A jet thruster
Spoiler:
assisted leap can propel the person up to 200 feet(60 m) high and 400 feet (121 m) across.

Weight:
Spoiler:
40 Ibs



Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
90 body
upper Arms 50
Lower /forearm Arm 70
Upper Legs 70
Lower leg 90
Feet 35
To hit and damage frame must be a called shot even then it get a -9 to hit !!



Cybernetics:
None to start, but can acquire them later, including Black Market items .

Experience Chart: Same as the CS Military Specialist, see the Rifts® RPG .











Phase world Tin-Soldier

Special Abilities & Bonuses
In addition to biological hazard training and chemistry, the character gets the following bonuses and special items.

1. Bonuses :
+3 to save vs disease, +2 to save vs poison and drugs, +2 to save vs possession and mind control , and + 1 to save vs Horror actor at levels 2, 4 , 6, 8 , 1 0, 1 2 , and 14 .

2. Bio-Hazard Special Training.
The Tin-Soldier can evaluate the situation, identify the specific dangers to human life, as certain their level of deadliness, and how to contain and clean-up/eliminate the contamination.
Base Skill: 60% +3% per level of experience .
The proper handling, use, storage and disposal of poisons and toxins, and the adm ini stering of drugs is part of the special training.
Base Skill: 68% +3% per level of experience.

Knowledge of medical procedures and laboratory techniques enables the character to work as a lab assistant and even as a nurse, but requires direction and supervision from a doctor or supervisor

3. Special Hazard Armor:
Special HAZMA T double-suit, environmental arm or, plus a spare helmet and a spare oxygen
tank is standard issue. The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 100 M.D.C . and all the standard features for EBA. However, the suit can handle ten the amount of radiation, heat and cold as standard EBAs , has a larger independent oxygen supply good for eight hours (in phase world has weeks to a built in air circulation purge system), has numerous belts, pouches and connectors to hold weapons , sign al flares, sensors and other gear, as well as the following extra features


https://www.deviantart.com/snowy-aegis/ ... -530068913
combat version
The Hazard Armor has an inner suit made of M.D.C. fabric ( 30 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 100 M.D.C . and all the standard features for EBA
Personal force field systems 160 M.D.C


https://www.deviantart.com/deltaplaneru ... -407846452


The Hazard Armor has an inner suit made of M.D.C. fabric ( 20 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 50 M.D.C . and all the standard features for EBA
Personal force field systems 160 M.D.C

https://www.deviantart.com/supercynic/a ... -155336250

THE DRAGON HEAVILY ARMORED suit and high Robotic systems P.S 40
The Hazard Armor has an inner suit made of M.D.C. fabric ( 35 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental armor with 200 M.D.C . and all the standard features for EBA
Can have additional features added as well 2 per arm , 3 per legs ,6 helmet and 10 main body
Nuclear power systems 5 years
Personal force field systems 320 M.D.C
No exo unit



https://www.deviantart.com/bjorgar/art/ ... -172532509

the ranger
The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 60 M.D.C . and all the standard features for EBA
Speed double
Robotic systems high agility and mobility robotic systems P.P add 8
Personal force field systems 160 M.D.C
Add +25 to climbing ,swimming or other
Used Ultra-light exo unit only.

https://www.deviantart.com/nicklausofkr ... -283968236

mainly para military and basic infantry design

The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 100 M.D.C . and all the standard features for EBA
Personal force field systems 160 M.D.C
Used Ultra-light exo unit only.

https://www.deviantart.com/haloowl/art/ ... -763368394

mainly used by Nurse ,combat medic , fire fighter ,and EMS ,Engineers ,civilian suits
The Hazard Armor has an inner suit made of M.D.C. fabric ( 16 M.D.C each.) and is completely airtight and sealed. This is a double-safety feature to protect the wearer in case his exterior armor is breached.
The exterior armor is heavy environmental arm or with 35 M.D.C. and all the standard features for EBA
Personal force field systems 160 M.D.C
Double helmet systems
Outer glass 5 M.D.C
Standard helmet 25 M.D.C
Used Ultra-light exo unit only.

Features
A ) Helmet mini-spotlight and camera turret with two small, but high-powered lights ( 1 000 footl3 05 m range) . The turret can slide forward and back on top of the helmet, tum side to side 180 degrees, and has an up and down arc of 85 degrees; responds to voice command . The camera can record up to eight
hours per mini-disc AND transmit live feed to a mobile command base.

B) Built-in Geiger counter.

C) Bio-Comp Monitor (of the wearer) .

D) Built-in sensory system that identifies and measures air temperature, humidity, toxins in the air and can detect active biological agents that are a hazard to humans.

E) Electromagnetic gripping boots used for walking on and climbing metal structures, the hull of a ship, etc. Electromagnet hand pads are either kept in a backpack or hooked in a special carrying case on the hip

F) Can add additional sensor, optic, better communication systems for robotic
3 per arms , 4 per leg,8 on main body . optic up 4 per eye on helmet add 5 more.

G.) Camera: Peekaboo (1):
Two “peekaboo cameras” are built into the back of the back the right and left shoulders.
. When needed to see what’s going on behind you without turning around yourself, the camera unfolds from its concealed housing to look around. This can be very helpful when hiding amongst vegetation or rubble, and for peeking around corners. Being so small and quiet, the peekaboo camera can peer under leaves and through a weave of vegetation or debris to see and transmit live images to the HUD in the pilot’s helmet. Each is built into a thin, mechanical arm that can bend to look up, down and sideways 180
degrees behind the power armor. Note: For a complete description of how this mini-spy camera can cover one’s back, see the description in the opening text of the Forester power armor, page
94. Each peekaboo camera has 5 M.D.C


Multi-Optics System:
The all helmet contains a wide range of optical enhancements: Passive nightvision
(light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability
to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
range), and macro-magnification (x12 for close work). All are see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability
to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km
range), and macro-magnification (x12 for close work). All are perfect for surveillance, investigation and manhunting.


Warning System and Multi-Cameras:
Tied into the cameras and sensor array is a motion detection warning system similar to
the one in the White Knight power armor. When anything comes within 100 feet (30.5 m), the computer issues an audio warning (“Warning: Suspected hostile approaching at 100 feet. 95 feet,
80 feet, etc.” Or “Warning: Deteriorating hostile environment. Defensive [or evasive] action is recommended.” And similar.) In each instance, the pilot can request “visual” and the computer will
display a visual live feed, up on the HUD, of what the camera sees approaching or what the deteriorating environment may be. If the approaching person or people are not a threat, the pilot can
stop the warning by stating, “non-hostile” or “friendly.” Tied into the Recognition system, the warning is likely to identify exactly what the danger is. (“Known hit man for the Altobelli Gang,” or
“Coalition Dead Boy,” “Baal Rog demon,” and possibly even the name of a specific known fugitive: “Benjamin Mason,” “Michael Strom,” “Big Bubba,” “King Zarchron,” etc., “approaching from
behind at two o’clock.”



H) Hard-Shell Backpack (70 M.D.C.) & Special Gear: The has a special, oversized hard-shell backpack specifically designed to carry two gallons (7.5 liters) of drinking water, one first aid kit, one Portable Computer Field Unit (see Rifts® Ultimate Edition, page 162, for descriptions of both) and one Portable
Scan Dihilator (see Rifts® Ultimate Edition, page 164).Both units provide additional radar, sensors, computer and communications.

I)Gear gets basic Exo unit frame for Body armor except THE DRAGON HEAVLY AMORED

https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!




Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/j3f3r20n/art ... -506953938

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


https://www.deviantart.com/j3f3r20n/art ... -508645398

Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


https://www.deviantart.com/j3f3r20n/art ... -508645398

A jet thruster
Spoiler:
assisted leap can propel the person up to 100 feet(30.5 m) high and 200 feet (61 m) across.


Weight: 20 Ibs ; remember,
https://www.deviantart.com/j3f3r20n/art ... -503806932

Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


https://www.deviantart.com/j3f3r20n/art ... -508296925

M.D.C Frame
Spoiler:
45 body
upper Arms 25
Lower /forearm Arm 35
Upper Legs 35
Lower leg 45
Feet 25
To hit and damage frame must be a called shot even then it get a -9 to hit !!







Gear get Ultra-light basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/C ... -707395784
https://www.deviantart.com/thomasrome/a ... -538812889
Variant design
Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 10 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 15 feet (4.6 m) high or across unassisted by the thrusters.


Power System:
Spoiler:
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
25 body
upper Arms 15
Lower /forearm Arm 15
Upper Legs 15
Lower leg 15
Feet 10
To hit and damage frame must be a called shot even then it get a -9 to hit !!
weight 10 lds






Hammerhead

Gear get basic Exo unit frame for Body armor
https://www.deviantart.com/g3blue/art/H ... -718248543

Enhanced Attributes Physical Strength:
Spoiler:
The P.S. of the wearer is increased by 15 points.


Physical Prowess:
Spoiler:
The P.P. of the wearer is increased by 4 points.
The wearer's speed is doubled and the usual rate of fatigue is reduced by half, thanks to the robot exoskeleton.
Leaping: The robot enhanced legs can leap up to 40 feet high or across unassisted by the thrusters
.


A jet thruster
Spoiler:
assisted leap can propel the person up to 200 feet(60 m) high and 400 feet (121 m) across.

Weight:
Spoiler:
40 Ibs



Power System:
Spoiler:
Nuclear, with an average energy life of five years.
But a standard, rechargeable, six hour battery pack comes with the suit.


M.D.C Frame
Spoiler:
90 body
upper Arms 50
Lower /forearm Arm 70
Upper Legs 70
Lower leg 90
Feet 35
To hit and damage frame must be a called shot even then it get a -9 to hit !!



Phaseworld Tin-Soldier O.C.C. Stats

Alignment: Any, but most tend to be good.
Attribute Requirements:
I.Q. 11 and M.E. 10 or higher; a high P.P. and P.E . are helpful but not required.
Racial Restrictions : None, but few M.D.C . beings would bother to learn such ski l l s


Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 80% are male, 20% female.


• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS/Skills AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table



1 Bonus from Genetics Engineering Augmentation:

Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of
Choice
If you roll double numbers like 11,22,33,44 add a one time additional roll and NOT Pick one set of genetic bonuses


2- Best MOS AND Special Aptitude Bonuses


instead of rolling 3d6 you can roll the following table

• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:


01-11% Brainy :
Spoiler:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer


13-26% Strong-willed:
Spoiler:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is infantry/Military Specialist/or pilot


27-39% Charismatic:
Spoiler:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best M.O.S.. is Technical Officer and, Military Specialist


40-51% Physically Strong:
Spoiler:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist


52-65% Fast Reflexes and high
Dexterity:
Spoiler:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best M.O.S. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.


66-78% Great Endurance:
Spoiler:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best M.O.S. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.
Add 1d6x10 S.D.C ADD double H.P .triple P.P.E


79-88% Pretty Boy/girl: model
Spoiler:
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 20+1d4+1
Spd 1d6+9

Your best M.O.S.. is Technical Officer /Skills and Military Specialist OR Model


89-00% Fast as Lightning:
Spoiler:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your M.O.S. is Pilot giant robot, power armored ACE, Military Specialist



3 Special Aptitude Bonuses Table

Spoiler:
Note
if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, roll only




01-10%
Sure Shot :
[spoiler]+1d4 to strike with all types of projectile and weapons systems . From pistols and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles
get W.P Sharpshooter no penalties.


11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.
W.P Sharpshooter in robot or power armored.



21-30 %
Giant robot/or power armor Ace:
Spoiler:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.
W.P Sharpshooter in robot or power armored.



31-40%
High Perception and Solid gut Instincts:
Spoiler:
+1d6 on Perception Rolls. Roll 1d6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d6 initiative roll one time



41 to 50%
Quick Reaction Time:
Spoiler:
+1d6 on initiative. Roll 1d6 dodge, add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward



51-60%
Strongman :
Spoiler:
+1d6+4 to P.S. attribute and + 4 to pull punch. Add Height 1d10 inches, add weight 5d4%



61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two M.O.S.!! Also, if IQ 18 or higher add one-time bonus are allowed and for every 3above 24 get additional M.O.S . but without benefit Only I.Q max 2 M.O.S


71-80%
Quick Reflexes:
Spoiler:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative, AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,
W.P Sharpshooter


81-90%
Fearless :
Spoiler:
+ 1D6+2 to save Horror Factor. However, as a result, the character may also be a hot shot who take s foolish risks and daring chances.
ADD 1D6+1 to M.E and P.E


91-00%
Charismatic/Charmer:
Spoiler:
1d6+3 M.A. this character is especially likable and affable.
Awe factor if high P.B add 1d4. Base 10
Group 8+1 per 3 level max level 12
Individual 10 add +1 per 3 level max level 12
If high P.S male get plus 1 that 16 or better
If high P.B male get plus 1 that 16 or better Female +3



O.C.C. Skills:
Basic Math (+20%)
Chemistry (+20%)
Chemistry : Analytical (+ 1 5%)
Climbing (+ 1 0%)
Computer Operation (+20%)
Excavation (+ 1 0%)
Find Contraband (+ 1 4%)
Firefighting (+20%)
Land Navigation (+ 1 5%)
Language: Native Tongue (+2%)
NBC Warfare (+20%)
Parachuting (+ 1 0%)
Pilot:
• One air vehicle, (+ 1 0%).
• one ground vehicle, (+ 1 0%).
• one water vehicle (+ 1 0%).
Radio: Basic (+ 1 5%)
Salvage (+ 1 5 %)
Swimming (+ 1 0%)
Wilderness Survival (+20%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Ancient: One of the choices.
Hand to Hand:
Basic E.M.S, firefighter, civilian and militia ; Expert for military or other
O.C.C . Related Skill, or Martial Arts (or Assassin if evil) for two skills

O.C.C. Related Skills :
Select two Medical skills and five other skills at level one. Plus select two additional ski l ls at levels 3,
6, 9 and 12 . All new skills start at level one proficiency.
Communications: Any (+ 1 0%) .
Cowboy: None.
Domestic: Any .
Electrical: Any .
Espionage: None. Soldier or military or P.M.C or merc outfit
Mechanical: Basic and Automotive only (+5%).
Medical: Any (+5%)
Military: Any (+ 1 0%).
Physical:
Any, except Acrobatics and Gymnastics. any for police. law enforcement or medical, E.M.S, firefighter, civilian and militia
Pilot: Any.
Pilot Related: Any (+5%).
Rogue: None. But for police. law enforcement, civilian and militia any
Science: Any (+ 1 0%).
Technical: Any (+5 %).
W.P . : Any .
Wilderness:
Identify Plants & Fruits, Preserve Food, Skin & Prepare Animals and Spelunking only (+10%).

Standard Equipment
Special HAZMAT double-suit environmental armor, plus a spare helmet and oxygen tank, set of fatigues,
limited personal wardrobe, binoculars, IRMSS medical kit, IRVT Seekers, RAU Robot Antiseptic Units
("Cleaners"), pocket digital Micro Scale, Portable Laboratory, Portable B io- Scan & B io-Lab, portable computer, field radio, digital audio-recorder, digital camera, mini-tool kit, pocket-sized note pad and 9 markers , first aid kit, hypodermic gun , utility belt, holster with sidearm , backpack, satchel, tinted goggles, gas mask, canteen, surgical gloves, compass, disposable cigarette lighter, bedroll , flashlight, survival kit, and some personal item s .
One weapon for each W.P . plus 9 ammo/E-C lips foreach, a Vibro-Knife ( 1D6 M.D.), 9 smoke grenades, 9
fragmentation hand grenades, and eight signal flares

Cybernetics: None to start, but can acquire them later, including Black Market items

Experience Chart : Same as the C S Technical Officer, see the Rifts® RPG










A.M.C hired Combat Mage O.C.C

Powers & Abilities of the Combat Mage
2. Initial Spell Knowledge at Level One
3. Learning New Spells
4. P.P. E.
Permanent Base P.P. E
Supplemental P.P.E. :
P.P.E. Recovery:
5. Combat Mage O.C.C. Bonuses
Combat Mage O.C.C. Stats
O.C.C. Skills
Swimming and Wilderness Survival (+5%)
O.C.C. Related Skills : Select four other skills
Secondary Skills:



Standard Equipment:
A suit of personalized, light (2D6+32 M.D.C . ) and medium (3D6+50 M.D.C. ) body armor, typically
made from organic, M.D .C . material, one weapon for each W.P . and 6 ammo/energy clips for each, and 3 common TW weapon of choice (often a Flaming Sword or TW revolver). Plus, dress uniform, utility coveralls, utility belt, and a set of camouflage clothing for covert operations, a gas mask and air filter, pair of quality sunglasses or tinted goggles , binoculars, hatchet for cutting wood ( 1D6 S.D.C . ), 9
wooden stakes and a mallet (for vampires), small wooden or silver cross (may be worn around neck or wrist) , 9 golf ball sized quartz crystal shard, 9 refillable cigarette lighter, on disposable lighter, knapsack, backpack, 4 small sacks, pocket mirror, first aid kit, tent, two canteens, flashlight, 50
feet ( 1 5 .2 m ) of climbing rope, 6 pens and r pencils, a note pad or sketchbook, and some personal items. The vehicle is typically a conventional jeep, motorcycle or hovercycle, and should reflect the character ' s piloting skill

AMC
A suit of personalized, light (50 M.D.C . ) and medium (75 M.D.C. ) body armor superior quality
Personal force field systems 160 M.D.C
Has 1d4 P.PE. Battery has 1d4x100 P.P.E each Battery roll A suit of personalized and medium body armor
Can get basic ex suit added ultra-light version only

Techno-Wizard
Communications Band :
Magic Optic System
Psionic Mind Shield
Lightblade:
Flaming Sword
Light ing Rod
TK-Machi ne-G u n
TK-Revolver
TK-Sniper Rifle
TK-Submachine-G u n

Techno-Wizard armor body / and a personalized suit armor
Features each has 1d4 Techno-Wizard batteries and each roll 1d4x100 P.P.E

1)Armor of Ithan:

This spell is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200.
Cost: 50,000 for each 10 magical M.D.C. of the armor.

2)Breathe without Air
:
The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 100,000 credits.

2)Chameleon:
The magic is activated by thought and 6 P.P.E or 12 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 120,000 cre-dits.

3)Escape:
The magic is activated by thought and 8 P.P.E or 16 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 150. Cost: 170,000 credits.

4)Impervious to fire:
Activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200. Cost: 70,000 credits.

5)Impervious to Energy:
Activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6 level (8 to 12 minute duration). Note: This spell will make M.D.C. armor vulnerable only to magic, physical attacks/ punches, missiles/explosives, and telekinetic weapons. Initial
Creation Cost in P.P.E.: 400. Cost: 500,000 credits.

6)Invisibility Superior (self):
The magic is activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6th level (12 to 18 minutes). Initial Creation Cost in P.P.E.: 400. Cost: One million credits.

7)Invulnerability:
Activated by thought and 25 P.P.E or 50 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 500. Cost: 200,000 credits.

8)Levitation:
The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 70,000 credits.

9)Mystic Portal:
Activated by thought and 60 P.P.E or 120 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 1200. Cost: 500,000 credits.

10)Shadow Meld:
The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 800. Cost: 200,000 cre-dits.

12)Superhuman Speed:
Activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200. Cost: 40,000 credits.

13 )Superhuman Strength:

The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 250. Cost: 50,000 credits.




Other Feature
Climb (3)
Cloak of Darkness (6)
Concealment (6)
Detect Concealment (6)
Extinguish Fire (4)


Level Three
Armor of Ithan (10)
Energy Bolt (5)

Invisibility: Simple (6)
Magic Shield (6)
Negate Poison/Toxin (5)


Level Four
Electric Arc (8)
Energy Field (10)
Fire Bolt (7)
Fist of Fury ( 10 or 50)
Multiple Image (7)
Repel Animals (7)



Fly ( 1 5)
Superhuman Endurance ( 1 2)
Superhuman Strength ( 1 0)
Superhuman Speed (10)

Level Six
Call Lightning (15)
Fire Ball (10)
Globe of Silence (20)
Lightblade (20)


Level Eight
Negate Magic (30)
Level Nine
Dragon Fire (40)

Level Ten
Speed Weapon ( 00)




Money:
Starts with 1D4x 1000 Universal Credits, 1D4x l000 in Black Market saleable items. Generally, the character will spend money as quickly as he gets it, usually on TW and other types of magic weapons, new spell invocations, vehicle and combat gear, then on living well and enjoying life during
the quiet moments.

Are well paid get twice wages and triple hazard pay, and overtime pay is double
And get Techno-Wizard body armor Features.

Cybernetics:
Starts with none and will avoid getting any cybernetic or other forms of physical augmentation. Will only consider Bio-Systems when severely injured.
Experience Table for the Combat Mage: Same as the Headhunter, see the Rifts® RPG


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ZINO
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Re: N.A.AT

Unread post by ZINO »

A.M.C and Tarrow Kingdom's secrets expose

Spoiler:
N.A.A.Ts stared in North America called N.A.A.T but disappear the purge when the foundation of the coalition was made ,serval Mercenary groups were from one of the unknow at the time became N.A.M.E.S and A.M.C before the retribution army came back from the coalition war .During this time another Mercenary groups appeared call peacekeepers, The guard , The Guardsmen ,The OLD Guard and frontier militia ( all these were thought army size ), and other small Mercenary groups called PMC .The coalition just finish it war with war in the coalition were would fracture but not destroy the coalition even free Quebec was would of taken a hit and weaken even more but that didn’t happen .You see N.A.A.T original forces were from rifts pass that were teleported to rifts earth 300 years later in order to hide in plain sight their mission was to survive establish a strong neat work and saw that taking over a large area was a bad idea that the coalition even now are trying to do in rifts earth .

N.A.A.T became the underground of the underground of black market that no see but may have heard a whisper. If you hear this whisper to help you and make profit in local are not seen before gold age of man well you are in luck not just worthy of you and who you surround you self with .Most of the you get lucky . What happen was Fluck in comic scale. So N.A.A.T to transformational syndicate due to retribution army was from Phase world and boy when they lost the spoils go to the victory , N.A.A.T kind open allowed to expand in way not seen before with massive collection of 119 solar systems is able to hold it but let the native power block in rift assist and not take over ,and to be the background .


A.M.C was getting to big in rifts earth so it went to two area at first Germany and act as PMC and in The Kingdom of Tarrow .It went big last dropping in the engineering corps mix with the troops to win heart and mind of local is work extremely well and collect as much to reverse engineer tech and other tactic add to their own and limit Phase world .This has work like charm after seen what happen to Naruni Enterprises!!
Getting Golden Age Weaponsmiths, Chipwell Armaments Inc , Wellington Industries , Iron Heart Armaments Inc and last but not least Northern Gun to aide getting support from them and no was the wiser!!! And later getting The RRK Korporation and WaffenTeck Vehicles to work with the official Branch of old ArmTech in Europe that was equal two these groups and expand in Kingdom of Tarrow and NGR.

ArmTech has open offices and operation thank to the new president in Major NGR Cities
Dusseldorf/Ruhr, Frankfurt am Main, Koln , Munich ,Berlin and Denmark with are fortress with technology and magic and psionic . This son will happen Kingdom of Tarrow soon right NGR is seen there results with are positive outcomes.


Triax and the N.G.R was the assassin of the president ( Wroclaw — Poland The Destruction of Wroclaw and 107 P.A NGR President — Assassinated ) was open door for N.A.A.Ts and The Kingdom of Tarrow both at the same to test many ideas tactic and apply as well as tech but The Kingdom of Tarrow
Can’t be replicated but improved only. Now with N.A.A.Ts connection with Triax and the N.G.R allowed to link up with New Navy and later with Tritonia, Japan, Lemuria, and Columbia

In America it allies via mercenary armies and Triax and the N.G.R, The Kingdom of Tarrow
, and Columbia diplomats can give cover under the Coalition States nose lot room to breath . sadly they have to be careful with Manistique Imperium connection with Titian industries and The Kingdom of Tarrow King and have many exit avenues to go to in case that even with The Coalition States as well.

They are aware and delt with A.R.C.H.I.E., Pirates, The Naut'Yll AND The Splugorth ,Atlantis and the republicans in north America.

Just like tech and personal magic and psionic are part with massive resources N.A.A.Ts see via Phase world and rifts earth they been able to open guild but structure in better way.

Naruni Enterprises (Advanced alien technology) is far the worst-case scenario then seen when dealing from army of retribution in Riths Earth. They lost. N.A.A.T Tank Division after tank division is was ok at best but IT WAS number games gave them home advantage at the cost of losing Tanks ,APC , IFV and other combat military vehicles .However they held the line . The was costly and becoming famous was not their able to stand up to Naruni Enterprises (Advanced alien technology) !!! So they made sure the coalition got time to fight back and gave a moral boost and for the first time getting paid from the coalition too ,heck even Larsen's Brigade in and all party ended on top .But what N.A.A.T gain was bigger then hope and address matter that they face before with kind forgiven hands .In months turning from underground secret black market to N.A.A.T syndicate to N.A.A.Ts transdimensional syndicate !!welcome to phaseworld N.A.A.Ts.

After this many of north America avoid Naruni Enterprises (Advanced alien technology) and was the downfall of Robot Control. Which N.A.A.Ts help them safely to unknown location all but trader Joe which drop them ton of Naruni Enterprises gear and confiscated as payment made look like coalition forces so trader Joe think it was coalition forces .This was a poly so retribution from possible Naruni Enterprises fall on the coalition worst case scenario. .




Refugees Matter to N.A.A.Ts

Spoiler:
N.A.A.Ts has come a long way, you see when dealing with massive emergencies event where they refuge it trauma they see over and over again. It goes back to chaos earth or fall of mankind being on top of the food change or the fall of mankind. At the time there were thousands of Armed force Personal from the US military, Armtech and N.E.M.A personal a combine deadly force at the time. They were moving and gathering as many civilian and local law enforcement, fire crews and EMS , doctors ,engineers with their family .You see they all became refugees at the time saving as many live in the middle pf an apocalyptic event. The military was heading to BUNKER HILLS small bases of been self-sustaining to survive a nuclear war or worst asteroid killer planet event. But the opening RIFTS was just the same and were ready sadly Military operators were the ultra-elite special forces and set the one of many; these Military operators thought there was one base!! When groups of US refugees were heading toward these bases, they are passing by Nexus of ley lines, there was massive rifts that caught the entire convoy and teleported 300 years into the future!!

No one knew what happened all of sudden clear sunny day no monster or wild noise from every direction all normal. The first thing that was done was stop, see the area, and go quiet. Them limit radio communications, and that how they travel from one moment losing groups of people from 2 to 8 to none or zero. Safe travel, seen monsters ,creature from other dimensions and many, many ruins and heading toward BUNKER HILLS.

When finally accepting that they travel thru time, there was no turning back .they reach BUNKER HILLS and started establishing BUNKER HILL online and having civilian .BUNKER HILL it all and was a self-sustaining Base like those rifts mutants in orbit book . At first getting intelligence information of the new power block in North America the founding of the coalition and learning there was prerifts faction call the Republicans that mees up big time in their goals.

At the time they acted as small independent mercenary groups and learn a lot of what was going on in north America. Original NAAT or North America Armored Transport due that they has a what look like old pre rifts American empire military vehicles. They made connection with Black markets and other kingdoms and transport lane where they travel hold and move to next location.


The lost life and loss of towns ,villages and even city here in rifts earth reminds why they are here ,it not the nation , country or location but the people they can help ,save and bring back from the edge of destruction . And what they went thru to get where they are , The Destruction of Wroclaw and 107 P.A NGR President — Assassinated as well as the Coalition war has made better .due to this those that join N.A.A.T at the time grew to make massive Mercenary armies but the retribution army that came after and winning .This open the doors to other dimension called Phase world and made a link to a confederation of planet of 119 solar systems . They are small to C.W.W. or T.G.E but almost equal on power. Here confederation of planet was about 231 solar systems working together that drop to119 solar system due to small part The Transgalactic Empire (TE) and The Splugorth, but the reason was the Minion War and learned it heading toward rifts earth and are ahead of the curve. The confederation of planet losing 112 solar systems massive number of refugees and lost systems. This was N.A.A.T became N.A.A.Ts they were able to get over this with massive amount of fallback position to absorbed the millions of millions of Refugees they handled. And this is where they at getting ready to act and with the support of 119 solar systems from confederation of planet they can hold ,move and help in way they couldn’t before .They are working with the power blocking in rifts earth but in the background not in front but ready to help where need be .








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ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

The Black Market


Spoiler:
The Black Market has always had a strange "love-hate" relationship with the companies who manufacture many of the weapons it sells. However, for N.A.A.T. s is necessary evil (like the coalition)and see what they give to the Black Market is profits and influence to N.A.A.T.s .This allowed to get favors from other Black Market .Sometimes given to share with normal people in order to gain and help that area indirectly. The Black-Market love profit and learn better to work together or be at the nasty end of the big stick is not fun and be honest and winning small favor has help big time as well. Like getting lost equipment or personal, and information to N.A.A.T.s. this allowed to stop low end to mid sealer form killing either and better to help and all make a win. Trying to get the prize for themselves and get greed has many time ten worst for all sided and many avoid of profit to the point of unbale to get back it feet .

The Immaterial Hand, Bandito Arms ,Le Marche Noir, The Atlantean Connection ,Pirates of the
Amazon ,The Verbrecher-Geschaeftsnetz ,The Black Market , The Yakuza ,The Coalition States and on Other Planets all they care about is profits and influence in the Black Market this what N.A.A.T.s help with .However slavery and cyber stealing ,illegal genetic manipulation ,and love of life to civilian caught in the cross fire and staying inviable operations are the up most priority .

The Black Market
Spoiler:
N.A.A.T.s try to stay away from this Black Market group and counter measures are used to address this Black Market.Their are times they will pay thru the nose not to use this group.
El Oculta, "the Hidden One."
Vampires sometimes try to use loyal human and D-Bee servants to infiltrate
El Oculta has found a number of ways to avoid the Coalition's electronic surveillance and flybys.
Groups of Simvan warriors are hired to trans-port shipments
but they barely register on Coalition radar and produce no radio traffic or other electronic signals that can be intercepted.

Note: The majority of Black Marketeers steer clear of the slave trade, but have no qualms dealing in Splugorth magic, symbiotes and other dangerous contraband


El Oculta, "the Hidden One.”, The Atlantean Connection, The Green Scarf Sect
Spoiler:
N.A.A.T.s work and helps this Black Market group and value and try try expanding when this Black Market allows or trains to aided all times .
The Black Market Underground Railroad in Atlantis.
Lazlo Mission, numbers less than one hundred members within all of Atlantis. When things go wrong or they need help, they often turn to the Black Market to assist in the smuggling of slaves and, as necessary, members of the Lazlo Mission who need rescuing and extraction themselves.



Black Market South America
Spoiler:
The vampire states of Mexico provide a significant obstacle to the integration of the North and South American Black-Market networks. While some of the activities of El Oculta help to bridge this gap, for the most part, the two continents' criminal markets are separate entities.


The pirates of the Amazon's
Spoiler:
countless islands and secretive bays often double as Black Marketeers, selling off their hauls of captured goods and sometimes even working under contract!!!



The Verbrecher-Geschaeftsnetz
Spoiler:
The dynamics are a bit different, what with Triax's market dominance, but the Germans are just as averse to letting shipments of weapons fall into the hands of potential enemies as the CS

Triax produces a massive volume of weapons and equipment every year, and older versions are constantly filtering down from the NGR military to reserve units, to other kingdoms and then onto the open market.
N.A.A.T.s work and helps this Black Market group and value and try try expanding when this Black Market allows or trains to aided all times


Spoiler:
The Yakuza Black Market Japan

Spoiler:
with a code of honor and discipline that is all their own. The Yakuza have a complex hierarchy of command and control, as well as a tradition of ritual body-tattoos that mark them specifically as fearless criminals and as Yakuza members in general.
Yakuza and other Black Market in Japan have learn better to work they going to war with N.A.A.T.s and gain more profits are better then loss.


The Green Scarf Sect — Black Market China
Spoiler:
While there are more traditional Black Market groups within the Geofront and in some of the coastal cities that see more trade and technological visitors, the Green Scarf Sect (GSS) is probably the largest single market organization. The Sect sells high-tech weapons, drugs and contraband, to be sure, but their main specialty is in the trafficking of enslaved demons and magic.
GSS magic items will begin to lose power slowly, and will see the rate at which they decay increase if they are removed from China. This forces customers to use their purchases quickly and come back for more, or be forced to return and pay for their goods to be recharged or replaced.



The Black Market on Other Planets
Spoiler:
The Black Market is either a huge part of the economy with nothing to hold it back, or completely absent, unable to compete with legitimate companies that provide the same services. Which result comes about depends on the attitudes of the planet's leaders and the strength of preexisting competition.

N.A.A.T.s work and helps this Black Market group and value and try try expanding when this Black Market allows or trains to aided all times










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Re: N.A.AT

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so sorry been
sick
work
and getting ready for New York Comic Con getting ready very little time.
I done a few cosplay if interested to see let me know what i cosplay let me know ?
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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I guess not
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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The Secret N.A.A.Ts and Secret War Machines for Tarnow
Part 1


Here where N.A.A.T.s get support local or reginal or national support Air Superiority , DemonBusters, Inc are magic intelligence , Crow's Commandoes, Braddock's Bad Boys, Combat Medical are seen as special operation units small but deadly here they able to ham with massive three top budgets and soils of war Services and Triax & The NGR is sending trained personal with hand me down weapons and anything equipment . They are allowed to modify an any way shape or form their vehicles
And all share intelligence no matter what it is. There are also Bandito Arms and Wilk's Laser Technologies which are bought but seen as civilian weapons they bought in bulk massive amount hand held weapons and later reverse engineer in phase world. These Bandito Arms and Wilk's Laser sold at rock bottom price as low as 85% drop for rifle and 90% pistol!! This is due laser are very common for N.A.A.T.s but many of Bandito Arms handheld weapons are low end damage in N.A.A.T.s eye and sold as low end civilian model for many who cant afford it or collection weapons as well .There are time that N.A.A.T.s has a massive supple and give away to area where are needed but this 99 percent of the open door for many opportunity for N.A.A.T.s and that area as well.

Air Superiority Tarrow, DemonBusters, Inc are magic intelligence, Crow's Commandoes, Braddock's Bad Boys, Combat Medical are used mainly as training personnel and consultants. This has led to improved quality of troop ,logistical support and more .


FROM Rifts World Book Five: Triax & The NGR
The Brodkil, a Sub-Demon from an alien dimension
The Brodkil's lust for high-tech M.D. weapons and bionics means they are happy to trade their services as warriors, raiders and even pirates in exchange for the gear they want. Thus, Brodkil often swear allegiance to other powers from humans or D-Bee kingdoms to mercenary armies, bandits, sorcerers and bands of other monsters. In short, they are demonic mercs willing to fight, steal and kill for fun and profit.
There is a massed the largest army of Brodkil ever known to exist in North America, an estimated 4,000-6,000 in rifts earth in the kingdom of Tarrow and outside its borders there more higher estimate.

Tolkeen amassed the largest army of Brodkil ever known to exist in North America, an estimated 8,000-10,000. They were deployed as members of the Monster Squads, in mixed-race platoons and as shock-troops. Furthermore, Brodkil warriors enjoyed fighting alongside other warriors, human and inhuman, particularly Juicers, Crazies, Headhunters, Cyborgs, Grackle Tooth, Kremin Cyborgs, and Daemonix. Warmongers quick to leap into battle, Brodkil would even accept suicide missions.

These Brodkil are considered outcasts or weaklings if he associates predominantly with humans. But this a mistake and many have fallen to these demons of war.


It started when several hundreds of Brodkil call out in radios to kingdom of Tarrow and A.M.C went die in combat. These Brodkil lost limbs and were weak compared to many Brodkil and ready to die. But N.A.A.Ts saw a chance to try something out of box, why die when we can hired you and make a warrior either in magic or technology pick add on top of this techno -wizard items to you gear if compatible . Later the reason was found these Brodkil had principled (not common) Unprincipled, Anarchist and very few Aberrant. They were seen to be weak ( low M.D beings)on soft being like humans and similar races main S.D.C being weak individuals. But after seeing the horrors of what human and other can do and how Monster Brodkil are being made it stop these Brodkil. Under two thousand from North America, Europe and others from Phase world. Land in mess up dirt planet where war and death can come an up at any minute.
These decided to die in what they know best war, instead they could transform themselves into something better .

BB work alone with Anti Insurrectionists / Insurrectionists OCC and other special foces OCC and what ever are needed add to this group but few know BB are Brodkil’s. The Brodkil's and additional support have stood just about every impossible mission and loyal to N.A.A.Ts . Brodkil's want to a secret for as long as possible knowing well this could end with barrel facing them to their face. Like Robot Control in Rifts earth.



For N.A.A.T.s
A modern military Army "brigade" has 1920 troops, one H.Q and three or more battalions.
There three types pick and only one



Named Brodkil Brigade or BB

Step One: The Size and Orientation
4. Large Company
A modern military Army " Brodkil brigade" has 1920 troops, one H.Q and three or more Brodkil battalions.
This is Rifts Earth.

Step Two: Mercenary Company Features
A. Sponsorship
2. Secret to the public
4. Organized Crime deal with Black Market
5. Government kingdom of Tarrow and NGR
6. N.A.A.T.s, kingdom of Tarrow and NGR Front controlled merc groups

B. Outfits
10. Unlimited Clothing

C. Equipment
2. Cheap Gear
3. Electronic Supplies and Good Gear
4. Medical Equipment
5. Medical Clinic
6. Magic Technologies
7. High-Tech Augmentation
8. Unlimited Equipment



D. Vehicles
5. Specialty Vehicles


E. Weapons, Power Armor & Bots
5. Extensive Weaponry:
6. Maximum Firepower: allies human

F. Communications
2. Basic Service
3. Secured Service
4. Full Range System
5. Deluxe Communications Network.
6. Superior Communications


G. Internal Security

3. Tight
4. Iron-Clad
5. Paranoid
6. Impregnable




H. Permanent Bases
2. Partial Headquarters
4. Fortified Headquarters
5. Company Town
6. Company City

I. Intelligence Resources

2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
6. Infiltration Network



J. Special Budget
All

J. Special Budget
6. Mega Bucks
5. Big Bucks
4. Large Loans
3. Small Potatoes
2. Nickels and Dimes

K. General alignment of personnel
4. Anarchist and Unprincipled
5. Unprincipled and Scrupulous


L. Criminal Activity
1. Con Man
3. Cyber-Doc
5. Smugglers and Sellers of Contraband
6. Expert Assassin
7. Psychic Enforcer
8. Special Forces
9. Safecracker/Locksmith
10. Forger


M. Reputation/Credentials
1. Hunted when and if Mind Works and Brodkil find out and later to other supernatural groups
3. Unknown to the public and enemies (main used as a secret Special operations )
4. Known only to N.A.A.T.s, kingdom of Tarrow,NGR and New Navy


N. Salary
All
2. Freelance when then need to work with someone outside
3. Pittance Salary these are as informants / supernatural
4. Good Salary these are base salary for Brodkil and used to paid human or humanoid hire gun
5. Excellent Salary these are base salary for high ranking Brodkil
6. Outrageous Salary these are base salary for high-ranking elite most trusted Brodkil

Note pay is triple hazards from #2 to # 6










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let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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Part II The Brodkil, a Sub-Demon from an alien dimension

As player and NPC
Alignment: principled (not common) Unprincipled, Anarchist and very few Aberrant

Attributes:
The number of dice to roll are as follows:
Spoiler:
I.Q. 14 (genetic small modification add 1d6)
M.E. 2D6+10,
M.A. 2D6+6,
P.S. 2D6+23 (supernatural),
P.P. 2D6+10, (bionics replace 40 P.S)
P.E. 2D6+10
P.B. 2D6
Spd 2D6+18
In this case pick one of thew lowest even a 3 all but I.Q or P.B
M.D.C. by Location:
Spoiler:
Head — 100
Arms (2) — 80 each or via bionics
(Rifts earth +100, *Phase world 200 and robotic P.S is 30 then later 40 max)
Legs (2) — 100 each or via bionics
(120 earth +100, * Phase world 200)
Main Body — 220 +2D6x10 and the P.E. attribute number on Rifts Earth
(*Phase world 440 cyber amour)
(3D6x10 H.P. and 1D6x10 S.D.C. with an A.R. 12 on S.D.C. worlds, cyber amour 1000 S.D.C AR 16).
Horror Factor: 10*
Spoiler:
* This A.M.C using Phase world technology good alignment only !!and have done many missions for A.M.C to the point many have join A.M.C and falling in love of the fanfare, technology, and combat mission they never thought and get paid for adventuring in Phase world or anywhere else.
Horror Factor 16 With Demon or evil being then drops to 10 but after 1d6 times facing them.
Size: 9 feet (2.7 m).
Weight: 450 lbs (202.5 kg).
Life Span: 1,000 years, but most perish in combat at a much younger age.
P.P.E.: 2D4x10.
I.S.P.: None.


Natural Abilities:
Spoiler:
M.D.C. body,
impervious to normal fire and cold (M.D. fire and cold do full damage),
Prowl 40%,
turn invisible at will (unless has bionics), and bio-regenerates 2D6 M.D.C. per hour.
Cannot regenerate lost limbs.
R.C.C. Skills of Note:
Hand to Hand: Expert only
Boxing
Wrestling,
Climbing (+10%),
Tracking (People; +5%),
Intelligence (+5%),
Land Navigation (+15%),
Pilot: Hovercraft (+6%),
Radio: Basic (+10%),
Recognize Weapon Quality (+25%),
three spoken Languages of choice (+12% each),
W.P. Blunt,
W.P. Knife,
W.P. Sword,
W.P. Energy Rifle
W.P. Heavy M.D. Weapons.
Plus, a total of 5 skills from the categories of Weapon Proficiencies, Communications, Technical, Domestic, or Wilderness; no R.C.C. bonuses apply, starts with base skill.




Average Level of Experience:
1D6+2 for NPCs, but player characters should start at the level.

Attacks per Melee:
Spoiler:
7 for those under 6th level, 8 attacks for those higher up (includes combat skill considerations); rarely live long enough to get higher than 10th level.


Bonuses (does not include likely attribute bonuses):
Spoiler:
+2 on initiative, +2 on Perception Rolls, +4 to strike, +4 to parry and dodge, +2 to disarm, +2 to entangle, +3 to pull punch, +2 to roll with impact, +2 to save vs psionics, +4 to save vs magic, and +3 to save vs Horror Factor
Mega-Damage:
Spoiler:
Varies with Supernatural P.S., but the average is as follows:
Restrained Punch: 4D6+15 (P.S.) S.D.C.
Full Strength Punch: 2D6 M.D., 4D6 on a power punch.
Bionic Arm Punch: change to P.S .
Tear: 2D4 M.D.
Crush: 1D6 M.D.
Bite: 1D6 M.D.
Body Flip/Throw: 6D6+10 S.D.C.

Bionics:
Spoiler:
Most want partial reconstruction, never full conversion.
The most common types of bionic features include one or two arms, occasionally an extra limb, forearm blasters, Vibro-Blades, retractable claws/blades and other "weapons." Bionic eyes and implants are also acceptable.
Implants are usually of the augmenting variety like the cyber amour ,language translator, gyro-compass, climb cord, built-in radio, amplified hearing and cosmetic features to make the Brodkil look strong and frightening. Note: Because the Brodkil have no supernatural, psionic, or magic powers, they can benefit from bionic weapons and implants without ill effect other than losing the ability to turn invisible


Most want partial reconstruction, never full conversion. The most common types of bionic features include one or two arms, occasionally an extra limb, forearm blasters, Vibro-Blades, retractable claws/blades and other "weapons." Bionic eyes and implants are also acceptable.
Implants are usually of an augmenting variety like the language translator, gyrocompass, climb cord, built-in radio, amplified hearing, and cosmetic features to make the Brodkil look strong and frightening.




Allies
Spoiler:
will accept the Brodkil as an equal or better yet, as their leader, as well as beings who are more powerful than they. Brodkil are suckers for powerful beings who offer opportunities to fight and steal.

cyber amour
Spoiler:
can add 1d4 features max 4 to start main body with not mentioning the bionic armor arms.
Triple it M.D or 220 OR 440 M.D
T
Spoiler:
his is a unique lightweight armor that is grafted right to the skin. The armor plates are less than an eighth of an inch thick and form fitted around the contours of the body. Cyber-Armor is only grafted to the chest, shoulders, shoulder blades, and thighs for two reasons. One, the body needs to breathe through skin pores and secondly, additional armor would greatly impair movement (reduce attacks, bonuses, and speed by half).
The rest of the body is not protected. Consequently, this is one of the few Mega-Damage armors that has an Armor Rating: A.R. 16. A roll above the A.R. 16 means an unprotected portion of the body has been hit and damaged. The Cyber-Armor has a total M.D.C. and adds 60 pounds (27 kg) to body weight.
THAT’S 220 M.D.C +2D6x10 M.D.C and the P.E. attribute number on Rifts Earth (*Phase world 440 cyber amour)

Can additional body amour to must modified only medium to heavy but add 30 % to base cost

Sound Suppression System:
Spoiler:
This is an advanced version of some pre-Rifts measures used to control sound pollution. A sound emitter is built alongside the skin of the cyborg. The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the cyborg, neutralizing them. Human ears cannot sense Ihe sounds additionally. special rubber soles and joints contribute to the reduced sound: (the common prowl penalty is eliminated when using these two systems! Restrictions: The 'burg must
be moving or climbing slowly (a speed of 20 maximum); sudden movements will bring back the full -40% penalty. And the character must wear the M.D.C. armor.


Note:
Spoiler:
Because the Brodkil have no supernatural, psionic, or magic powers, they can benefit from bionic weapons and implants without ill effect other than losing the ability to turn invisible.



A.I systems

more details later

• Additional features
• Tech weapons systems
• Bandito Weapons
• TW for body amour, and TW weapons



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Re: N.A.AT

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Part III The Brodkil, a Sub-Demon from an alien dimension gear
there are many from Azlum The Asylum
Spoiler:
how many it unknown but these are the one leading The Brodkil

There are many Brodkil from Azlum The Asylum all Brodkil Physical change: Mega-damage beings lose one quarter of their M.D.C. , while S.D.C . creatures see their S.D.C increased by 25%.
characters and old friends. If now a good alignment, very suspicious of evil characters and old friends.
• Gains 111 I.S.P. and the minor powers of sense evil, sense magic, and mind block. Also + 1 to save vs psionic attack.
• Gains four additional psi-powers which can be selected from healing, sensitive and/or physical categories plus four super psionic powers (Game Master's choice or he may allow the players to select the powers). All are equal to a fifth level mind melter regardless of actual level. These powers do not increase with experience, even for psychic characters.
Insanity none

A.I systems
Spoiler:
This NI systems are been added to all Brodkil that are working with N.A.A.Ts as safety protocol as a forms of ceremony and etiquette observed by diplomats and heads of state in case Brodkil goes rogue many think it a simple drone AI but as some gain trust in N.A.A.Ts the NI open up slowly think it an upgrade due to their loyalty . There are many Brodkil from Azlum The Asylum all Brodkil.


Neural Intelligence of alien origin.
This is a robot or life-like android from another world but software.
I.Q. Bonus: +2.
Total 25

Alignment
Anarchist (Selfish) Alignment: This alignment program is reserved for robots sent on Black Ops missions, including, espionage, spying, sabotage, vandalism, seek and destroy, and assassination. The Anarchist 'Bot often works alone, in pairs or a small group of six or less, and does whatever is necessary to get the job done.





Neural Intelligence:
Automatically gets one of the General Programs (1 non-military and 1military due to phase world tech) at no cost.

Three additional skill programs may be purchased at half the price listed. This is considered to be the `Bot's original purpose and orientation.

Any Two additional skill programs can be purchased at the list price and added to the initial skill set. This is the maximum(5 total 7) number of programs the robot can hold in its artificial brain. Unlike the A.I., these skills can NOT be purged and replaced by new and different skill programs. However, the N.I. can learn new skills the same as a human through observation, study and tutelage.
Step Three: Robot Budget in Body armor

Step Four: Skill Programs
Military Skill Programs
Non-Military Skill Programs
Supplemental Military Robot Skill Programs

Thus, the N.I. may select 6 Secondary Skills at levels 2, 4, 6, 8,, 10,12, 14and 15.

Secondary Skills start at the Base Skill level and increase per level of experience. The only bonus applied to these learned skills is the I.Q. bonus, when appropriate (applicable to an I.Q. of 16 or higher)

1. Communications: any
2. Cowboy: none
3. Domestic: none
4. Electrical: any
5. Espionage: any
6. Horsemanship: none
7. Mechanical: any
8. Medical: any
9. Military: any
10. Physical: none
11. Pilot: any
12. Pilot Related: any
13. Rogue: any
14. Science: any
15. Technical: any
16. W,P,s Ancient (Melee Weapons): blunt only
17. W,P,s Modern (Guns & Tech Weapons):any
18. Wilderness: none



Step Five: Body Construction in bodyarmor look Armor features below :

Step Six: Power Source
Twenty Years: 15 million credits backup Systems

Step Eight: Audio, Optics & Sensors Audio
can add to body amour as customs

Step Ten: Special Features
Expanded Memory:
Neural System: Add two programs. Already added

Self-Destruct System:
Robot explodes when an internal command is given. Safety features include a triple confirmation sequence followed by a one minute countdown, during which the command can be canceled. Inflicts 1D6x10 to 6d6x10 Mega-Damage to a 20 foot area (6 m)

Armor have the following features:

1. Nuclear Powered: main power system
Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.

2. Radar:

Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).

3. Combat Computer:

Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.

4. Targeting Computer:
Assists in tracking and identification of enemy targets. Ten mile range (16 km).

5. Laser Targeting System:
Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.

6. Radio Communications:
Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 5-10 miles (8 to 16 km). Plus a built-in loudspeaker; 80 decibels

7.
Complete
Environmental Battle Armor: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:

Computer controlled life support system. Internal cooling
• and temperature control.
• • Artificial air circulation systems, gas filtration, humidifier.
• • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400
• degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.

• Radiation shielded.
• • Polarized and light sensitive/adjusting tinted visor.

Increased Attacks per Melee Round: Remember, the typical robot automatically starts with three attacks per melee round. Maximum number of attacks per melee round for NonCombat Tots is six, and for military robots, eleven, but 5-8 are most typical.

8 additional attacks per melee

Locking Joints:
This means that the joints lock into place and cannot be moved or bent until unlocked (equal to a P.S. 40).

Molecular Analyzer: This microchip based sensor is used for testing and analyzing impurities in the air. It can specifically identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air. It does not enable one to track.

Monitor Jack/Connector Plug/WIFI/Radio,/Bluetooth system, laser communication system
This is a simple connector that enables technicians to plug in diagnostic readers and monitors to access system readings and basic sensor and communications

Additional features

Spoiler:
Camouflage Sheets /ghillie suit
These sheets are made of special fiber-optics designed to completely blend with the surrounding terrain. Enough of these sheets can make a tank or a giant robot look like part of a hill or a forest. As long as the men and vehicles under the sheets remain motionless, the sophisticated chameleon fibers of the sheet will imitate the area's colors and take the appearance of an inanimate object. The sheets also offer some protection (about 10 M.D.C.), but as soon as they take damage, the chameleon effect is dissipated. The sheet also has micro-sensors that allow vehicles or armor helmets to see through them, provided they
are properly connected.


Camouflage Variable Armor can be added to Cyber amour at no cost
This is a light and durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The color change takes 1D4 melees (15 to 60 seconds), in which the suit becomes the exact same color as the predominant one in the area. In the woods, the suit will also create stripes and blotches of lighter and darker color like a camouflage pattern. In all cases, the wearer is difficult to spot: — 50% for others to detect ambush and detect concealment, + 15% to the wearer's prowl skill, and even characters without prowl have a 70% chance of not being seen if they stay under cover and don't move).
The suit also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics! There's only a 21% chance of showing up on thermal systems and even then the reading/image will seem unusual 60% . This feature has made the armor extremely popular.
• M.D.C . : look above
• Weight: 13 lbs (5.8 kg).
• Fair Mobility, — 5% to prowl



Superheavy Force Field
This is the most powerful force field available. It looks and weighs the same as the N-F40A field, but is much more intense.
• M.D.C. 320
• Weight: 15 lbs (6.8 g)
• No movement penalties.
• 6-hour duration per E-clip

TW ghillie suit
Breathe without Air
Impervious to fire:
Impervious to Energy:
Invisibility Superior (self):
Shadow Meld:
Golde of silence
Armor of Ithan:





Advanced Thermal Sights
Weapon Accessory
Advanced thermal sights existed in pre-Rifts days and had many military applications, from night fighting to allowing the user to "see" inside buildings and other structures.
These advanced sights can sense heat signatures even through walls and other obstructions! Assassins often use them to locate a target and then shoot through often flimsy S.D.C. walls to hit him. Only thick (4 inches or thicker), reinforced M.D.C. walls will block thermal readings enough to foil the sights
NE-C20 Camouflage Variable Armor

This is a light and durable suit of combat armor OR ADDED TO CYBER AMOUR IN THIS CASE with a fiber-optic material that can change colors to match the general environment. The color change takes 1D4 melees (15 to 60 seconds), in which the suit becomes the exact same color as the predominant one in the area. In the woods, the suit will also create stripes and blotches of lighter and
darker color like a camouflage pattern. In all cases, the wearer is difficult to spot: — 20% for others to detect ambush and detect concealment, + 5% to the wearer's prowl skill, and even characters without prowl have a 40% chance of not being seen if they stay under cover and don't move).

This is a durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The color change takes 1D4 melees (15 to 60 seconds), in which the suit becomes the exact same color as the predominant one in the area. In the woods, the suit will also create stripes and blotches of lighter and
darker color like a camouflage pattern. In all cases, the wearer is difficult to spot: — 20% for others to detect ambush and detect concealment, + 5% to the wearer's prowl skill, and even characters without prowl have a 40% chance of not being seen if they stay under cover and don't move).





Camouflage Sheets
These sheets are made of special fiber-optics designed to completely blend with the surrounding terrain. Enough of these sheets can make a tank or a giant robot look like part of a hill or a forest. As long as the men and vehicles under the sheets remain motionless, the sophisticated chameleon fibers of the sheet will imitate the area's colors and take the appearance of an inanimate object. The sheets also offer some protection (about 10 M.D.C.), but as soon as they take damage, the chameleon effect is dissipated. The sheet also has micro-sensors that allow vehicles or armor helmets to see through them, provided they
are properly connected.
Black Market Cost: 15,000 per 10 square foot (1 square meter) section



Personal Force Fields

N-F50A Superheavy Force Field
This is the most powerful force field available. It looks and weighs the same as the N-F40A field, but is much more intense.
• M.D.C. 320
• Weight: 15 lbs (6.8 g)
• No movement penalties.
• 6 hour duration per E-clip.

Tech weapons systems


Spoiler:
Favorite weapons include Vibro-Blades, M.D. energy rifles, rail guns and other heavy M.D. weapons (plasma, particle beam, ion, grenade launchers, etc.), bionics and bionic weapons, and magic weapons. Brodkil love Techno-Wizard weapons almost as much as energy weapons and bionics
WI-GL20 Automatic Grenade Launcher
This weapon resembles a bulky machinegun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.

"rifle" model, the WI-GL21,
is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Weight: 130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:
Fragmentary:
4D6 M.D. to a blast area of 12 feet (3.6 m).
Armor-Piercing:
1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).A burst is 10 rounds! A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)!
A burst of Armor-Piercing grenades does 3D6 x 10 M.D. with an 8-foot (2.4 m) blast radius. C, 55,))
Rate of Fire: Standard.
Maximum Effective Range: 3000 feet (914 m).
Payload: 40 round magazine or 200 round belts! Ammo drum 400




gauntlets
These gauntlets have the same mechanical "muscles" used by `Borgs and powered armor. While wearing them, the user can crush objects as if he had a robotic strength of 26 (1D6 M.D. crush/squeeze). Juicers and other augmented humans can inflict mega-damage with their punches while being protected by the gauntlets.
Besides being a weapon, the gauntlets are also useful as tools, allowing the wearer to grip objects with mechanical strength.
Weight: 4 lbs. (1.8 kg)
Mega-Damage: Crush/Squeeze does 1D6 M.D. Normal humans using it to punch inflict 2D6 S.D.C. plus P.S. bonuses. A Juicer, Crazy, 'Borg or other augmented human can inflict one M.D. on a normal punch using the gauntlets, or 1D6 M.D. on a power punch (counts as two attacks). Characters with supernatural P.S. add +4 M.D. to their hand to hand damage
Penalties: While wearing the gauntlet, any fine manipulation skills using that hand are at -4 or -20%. Most guns cannot be fired by a hand fitted with the gauntlet.
Payload: Powered by a rechargeable battery with 20 hours of life.
Black Market Cost:5,000 credits per gauntlet



Combat Vambraces
This is a piece of power armor that entirely covers an arm and is either strapped to the body or built into a suit of environmental armor. The Vambrace uses the same mechanical systems of power armor, and has a robotic P.S. of 24. A Juicer or Crazy (normal humans cannot use this weapon without risking broken bones) can attack and inflict hand to hand damage as if he had that strength. Furthermore, the power armor piece can be fitted with bionic or power armor weapon systems (they must be pur-chased separately). Only one Vambrace can be built into a suit of non-powered armor.
Weight: 15 lbs./6.75 kg (this adds to the weight of the armor).
Mega-Damage: Hand to Hand: 6D6 S.D.C. plus P.S. bonus on a restrained punch, 1D4 M.D. on a full strength punch, and 2D4 M.D. on a power punch (counts as two melee attacks).
Payload: Powered by a rechargeable battery with an energy life of 8 hours


Forearm Vibro-Blades (UTI)
These weapons are mounted on the forearms of body armor. When activated, they extend two or three vibro-blades, which can be used in close combat. Juicers and Crazies are particularly fond of the weapon, since it allows them to engage in hand to hand combat, where their physical abilities give them a huge
edge over normal humansp.
Mega-Damage:
Double Blade:
2D6 M.D. Tri-Blade:6D6 M.D.


WI-CL8 Multi-Purpose Weapon System (W.I.)
This variant on the Juicer Chainsaw mounts a laser rifle over the saw motor. This adds to the weapon's weight but gives its user a long-range attack. The heavy weapon requires a minimum P.S. of 24 to fire accurately, otherwise the user is at -4 to strike.
Weight: 28 lbs. (12.6 kg).
Mega-Damage: Chainsaw: 5D6 M.D. Laser: 3D6 M.D.
Rate of Fire: Laser: Standard. Chainsaw: Hand to hand.
Effective Range: Laser: 2000 feet (610 m).
Chainsaw: Hand to hand combat only.
Payload: Requires two E-Clips. The laser has 20 shots. The second E-Clip powers the chainsaw for one hour of continuous use. Every time the chainsaw is activated, it drains a mini-mum of one minute's worth of energy, even if used for less than a minute.
Penalties: -1 to strike with laser or chainsaw even by characters with a P.S. 24 or higher or supernatural P.S. (any).
Weaker characters will be at -5 to strike and -7 to parry with the saw and -3 to strike with the laser (the weapon is heavy and un-balanced).



Energy Sword:
An energy weapon used for close combat. The huge
sword can be used as a bludgeon or energized to slice through mega-damage structures. The sword has an attachment on the left side of the armor, allowing it to be put away while the rifle is being used. Trying to use both the sword and the rifle at the same time gives a — 2 penalty to both.
Primary Purpose: Assault.
Weight: 40 lbs (18 kg)
Mega-Damage: 1D6 x 10 per energized strike, or 1D6 as a blunt weapon. Rate of Fire: Equal to number of combined hand to hand attacks. Effective Range: Close combat. Payload: Effectively unlimited

Wilk's Laser Knife
The laser knife grew out of the technology used for the laser scalpel. Adventurers wanted a hand to hand weapon that was more powerful than the average Vibro-Blade. The laser knife was the first attempt at this. The laser knife projects a stable la-ser field eight inches (0.21 m) from the generator hilt. The laser is projected in the visible light spectrum and resembles a magic energy blade or psi-sword. It is still considered experimental and sold with no warranty and a warning about safety.
Weight: 1 lb (0.45 kg)
Mega-Damage: 3D6 M.D. per strike of the weapon.
Rate of Fire: As per hand to hand attacks.
Effective Range: Hand-held like any knife; cannot be thrown (automatic shut off feature).
Note: The laser knife cannot be used to parry any type of attack; it cuts everything it touches.
Payload: 30+1D4x10 minutes per standard E-Clip; unpredictable duration.


NE-10 Plasma Cartridge Rifle
This weapon is an energy rifle that does not require an E-Clip. Instead, it uses thick cartridges that have a small impact primer. When the primer is hit by the mechanical weapon, the cartridge is converted into energy, causing a plasma discharge. The blast inflicts a lot of damage, but the weapon has a very limited range. Furthermore, it has the drawback that the ammunition cannot be duplicated with Earth technology and MUST be purchased from Naruni Enterprises. The gun's bore is almost two inches wide — having it pointed your way is very intimidating(HF 10 , civilians 16 ).
Weight: 20 lbs (9 kg) ,
Mega-Damage: 1D4 x 10 per single shot.
Rate of Fire: Standard
Maximum Effective Range: 1200 feet (365 m). (p6 Cy(0 r b. a vo c F-9
Payload: 20 shot Magazine, extend clip 40,or 80 shot magazine



NE-4 Plasma Cartridge Pistol
The pistol version of the same weapon; it fires the same cartridges and inflicts the same damage, but has reduced range. It is very heavy and cumbersome for a pistol, but firepower fans love it. Characters with a P.S. of 17 or less are —2 to strike even on an aimed shot.
Weight: 6 lbs (2.7 kg)
Mega-Damage: 1D4 x 10 M.D. 11)6Ysa (P6-, y, IP6 Y/ D)
Rate of Fire: Standard
Maximum Effective Range: 500 ft
Payload: 10 shot magazine, extend clip 20,or 30 shot magazine
Black Market Cost: 25,000 credits for the gun. Each round costs 40 credits, so a full magazine costs 400 credits




NE-50 Particle Beam Rifle
A heavy energy rifle that has been "modified" to operate on Earth
type "E-clips."
Weight: 13 lbs (5.9 kg)
Mega-Damage: 1D4 x 10 M.D. per blast
Rate of Fire: Standard
Maximum Effective Range: 1200 feet (365 m).
Payload: 8 shots from a standard "short" E-clip or 16 from a long E-clip.
Black Market Cost: 45,000 credits.
Note:
The NE-50 (unmodified) particle beam rifle sold in other dimensions has a range of 1600 feet (488 m) and an NE energy clip can fire 24 shots; same damage. This weapon has not been offered to the Earth market yet, but may be used by some of the sales reps.




NE-200 Plasma
Cartridge Machinegun
This is a belt-fed, heavier version of the NE-10 rifle, used as a tripod or vehicle mounted weapon. There is also an oversized rifle version suitable for use by power armor troops, cyborgs and bots (that model has a 40-shot magazine). The user must have a P.S. 24 or greater.
Weight: 70 lbs (31.7 kg) with magazine.
The belt weighs another 15 lbs (6.8 kg).
Mega-Damage: 1D4 x 10 M.D. per single shot, or 2D6 x 10 M.D. for a burst of 10 shots. "
Rate of Fire: Standard
Maximum Effective Range: 2000 feet (610 m)
Payload: 200 shot belt or 40 shot magazines. , extend clip 60,or 120 shot magazine drum


NE-1000 "Modified" Plasma Ejector Rifle
A heavy energy rifle that looks a lot like the cartridge rifle but works on energy clips. The "modified" version has been adjusted to operate on Earth type "E-clips."
Weight: 22 lbs (10 kg)
Mega-Damage: 6D6 M.D. per blast
Rate of Fire: Standard
Maximum Effective Range: 2000 feet (610 m).
Payload: 8 shots from a standard E-clip or 16 from a long E-clip.
Note: The NE-1000 (unmodified) plasma rifle sold in other dimensions has a range of 3000 feet (914 m) and an NE energy clip can fire 30 shots and does 1D4 x 10 M.D. per blast. This weapon has not been offered to the Earth market yet, but may be used by some of the sales rep







NE-104 Missile Mercenary Multi-Rifle
And now for something completely different: A combination rocket launcher, grenade launcher and laser. Includes a telescopic scope sight (x 1 0) built into it (bringing the sniping laser up to a +1 to strike). The trigger arrangement is such that the rocket launcher is fired by the forward pistol grip (the weapon has two triggers and handles) and the grenade launcher and laser fired from the closest pistol grip; a switch changes which mode of firing is desired, laser or launcher. To make the weapon more ef-fective, the mini-missile launch tube is four feet (1.2 m) long, with the grenade launcher slightly shorter. The large size, weight and the awkwardness of the weapon demands that it is used as a two-handed device or even a two-man device, with one offering his shoulder as a brace and the other doing the shooting. (Individuals with a conventional P.S. of less than 20 are -3 to strike and take twice as long to reload. Characters with greater strength can use it with both hands or attached to a shoulder harness without penalty; -2 to strike if used one-handed even if the character is very strong. Note: Headhunters and Brodkil love this weapon, and it can be used by individuals up to 10 feet/3 m tall.)

Weight: 50 lbs (22.5 kg).
Mega-Damage:
1) Laser: 3D6 M.D.
2) Grenade Launcher: Varies with grenade type. Typically fires one NE-GF 10 framentation (4D6 M.D.) or NE-GHE 10 high explosive (6D6
M.D.) grenade.
3) Mini-Missiles: Varies with the mini-missile type but typically armor-piercing, doing 1D4x10 M.D. or plasma, doing 1D6x10 M.D. 4) Vibro-Bayonet: 3D4 M.D.
Rate of Fire:
Standard. The shooter normally only operates one weapon system at a time, but if the shooter takes a -2 to strike penalty, he may fire the plasma cartridge rifle and particle beam together, doing a combined total damage of 3D4x10 M.D. on an aimed shot only, but no bursts or sprays are possible when combined and remember that the particle beam has limited range.
Range: Laser: 2000 feet (610 m), Grenade Launcher: 1000 feet (305 m), Mini-Missile: Up to one mile (1.6 km), and the Ripper

Vibro-Bayonet is only good in hand to hand combat (-3 to strike if P.S. is less than 20).
Payload: Laser:
20 blasts per standard E-Clip (30 with a long-Clip).
Grenade Launcher: 20 round "banana" magazine.
Mini-Missiles: One mini-missile is held in the firing tube, but additional ones can be loaded by hand (counts as two melee actions).
Mini-Missiles come in carrying cases of six (18 lbs/8 kg),
12 (36 lbs/16.2 kg), and 24 mini-missiles (72 lbs/32.4 kg).

NE-105 Super-Rail Gun
This is the grand-daddy of them all, a rail gun with a "light-ning" feature which is a high voltage, electric arc zapper. Great for full conversion cyborgs, power armored troops and super strong individuals looking for a heavy rail gun with something ex-tra.
Weight: 120 lbs (54 kg) for the gun, plus NE hip pack generator (10 lbs/4.5 kg) and ammo drum (100 lbs/45 kg, typically mounted on the back or shoulder, though a shoulder mounting creates a blind spot; -2 to parry, -3 to dodge and -3 to roll with impact).
Mega-Damage: 1) Rail Gun: A short burst of 10 rounds does 5D6 damage, and a heavy burst of 20 rounds does 1D6x10 M.D.
2) Electric Arc: 2D6 M.D., double damage to unshielded elec-tronic devices (computers, cameras, radios, etc.). Additionally,
humans and most humanoids must make a save of 14 or higher (with any possible bonus to P.E.) or lose initiative and two melee attacks/actions for one melee round. Beings who are immune to electricity will take no damage.
Rate of Fire: Each electric blast or rail gun burst counts as one melee attack.
Range: Rail Gun: 4000 feet (1219 m). silectric Arc: 200 feet (61
m). coo Pr
Payload: Rail Gun: 3000 round ammo drum (300 short bursts or 150 heavy bursts). Electrical Arc: 90 per hip generator, and re-generates at a rate of 30 per hour.
Cost: 370,000 credits including gun, ammo drum, hip generator and multi-optics sight




NE-700 Vulcan
Plasma Cartridge Mini-Gun
A mini-gun style heavy weapon, the NE-700 is designed to fire NE-003PC "Standard" Plasma Cartridges at very high cyclic rates, allowing a single trooper to lay down devastating suppres-sion fire or to destroy power armor, robots or vehicles with its firepower. The Vulcan mini-gun is one of the heaviest of the man-portable weapons, but like the other heavy weapons, in or-der to carry and fire it the user must have a conventional P.S. 25 or higher. Best suited in two-man teams or may be built into weapon turrets on a vehicle or fortification. Ideal for cyborgs, robots, power armor and those of you elite characters with Super-natural Strength. (G.M. Note: Ordinary soldiers must have a conventional P.S. of 26, a Robotic or Bionic P.S. of 21, or a Supernatural P.S. of 18 or higher to effectively use this big, weapon. Those with a conventional P.S. of 20-25 are -2 to strike and take twice as long to reload. If P.S. is less than 20, the character is -5 to strike and if the P.S. is lower than that, the character can't even lift the gun to shoot it, and has trouble aiming even if it is braced on something or by another person, -12 to strike. No penalty if mounted on a tripod or built into a weapon turret or other type of housing.)
Weight:
140 lbs (63 kg),
add another 60 lbs (27 kg) for the ammo drum.
Mega-Damage:
A single shot does 1D4x10 M.D.; a controlled six round burst does 4D6x10 M.D. "
Rate of Fire:
A single shot or a controlled six round burst counts as one melee attack.
Range: 1200 feet
Payload:
The NE-700 can use either a 30 shot "banana" magazine of the NE-003PC "Standard" Plasma Cartridges or a 150 round drum fed by a disintegrating ammo belt (25 bursts).
There is a belt fed system add 60 round and back pack that carries 300 Plasma Cartridges with NE heavy Force field for back pack 320 look above back pack MD 75
Bandito Weapons


Spoiler:
PE-33 Plasma Ejector
Bandito's new plasma ejector is on par with plasma rifles made by the other weapons manufacturers operating in North America. Though it does consume quite a bit of energy when fired, the only real drawback of the PE-33 is that Bandito Arms cannot manufac-ture them fast enough.
Weight: 15 lbs (6.75 kg).
"K" Series: C-27 and C-29 Plasma Cannons, NE-195 Assault Rifle, NE-1000 "Modified" Plasma Ejector Rifle, NG-E4 and NG-E12 Plasma Ejectors, NG-E15 Pulse Plasma Ejector (made to ap-pear to pulse).
Range: 1,400 feet (426.7 m).
Mega-Damage: 1D4x10 M.D. per blast.
Rate of Fire: Single shot only. Each shot counts as a melee attack. Payload: 6 single shots from a standard short E-Clip and 12 shots with a long E-Clip.
Cost: 33,000 credits

Bandito Heavy Weapons
MM-16 "Coffin" Pepperbox Man-Portable Multiple Mini-Missile Launcher
18 or better is required to handle the MM-16 Coffin as a two-handed weapon. Those with a lower P.S. shoot with a -3 penalty to strike. An Augmented P.S. of 36 or greater is required to fire it one-handed (or a Robot P.S. of 26, or a Supernatural P.S. of 22). Weight: 85 lbs (38 kg), including the weight of the mini-missiles.
Range: One mile (1.6 km).
Mega-Damage: Varies with missile type. Any mini-missile can be
used, but it comes standard with armor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.). Fragmentation (5D6 M.D.) may be used
for anti-personnel operations.
Rate of Fire: One volley of four mini-missiles per melee attack.
Can only fire in volleys of four missiles, not more nor less, each
attack.
Payload: 12 mini-missiles (can fire three volleys of four missiles).
Bonus: Advanced targeting system provides a bonus of +3 to strike
for the mini-missiles.
Cost: 62,000 credits for the mini-missile launcher, plus the cost of
the mini-missiles loaded into




RG-14-LX "Baby Boom Gun"
Light, Rapid Acceleration Electromagnetic Rail Gun
The Baby Boom Gun is far too heavy to be fired by a single individual while standing, even if that person is a Combat Cyborg or power armor clad soldier. For best results and accuracy, the Baby Boom Gun should be fired by a single shooter lying flat on the ground with the weapon supported in the front on its bipod, and the back of it angled over the shooter's shoulder and back. A standing shooter will be knocked off his feet and thrown 50 feet (15.2 m) by the weapon (he loses initiative and two melee attacks, and suffers 2D4 S.D.C. damage) even with the recoil suppression jet. Even full conversion cyborgs, dragons, Juicers, mutants and D-Bees with a Supernatural P.S. of 30 or more are incapable of using the weapon with any measure of accuracy while standing. (Note: -10 to strike if they can aim it at all. Beings with a Supernatural P.S. greater than 30 or a Robot P.S. greater than 50 can fire it as a two-handed weapon from a standing position with a -6 penalty to strike.) It takes 3-4 strong, normal humans, or one combat cyborg or power armor, to carry and set up the Baby Boom Gun for use. The ad-ditional men assist in carrying the weapon and ammo After the weapon is in place on the ground or from a rooftop, they assist the shooter by spotting targets, defending the firing position, reloading
the weapon and carrying extra ammunition canisters. Note: Even Combat Cyborgs and power armor troops must lie prone to use the Baby Boom with any measure of accuracy. The Baby Boom Gun can also be mounted on a heavy, armored vehicle such as an APC, tank, giant robot, or patrol boat.
Weight: Baby Boom Gun: 350 lbs (157.5 kg), plus ammo. Self-Feeding Ammo Canister: 55 lbs (24.7 kg). Range: 5,000 feet (1,524 m

Mega-Damage: One Boom Gun flechette round holds 200 slugs that inflict 1D6x10+10 M.D. when fired by this weapon. The rounds of the RG-14-LX are fired at lower speeds and do not cause a sonic boom when fired; no deafening boom nor collateral shock wave damage. It does have a very loud report (a pop like a big fire-work or small cannon going off) and can be heard for at least one mile (1.6 km) away; double or triple if carried by the wind and the
ambient sound level is quiet. ' L fi e. n
Rate of Fire: Single shot. Each blast counts as one melee attack. Bursts and sprays are not possible.
Payload: 100 rounds (shots) loaded in a large, self-feeding ammu-nition canister. The ammo canister can be reloaded by hand, one round at a time, as necessary, but it takes 15 minutes to reload 20 rounds into an ammo canister. It takes only two melee rounds (30 seconds) for a two-man team to attach a new ammo canister onto the weapon. Note that these are the same Boom Gun rounds used by the Glitter Boy and are completely interchangeable with rounds from a standard Glitter Boy Boom Gun. The energy to fire the weapon is provided by six E-Clips, which can fire a full canister (100 rounds) before they need to be recharged, or can be linked to a vehicle's nuclear power supply for unlimited firing capacity. Bonus: Laser targeting standard; +1 to strike on Aimed shots. Cost: 550,500 credits for the Baby Boom Gun. An empty ammo canister costs 10,000 credits and the Boom Gun rounds cost 1,000 credits each, with fair to good availability through the Black Mar-ket. They have sold the ammo for decades, after all!

RPM-6X Skyhammer Rocket-Propelled Mortar
The Skyhammer Rocket-Propelled Mortar resembles a small mini-missile launcher more than a traditional mortar, and is fired from the shoulder like a missile launcher, not from the ground. The Skyhammer shells have warheads equal in strength to mini-missiles, but lack a mini-missile's propellant reserves and guid-ance systems, making the RPM shells much lighter and the overall weapon a lot easier to carry by the average human. Of course, these same factors also limit the weapon's range and make it much less accurate (-3 to strike a specific aerial target; -6 to strike targets moving faster than 15 mph/24 km), even when fired with care and taking time to aim On the upside, when properly fired, these rock-et-propelled mortars are launched on an upward arcing trajectory and are allowed to fall back onto a target on the ground. Striking from above may catch ground troops off-guard and make it hard for the target to simply dodge out of the way (-2 to dodge an in-coming mortar shell). At close range, 200 feet (61 m) or less, the Skyhammer may be directly fired at its intended target, eliminat-ing the need for arcing fire, but the penalties to strike (and dodge) remain in place; it is not a precision weapon. The Skyhammer's drum magazine can hold six mortar shells and a seventh shell can
be "hot-loaded" into the tube before the drum magazine is clipped
into place. I' 't es- 11 2-4 ‘1 I 11" 1-4 e 441 Weight: 20 lbs (9 kg).
Range: 3,500 feet (1,067 m), but only 200 feet (61 m) when firing directly at an intended target.
Mega-Damage: Varies with the type of warhead used:
Armor Piercing: 6D6 M.D. to a blast radius of 3 feet (0.9 m). Fragmentation: 3D6 M.D. to a blast radius of 12 feet (3.6 m). High Explosive: 4D6 M.D. to a blast radius of 5 feet (1.5 m). Plasma: 1D4x10 M.D. to a blast radius of 10 feet (3 m). Flash-Bang Shell: Everyone in a 6 foot (1.8 m) radius must
save vs being blinded for 1D4+1 melee rounds.
Fire Retardant: Extinguishes all fires in a 15 foot (4.6 m) ra-dius.
Parachute Flares: Bursts into a glowing flare at 3,500 feet (1,067 m) and it slowly glides down and burns to illuminate a 60 foot (18 m) radius for 1D6 minutes.
Smoke: Creates a cloud of smoke that hangs over the ground in a 20 foot (6.1 m) radius. Smoke may be used as cover or to mark a target area. Colors of smoke: Black, white, blue, green, yellow or red. Duration of Smoke: 1D6 minutes, but reduce radius of effect and duration in winds stronger than 10 mph (16 km).
Tear Gas: Everyone in a 6 foot (1.8 m) radius must save vs non-lethal poison (16+) or suffer the effects of the tear gas for 1D4 minutes. Victims of the tear gas are -6 on initiative, -3 to strike, parry and dodge, and lose one melee attack for the duration. Re-duce the radius of effect and duration by half of the gas in winds stronger than 10 mph (16 km).
Rate of Fire: Each shot counts as one melee attack.
Payload: 6 shells in the drum magazine, plus a single shell hand-loaded into the tube. A carrying case containing 12 shells is avail-able; padded interior with individual compartments to hold the mortars. The case has 5 M.D.C.
Cost: 115,500 credits for the weapon, the mortar shells cost as fol-lows: 170 credits for Fire Retardant, Parachute Flare and Smoke. 250 credits for Fragmentation. 300 credits for High Explosive and Armor Piercing. 350 credits for Plasma. 400 credits for Tear Gas or Knockout Gas
TW for body amour, robots, and power armor
Spoiler:
magic P.P.E. battery 1d4x100 CAN GET 1D4 More batteries.

Armor of Ithan:
This spell is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200.
Cost: 50,000 for each 10 magical M.D.C. of the armor.

Breathe without Air:
The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 100,000 credits.
Chameleon: The magic is activated by thought and 6 P.P.E or 12 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 120,000 cre-dits

Impervious to fire:
Activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200. Cost: 70,000 credits.

Impervious to Energy:
Activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6 level (8 to 12 minute duration). Note: This spell will make M.D.C. armor vulnerable only to magic, physical attacks/ punches, missiles/explosives, and telekinetic weapons. Initial Creation Cost in P.P.E.: 400. Cost: 500,000 credits.

Invisibility Superior (self):
The magic is activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6th level (12 to 18 minutes). Initial Creation Cost in P.P.E.: 400. Cost: One million credits.

Invulnerability:
Activated by thought and 25 P.P.E or 50 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 500. Cost: 200,000 credits.

Levitation:
The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 70,000 credits.

Mystic Portal:
Activated by thought and 60 P.P.E or 120 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 1200. Cost: 500,000 credits.

Shadow Meld:
The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 800. Cost: 200,000 credits





Dragonfire" Flamethrower
This is an ornately decorated flamethrower with a dragon's head at the nozzle designed specifically to appeal to the Cult of Dragonwright. It is an effective and dangerous weapon, being able to fire streams of magical flame to incinerate the enemy, often catching multiple targets at once. Unlike a modern flamethrower, the Dragonfire needs no fuel tank — magic pro-vides the flames.
Weight: 8 lbs. (3.6 kg).
Mega-damage: 1D6x10 M.D. to everything in its 100 foot (30.5 m) length of fire. Roughly equivalent to a second level Fire Gout spell.
Rate of Fire: Single shots only. However, the flame can be whipped back and forth, striking multiple targets in both directions. Moving it back and forth will hit everything in a corridor 10 feet (3 m) wide and 100 feet (30.5 m) long, but uses three melee attacks/actions.
Effective Range: 100 feet (30.5 m).
Payload: 5 blasts per P.P.E. clip.


Starfire Pulse Cannon
This is a large, heavy weapon that can only be mounted on vehicles and robots. The Starfire Pulse Cannon fires powerful, long range bolts of blue-white energy capable of gutting an en-emy vehicle with a few shots. The weapon is like the other TW firearms in that it has P.P.E. energy cells to power it, only it has several P.P.E. clips hooked into it. Eight clips are inserted into slots inside the top canister. The cannon is extremely popular, however, as it is more than a match for anything technology can produce. They are often mounted on ATVs, giving these light vehicles surprising firepower. The main drawback to the weapon is its expensive power supply.
Weight: 124 lbs. (55.8 kg).
Mega-damage: 2D6x10 M.D.
Rate of Fire: Single shots only.
Effective Range: 2000 feet (610 m).
Bonus: +1 to strike
Payload: Two shots per clip, but eight P.P.E. clips fit into the top section of the cannon, providing a total of 16 shots.


Heavy TW Force Cannon
The Force Cannon is the largest man-portable weapon Stormspire produces. The design is not consistent with most Stormspire weapons, having a curved, shell-like organic look with three holes in the thick barrel. Rumors abound that this weapon was stolen from the Xiticix and modified for humanoid use, but it is larger and more powerful than the Xiticix force rifles. If it is a Xiticix based weapon, it is of a type no one has seen before.
Pulling the trigger unleashes three force bolts, inflicting serious damage on anything it hits. This is possibly one of the most powerful rifles on Rifts Earth, except it is so large and bulky it
Rate of Fire:
Standard, capable of bursts (no full melee burst) and sprays.
Short bursts use three rounds and inflict damage x2.
Long bursts use five rounds and inflict damage x4.
A spray uses 10 rounds and inflicts normal.
damage (3D6+6 M.D.) on 1D6 targets.
Effective Range: 1200 feet (366 m).
Payload: 20 single shots per clip (holds two clips at a time).
Noe: Dragon Juicers and `Borgs especially, love this weapon because they can carry it without problem and it deals out lots of damage. Characters without a P.S. of 22 or greater are -2 to strike.
Weight: 42 lbs. (18.5 kg)
Mega-damage: 1D6x10+10 M.D. per shot.
Rate of Fire: Single shots only.
Effective Range: 2000 feet (610 m).
Payload: 6 shots per P.P.E. clip.
Black Market Cost: 300,000 credits for the rifle. 40,000 credits
per P.P.E. clip

Goblin Bomb Launcher:
Goblin Bombs are compact, enchant-ed explosives that have a variety of different magical effects. Carpet of Adhesion, Fear, Lightning and Fire are all the most common types, but almost any low-level enchantment can be turned into a Goblin Bomb by a Techno-Wizard.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Range: 800 feet (244 m).
Mega-Damage: Varies by grenade type.
Fire is 4D6 M.D. to a 6 foot (1.8 m) radius,
lightning 2D6+2 M.D. to a 3 foot (0.9 m) radius.
See Coalition Wars® Rifts®: Siege on Tolkeen
Chapter One for complete details on Goblin Bombs. Optional: May substitute with Fire Bolt spell at the cost of 4 P.P.E. per bolt (range: 125 feet/38 m, 4D6 M.D. or 1D6x10 S.D.C. per blast as desired by the pilot).
Rate of Fire:
Each grenade fired counts as one melee attack.
Payload: The suit has an ammo hopper that holds 8 Goblin Bombs and can select which one to fire next.


Battle Fury Blade
a weapon of this type is made as a Flamberge, polearm or large battle axe. Regardless of its form, the weapon's abilities are the same. It is deadly in battle, inflicting serious damage with every hit. However, its special ability, the Battle Fury, makes it fearsome beyond belief. Battle Fury weapons are al-ways bright silver with designs etched into the blade. These weapons are a favorite of Battle Magi, Mystic Knights, Cyber-Knights and Juicers (particularly in sword form) who love to get into the thick of things in close combat.
Weight: 7 lbs.
Mega-damage: 6D6 M.D.
M.D.C.: 200, regenerates 20 M.D.C. per day.
Powers: By channeling 40 P.P.E. into the weapon, the wielder can invoke the Battle Fury. While this fearsome ability is active, the weapon inflicts a whopping 1D6x10 M.D. with every hit. In addition, every time the wielder makes an attack with the sword,



398203
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

These worlds at the time had FTL communications and were all at Rifts or Rifts Sourcebook Mutants In Orbit. They started sharing communications for several hundred years till at that time call confederates planets. They were all close of getting FTL systems, but something happens one by one they contact was lost with vital star systems via FTL communication it was a combination of Golgan Republik, The Splugorth Kingdoms, The Transgalactic Empire (TGE), Dimensional Anomalies, and Dimensional Outbreak!! Some star systems were taken over by The Transgalactic Empire (TGE) for years till the remaining world were able to get FTL and soon war broke out with The Transgalactic Empire (TGE) however when The Consortium of Civilized Worlds (CCW) it was to far and considered to difficult to aid . the Inter stellar alliance or ISA of 191 was alone but was able to hold the tide it would be a matter of time before one would give and break. But something happen a large Mercenaries group from another world came lost and confused it did the one thing it knew best …..fight. They turned the tide of the war. They combined technology, Magic , Psionics and Techno-Wizard as one force multiplier . Recover the captured worlds and became heroes later after the war The Consortium of Civilized Worlds (CCW) wanted to these worlds to join but declined after the event. It has been a massive boom for the Surviving worlds. The organization that transformed these world is kept secret and only few know it name call N.A.A.Ts!!!


Interstellar Empires/Kingdoms: Inter stellar alliance or ISA
A. Size was at 191 Large: it was 210 Star Systems now 220 Star Systems
B. History Survivors
C. Level of Technological Sophistication Highly Advanced Civilization
D. General Attitude/Culture Genocidal Xenophobes
E. Racial Composition Existing and Known Species (Human, Wolfen, Elf, etc)
F. Government Democracy
G. Administrative Control Tight
H. External Trade Raw Materials , Luxury Goods, Manufacturing, Military,
H1. Commodities
Exports:/Imports:
Consumer Goods ALL, Biotech, Spacecraft/ Starships, Raw Materials, Agricultural, Drugs, pharmaceuticals, Manpower, voluntary, Weapons, Infantry/personal, vehicles, capital units, AND nucleonics and weapons of mass destruction
I. Status Boom


Deep Anti-Insurrectionists/ Insurrectionists operative

The Deep Anti-Insurrectionists/ Insurrectionists operative are soldiers from Phase world but Specialists who engage in the physical war and the battle for winning the hearts and mind of the people. Thus, they engage the enemy and inspire others to join the battle and revolt against tyranny. They are used to infiltrate worlds and start resistance cells, train and lead freedom fighters, create and inspire civil unrest and revolt, free political prisoners, P.O.W.s, and slaves, engage in acts of sabotage and assassination, and feel out defenses before an impending attack. They are used as front-line soldiers as special operators or act like special forces and can still handle themselves in battle.


Attribute Requirements:

IQ. 12, M.E. 12, and P.S. and P.E. of 10 or higher.

Race : Human
Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during war times. That means 90% to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children. Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D6 to P.E.
56-75% +1D6 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice. O.C.C.
Bonuses: +2D6x10 S.D.C.,
and plus 40 S.D.C
+6 to save verses Horror Factor
Special Aptitude Bonuses Table

Spoiler:
Note
if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, roll only


01-10%

Sure Shot :
Spoiler:
+1d4 to strike with all types of projectile and weapons systems . From pistols and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles

get W.P Sharpshooter no penalties.

11-20%

Natural robot Ace/or fix or rotor wing
Spoiler:
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.
W.P Sharpshooter in robot or power armored.

21-30 %

Giant robot/or power armor Ace:
Spoiler:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any
other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.

W.P Sharpshooter in robot or power armored.
31-40%

High Perception and Solid gut Instincts:
Spoiler:
+1d6 on Perception Rolls. Roll 1d6 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d6 initiative roll one time

41 to 50%

Quick Reaction Time:
Spoiler:
+1d6 on initiative. Roll 1d6 dodge, add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward
51-60%

Strongman :
Spoiler:
+1d6+4 to P.S. attribute and + 4 to pull punch. Add Height 1d10 inches, add weight 5d4%

61-70%

Fast Learner and Jack of Many Trades:
Spoiler:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two
M.O.S.!! Also, if IQ 18 or higher add one-time bonus are allowed and for every 3above 24 get additional M.O.S . but without benefit Only I.Q max 2 M.O.S
71-80%

Quick Reflexes:
Spoiler:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative, AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,
W.P Sharpshooter

81-90%

Fearless :
Spoiler:
+ 1D6+2 to save Horror Factor. However, as a result, the character may also be a hot shot who take s foolish risks
and daring chances.
ADD 1D6+1 to M.E and P.E

91-00%
Charismatic/Charmer:
Spoiler:
1d6+3 M.A. this character is especially likable and affable.
Awe factor if high P.B add 1d4. Base 10
Group 8+1 per 3 level max level 12
Individual 10 add +1 per 3 level max level 12
If high P.S male get plus 1 that 16 or better
If high P.B male get plus 1 that 16 or better Female +3


Bonuses
1D6x10 S.D.C plus 40
Psionics Table roll percentile dice.
01-10% Major Psionics.
Spoiler:
Select a total of eight powers from any one category (Sensitive, Physical or Healer) or a total of six powers with selections made from two or three of those categories.
Base Inner Strength Points (I.S.P.) are the character's M.E. +4D6, + lD6+ I per level of experience.
11-25% Minor Psionics.
Spoiler:
Select two powers from any one of the following
Spoiler:
Psionics categories: Sensitive, Physical or Healer. In the grand scheme of things, power of this level is considered inconsequential, though it may have a profound impact on the individual character's life. Base Inner Strength Points (I.S.P.) are the character's M.E. +2D6. At each level of experience, add + ID6 I.S.P.

26-00%:
Spoiler:
Not psychic. Sorry.




armor

cleaner armor light and medium amour
https://www.deviantart.com/proxygreen/a ... -348343010


cleaner armor heavy amour
https://www.deviantart.com/proxygreen/a ... -347490276


Most combat style environmental body armors
have the following properties:
• Depth tolerance (underwater): 500 feet (152 m) maximum.
• Complete environmental battle armor suitable for use in all hostile environments, including underwater and outer space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, and humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Insulated. high temperature resistant shielding for up to 300 degrees centigrade. Nonnal fires do no damage. Nuclear. plasma, and magic fires do full damage.
• Radiation shielded.
• Built-in loudspeaker; 80 decibels.
• Directional, short range radio buill into the helmet. Range is 5 miles (8 krn). All transmissions are automatically scrambled/unscrambledin preprogrammed frequencies for military units.
• Some helmets have a Heads Up Display system (HUD).
• Standard optical enhancements include light filtration and passive nightvision (2000 ft/61O m). Many also have telescopic sights (5x to lOx magnification, 6000 fl/1830 m range).
• A minicomputer located on the wrist has oxygen level. damage, time, date and compass readouts. The computer is used to adjust the temperature of the suit and to switch between different optics modes.
• Waist and/or shoulder belts for ammo, supplies and equipment. Grenades, pistol holster, and additional pouches can be attached both to the waist and shoulder belts.
• The amour is designed for quick and easy attachment of a jet pack, or other backpacks. directly 10 the suit.
• Suitup time: A trained soldier or mercenary can suit-up in environmental amor in one minute! The untrained will take 104+ I minutes

STAGE ONE
Standard light M.D.C 80 MDC

STAGE TWO
Upgraded medium Armor 100 MDC

STAGE THREE
Heavy combat Armor 140 MDC
https://www.deviantart.com/artofjustama ... -602443179





O.C.C. Skills:


Speak and Read Native Language 98% Speak and
Read three additional Language (+20%) Basic Math (+25%)
Radio: Basic (+20%)
TV & Video (+20%)
Computer Operation (+15%)
Computer Programing (+10%)
Lore: Magic
Lore: Psychic & Psionics
Lore: Demons & Monsters
Lore: D-Bee
Intelligence (+15%)
Interrogation (+10%)
Pilot: One of choice (+15%)
Read Sensory Equipment (+10%)
Basic Electronics (+10%)
Wilderness Survival (+10%)
Prowl (+10%)
Climbing (+15%)
Running
W.P.: Knife
W.P.: Energy Pistol
W.P.: Energy Rifle
Hand to Hand:
Commando (this cannot be changed).
M.O.S. Skill Package: (all +20%).
Pick one of the following: all MOS get 25% plus I.Q if any ,also add any requirement skill to MOS as well
Assassin/Man-Hunter:
Communications
Combat M.O.S.
Engineering,
Espionage
Military
Science,
Military Operational Specialty
Reconnaissance M.O.S.:
Technician
Weapons.
Urban combat



https://www.deviantart.com/darekzabrock ... -485955741

Assassin/Man-Hunter:
Spoiler:
Surveillance Systems (+20%),
Tracking (+20%),
Sniper,
Impersonation (+12%)
Escape Artist
Disguise (+20%).
Hand to Hand: Assassin,
Boxing Intelligence (+20%),
Land Navigation (+20%),
Wilderness Survival (+15%),
Prowl (+10%),
Streetwise (+12%)
Special equipment
high tech sniper ghillie suit concept get 100 MDC
either Naruni Enterprises Variable Camouflage or full cloak version
built-in exo suit unit add 10 to P.S and 12 to speed look at link below as example
https://www.deviantart.com/artofjustama ... -428683038
they carry Naruni Enterprises force field systems 320 M.D.C



https://www.deviantart.com/proxygreen/a ... -348343010

https://www.deviantart.com/proxygreen/a ... -347490276

Combat M.O.S.:
Spoiler:
6 Physical skills plus
Hand to Hand: Martial Arts,
Boxing
Wrestling (choose one)
Any 4 W.P.'s.
https://www.deviantart.com/proxygreen/a ... -372520217

Communications M.O.S.:
Spoiler:
Choose five skills from the Communications category (+20%)
Basic Electronics (+20%).
Language adds SIX


https://www.deviantart.com/proxygreen/a ... -387663543

https://www.deviantart.com/artofjustama ... -605199973
Spoiler:
Most combat style environmental body armors
have the following properties:
• Depth tolerance (underwater): 500 feet (152 m) maximum.
• Complete environmental battle armor suitable for use in all hostile environments, including underwater and outer space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, and humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Insulated. high temperature resistant shielding for up to 300 degrees centigrade. Nonnal fires do no damage. Nuclear. plasma, and magic fires do full damage.
• Radiation shielded.
• Built-in loudspeaker; 80 decibels.
• Directional, short range radio buill into the helmet. Range is 5 miles (8 krn). All transmissions are automatically scrambled/unscrambledin preprogrammed frequencies for military units.
• Some helmets have a Heads Up Display system (HUD).
• Standard optical enhancements include light filtration and passive nightvision (2000 ft/61O m). Many also have telescopic sights (5x to lOx magnification, 6000 fl/1830 m range).
• A minicomputer located on the wrist has oxygen level. damage, time, date and compass readouts. The computer is used to adjust the temperature of the suit and to switch between different optics modes.
• Waist and/or shoulder belts for ammo, supplies and equipment. Grenades, pistol holster, and additional pouches can be attached both to the waist and shoulder belts.
• The amour is designed for quick and easy attachment of a jet pack, or other backpacks. directly 10 the suit.
• Suitup time: A trained soldier or mercenary can suit-up in environmental amor in one minute! The untrained will take 104+ I minutes

STAGE ONE
Standard light M.D.C 55 MDC

STAGE TWO
Upgraded medium Armor 80 MDC

STAGE THREE
Heavy combat Armor 100 MDC

Engineering M.O.S.:
Spoiler:
Three Mechanical Skills
and
three Electrical Skillsskills
(add requirements skills at +15%).


https://www.deviantart.com/proxygreen/a ... -347490276

Espionage M.O.S.:
Spoiler:
Hand to Hand: Assassin,
plus, five skills selected from the Espionage Skills categories.
2 Rogue categories.
4 Military Skills
Military Demolitions skills
Find Contraband.

https://www.deviantart.com/proxygreen/a ... -372520217
Reconnaissance M.O.S.:
Spoiler:
Intelligence (+20%),
Land Navigation (+20%),
Wilderness Survival (+15%),
Prowl (+10%),
Streetwise (+12%)
Surveillance Systems (+15%).
3 Military Skills
3 Espionage Skills



https://www.deviantart.com/artofjustama ... -609784383
Spoiler:
STAGE ONE
Standard light M.D.C 55 MDC
STAGE TWO
Upgraded medium Armor 80 MDC
STAGE THREE
combat Armor 100 MDC with Exo suit
shield can be from 50 to 240 MDC

https://www.deviantart.com/artofjustama ... -428683038
ODIN Exo Suit Concept


Most combat style environmental body armors
have the following properties
:
Spoiler:
• Depth tolerance (underwater): 500 feet (152 m) maximum.
• Complete environmental battle armor suitable for use in all hostile environments, including underwater and outer space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, and humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Insulated. high temperature resistant shielding for up to 300 degrees centigrade. Nonnal fires do no damage. Nuclear. plasma, and magic fires do full damage.
• Radiation shielded.
• Built-in loudspeaker; 80 decibels.
• Directional, short range radio buill into the helmet. Range is 5 miles (8 krn). All transmissions are automatically scrambled/unscrambledin preprogrammed frequencies for military units.
• Some helmets have a Heads Up Display system (HUD).
• Standard optical enhancements include light filtration and passive nightvision (2000 ft/61O m). Many also have telescopic sights (5x to lOx magnification, 6000 fl/1830 m range).
• A minicomputer located on the wrist has oxygen level. damage, time, date and compass readouts. The computer is used to adjust the temperature of the suit and to switch between different optics modes.
• Waist and/or shoulder belts for ammo, supplies and equipment. Grenades, pistol holster, and additional pouches can be attached both to the waist and shoulder belts.
• The amour is designed for quick and easy attachment of a jet pack, or other backpacks. directly 10 the suit.
• Suit up time: A trained soldier or mercenary can suit-up in environmental amor in one minute! The untrained will take 104+ I minutes
• ODIN Exo Suit


STAGE ONE
Standard light M.D.C 55 MDC

STAGE TWO
Upgraded medium Armor 80 MDC

STAGE THREE
Heavy combat Armor 100 MDC
M.O.S. Urban combat
Spoiler:
Intelligence
Land Navigation
Wilderness Survival
Prowl
Streetwise
Surveillance Systems
8 Rogue or Technical Skills(look below )
8 W.P any



https://www.deviantart.com/artofjustama ... -605199973
Most combat style environmental body armors
Spoiler:
have the following properties:
• Depth tolerance (underwater): 500 feet (152 m) maximum.
• Complete environmental battle armor suitable for use in all hostile environments, including underwater and outer space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, and humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Insulated. high temperature resistant shielding for up to 300 degrees centigrade. Nonnal fires do no damage. Nuclear. plasma, and magic fires do full damage.
• Radiation shielded.
• Built-in loudspeaker; 80 decibels.
• Directional, short range radio buill into the helmet. Range is 5 miles (8 krn). All transmissions are automatically scrambled/unscrambledin preprogrammed frequencies for military units.
• Some helmets have a Heads Up Display system (HUD).
• Standard optical enhancements include light filtration and passive nightvision (2000 ft/61O m). Many also have telescopic sights (5x to lOx magnification, 6000 fl/1830 m range).
• A minicomputer located on the wrist has oxygen level. damage, time, date and compass readouts. The computer is used to adjust the temperature of the suit and to switch between different optics modes.
• Waist and/or shoulder belts for ammo, supplies and equipment. Grenades, pistol holster, and additional pouches can be attached both to the waist and shoulder belts.
• The amour is designed for quick and easy attachment of a jet pack, or other backpacks. directly 10 the suit.
• Suitup time: A trained soldier or mercenary can suit-up in environmental amor in one minute! The untrained will take 104+ I minutes

STAGE ONE
Standard light M.D.C 55 MDC

STAGE TWO
Upgraded medium Armor 80 MDC

STAGE THREE
Heavy combat Armor 100 MDC

Science M.O.S. :
Spoiler:
Choose 7 Science
two from Technical
add any requirement skill; to MOS as well
https://www.deviantart.com/proxygreen/a ... -387663543
Technician M.O.S.:
Spoiler:
Computer Operation,
Computer Programming,
Computer Hacking,
*7 skills from Technical ,OR Science


https://www.deviantart.com/proxygreen/a ... -348343010
https://www.deviantart.com/proxygreen/a ... -347490276
https://www.deviantart.com/artofjustama ... -609784383


Weapons M.O.S.:
Spoiler:
Weapon Systems
Demolitions
Demolitions Disposal (+20%),
Sniper
6 skills selected from W.P.
6 skills selected from Military
Sniper
https://www.deviantart.com/artofjustama ... -605199973
Most combat style environmental body armors
Spoiler:
have the following properties:
• Depth tolerance (underwater): 500 feet (152 m) maximum.
• Complete environmental battle armor suitable for use in all hostile environments, including underwater and outer space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, and humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Insulated. high temperature resistant shielding for up to 300 degrees centigrade. Nonnal fires do no damage. Nuclear. plasma, and magic fires do full damage.
• Radiation shielded.
• Built-in loudspeaker; 80 decibels.
• Directional, short range radio buill into the helmet. Range is 5 miles (8 krn). All transmissions are automatically scrambled/unscrambledin preprogrammed frequencies for military units.
• Some helmets have a Heads Up Display system (HUD).
• Standard optical enhancements include light filtration and passive nightvision (2000 ft/61O m). Many also have telescopic sights (5x to lOx magnification, 6000 fl/1830 m range).
• A minicomputer located on the wrist has oxygen level. damage, time, date and compass readouts. The computer is used to adjust the temperature of the suit and to switch between different optics modes.
• Waist and/or shoulder belts for ammo, supplies and equipment. Grenades, pistol holster, and additional pouches can be attached both to the waist and shoulder belts.
• The amour is designed for quick and easy attachment of a jet pack, or other backpacks. directly 10 the suit.
• Suitup time: A trained soldier or mercenary can suit-up in environmental amor in one minute! The untrained will take 104+ I minutes

STAGE ONE
Standard light M.D.C 55 MDC

STAGE TWO
Upgraded medium Armor 80 MDC

STAGE THREE
Heavy combat Armor 100 MDC


Technician M.O.S.: SKILLS
Technical Skills
Spoiler:
Advanced Fishing — 30%+5%
Art — 35%+5%
Breed Dogs — 40%/20%+5%
Calligraphy — 35%+5%
Computer Operation — 40%+5%
Computer Programming — 30%+5%
*Cyberjacking (Criminals only) — 50+3%
Falconry — 30%+5%
Gemology — 25%+5%
General Repair & Maintenance — 35%+5%
History — 30%+5%
Jury-Rig — 25%+5%
Language — 50%+5%
Law (General) — 25%+5%
*Law (Space; CCW/Phase World) 30%+5%
Literacy — 30%+5%
*Lore: Aborigines (Australia) — 25%+5%
Lore: Cattle & Animals — 30%+5%
*Lore: The Cities (Australia) — 20%+5%
Lore: D-Bee — 25%+5%
Lore: Demons & Monsters — 25%+5%
*Lore: Dreamtime Culture (Australia)
20%+5%
Lore: Faerie — 25%+5%
*Lore: Galactic/Alien — 25%+5%
Lore: Juicer — 30%+5%
Lore: Indians — 25%+5%
Lore: Magic — 25%+5%
Lore: Psychic & Psionics — 25%+5%
Lore: Religion — 30%+5%
Masonry — 30%+5%
Mining — 35%+5%
Mythology — 30%+5%
Photography — 35%+5%
Prospecting — 20%+5%
Research — 40%+5%
Rope Works — 30%+5%
Salvage — 35%+5%
* Space Contacts — 6%+2%
Underseas Salvage — 30%+5%
Whittling & Sculpting — 30%+5%
Writing — 25%+5%
Science M.O.D Skills
Spoiler:
Anthropology — 20%+5%
Archaeology — 20%+5%
*Artificial Intelligence — 30%+3% Astrology — 8%+M.E. number and +3% Astronomy — 25%+5%
*Astrophysics — 30%+5%
Biology — 30%+5%
Botany — 25%+5%
Chemistry — 30%+5%
Chemistry: Analytical — 25%+5%
Marine Biology — 35%/25%+5%
Mathematics: Basic — 45%+5%
Mathematics: Advanced — 45%+5% *
Oceanographic Surveying — 15%+5% *
Oxygen Systems — 58%+4% *
Undersea Farming — 35%+5% *
Xenology — 30%+5%



M.O.S. Urban combat

Rogue Skills
Spoiler:
Cardsharp — 24%+4%
Computer Hacking — 15%+5%
Concealment — 20%+4%
Find Contraband, Weapons & Cybernetics —
26%+4%
Gambling (Standard) — 30%+5%
Gambling (Dirty Tricks) — 20%+4%
Palming — 20%+5%
Pick Locks — 30%+5%
Pick Pockets — 25%+5%
Prowl — 25%+5%
Safe-Cracking — 20%+4%
Seduction — 20%+3%, plus attribute bonuses.
Streetwise — 20%+4%
Streetwise: Drugs — 25%+5%
Ventriloquism — 16%+4%

O.C.C. Related Skills:


Select 14 additional skill at levels 2, 3, 5, 8, 11 and 14.

All new skills start at level one proficiency. Communications: Any (+10%).
Domestic: Any.
Electrical: Any.
Espionage: Any (+20%).
Mechanical: Any.
Medical: First Aid or Paramedic only (+5%).
Military: Any (+30%).
Physical: Any.
Pilot: Any (+15%).
Pilot Related: Any (+10%).
Rogue: Any, but +20% to Computer Hacking and Streetwise only.
Science: Any, but +40% lore
Technical: Any (+10%).
W.P.: Any.
Wilderness: any +30



Secondary Skills:
The character also gets to select 12 Secondary Skills from the previous list. These are additional areas of knowledge that do not get the advantages of the bonus listed in the parentheses. All Secondary Skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.




Standard Equipment:
more later on
Equipment varies greatly depending on the mission. Generally, the Insurrectionist can expect to receive any type of body armor and weapons, plus have all sorts of communications, broadcasting, and listening devices. Specialized equipment such as explosives and heavy weapons are given out on an "as needed basis." Vehicles can include any but again depends on the mission and availability; typically, basic fare like a hovercycle, jet pack, car, jeep, truck, etc



Money:

3D6x1000 in savings and 3000 credits per month.all get triple hazards paid when on mission

Cybernetics:


The Insurrectionist can have 1D4 communications or optical cybernetics to start. Typically, items like a head or finger jack, sensor hand, gyro compass, clock calendar, radio, language translator, etc. Officers and experienced characters may have one or two cyber-disguises and 1D4 additional cybernetics and even a bionic limb or organ. Note: See the Rifts® Bionics Sourcebook for a range of scores of different bionics and cybernetics with equivalents in the Three Galaxies.



400514
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

Unread post by ZINO »

These worlds at the time had FTL communications and were all at Rifts or Rifts Sourcebook Mutants In Orbit. They started sharing communications for several hundred years till at that time call confederates planets. They were all close of getting FTL systems, but something happens one by one they contact was lost with vital star systems via FTL communication it was a combination of Golgan Republik, The Splugorth Kingdoms, The Transgalactic Empire (TGE), Dimensional Anomalies, and Dimensional Outbreak!! Some star systems were taken over by The Transgalactic Empire (TGE) for years till the remaining world were able to get FTL and soon war broke out with The Transgalactic Empire (TGE) however when The Consortium of Civilized Worlds (CCW) it was to far and considered to difficult to aid . the Inter stellar alliance or ISA of 191 was alone but was able to hold the tide it would be a matter of time before one would give and break. But something happen a large Mercenaries group from another world came lost and confused it did the one thing it knew best …..fight. They turned the tide of the war. They combined technology, Magic , Psionics and Techno-Wizard as one force multiplier . Recover the captured worlds and became heroes later after the war The Consortium of Civilized Worlds (CCW) wanted to these worlds to join but declined after the event. It has been a massive boom for the Surviving worlds. The organization that transformed these world is kept secret and only few know it name call N.A.A.Ts!!!


Interstellar Empires/Kingdoms: Inter stellar alliance or ISA
A. Size was at 191 Large: it was 210 Star Systems now 220 Star Systems
B. History Survivors
C. Level of Technological Sophistication Highly Advanced Civilization
D. General Attitude/Culture Genocidal Xenophobes
E. Racial Composition Existing and Known Species (Human, Wolfen, Elf, etc)
F. Government Democracy
G. Administrative Control Tight
H. External Trade Raw Materials , Luxury Goods, Manufacturing, Military,
H1. Commodities
Exports:/Imports:
Consumer Goods ALL, Biotech, Spacecraft/ Starships, Raw Materials, Agricultural, Drugs, pharmaceuticals, Manpower, voluntary, Weapons, Infantry/personal, vehicles, capital units, AND nucleonics and weapons of mass destruction
I. Status Boom

https://www.deviantart.com/quesocito/ar ... -506798906

Drop Pod



PLANETARY REENTRY SHIELD
encased in a planetary reentry shield. This shield is used to drop the troops from planetary orbit for insertion on a planet. The shield is encased with radar absorbing material for reduced signatures .

Orbital Drop Pod or OPD Units

it been used for nearly decade; they allow for the rapid deployment of ground assault troops near or right onto an objective. Their smaller profiles make them more difficult to destroy by defensive fire than conventional dropships.


Drop pods are launched directly from ships in orbit around a planet using a tactical recoilless orbital cannon, such as the Davy Crockett Delivery System. Once their cargo is loaded and properly secured, a 30-second countdown begins on the commander's mark. The drop pods then fire quickly down through the ship's belly. The drop pod is balanced to stabilize in a feet-down position. The pod has maneuvering capability, used primarily to coordinate landings. During atmospheric reentry, the pod's ceramic skin burns away during atmospheric reentry, protecting the rest of the pod and its occupant from the worst of the considerable heat. The lead foil keeps the armor from ripping away and is designed to replace the ceramic skin once it burns away.



After the drop pod has penetrated the atmosphere, at an altitude of 90,000 ft, thrusters located on the bottom of the pod activate, slowing and stabilizing its descent while at the same time keeping the pod on course. Depending on the sensitivity of cargo and possible presence of enemy anti-air defenses, the pod's petals then either break away moments before striking the surface (typically just over 150 meters (500 ft.) or open up after a safe though somewhat abrupt landing to allow its passengers to disembark. In a break-away pod, primary and secondary parachutes are then employed to slow the descent of pod's cargo.


Orbital Drop Pod or OPD Units is a specialized version of the standard Drop Pod that its transport capacity in order to carry a significant amount of weapons and ammunition to APC to tanks , essentially turning into a turret upon landing. These are usually five assault cannons pointing outwards in the area where soldiers would normally disembark from. They are dropped shortly preceding normal transport-capable Drop Pods, to add much-needed fire-support for disembarking soldiers.
Heavy Pod drop
This was the first drop pods and still are in service able to be Swiss army knife of drop dops.
Model Type: Pod drop
Class: orbital Deployed pod. Also known as a "Drop Base or drop pod ."
Crew: Troop support varies
M.D.C. by Location:
Spoiler:
Weapon Turret (1, side) — 200
Short-Range Missile Launcher (1) — 200
Mini-Missile Launchers (2) — 150
Main Hatch (1, front) — 240
Escape Hatch (1, back) — 240
* Retractable/Extendible Top — 450
** Main Body — 2,000
Built-in Armored plating 2000 per side (x6)
* The top of the Drop Fort rises to allow troops to fire from a reinforced fortified position. It can also be raised for mass evacuation. A ramp that winds around the top of the structure provides a place for man-sized troops to stand.
** If the M.D.C. of the Main Body is reduced to zero, the unit is destroyed.
*** Built-in Armored plating this is used when force field fail
****Standard Force Field Generator. Standard Variable Force Field Generator. Magnetic Deflection Shield look below

Speed:
conceal hover (built in main body) jets 200 MPH max height possible 6000 feet can add and
Under propulsion systems max depth 5 miles

Can have two propulsion systems Gravitonic and standard thruster high orbital drops.


Statistical Data:
Spoiler:
Height: 100 feet (6.1 m) .
The roof cap is another 5 feet (1.5 m) for a total height of 40 feet ( from the bottom to the crown of the roof cap.
Width/Length: 20 feet to 70 feet in diameter.
Weight: 4 tons. Empty
Cargo: varies. Look below
Power System:
Nuclear, average energy life is 20 years.
Transport Slot: Six.
Black Market Cost: Not available.
Weapon Systems: all weapon systems are concealed.

1. Short-Range Missile Launcher and Mini- Missile Launcher (1):
Spoiler:
Mounted on the side of the roof is a short-range/Medium range missile launcher. It can rotate 360 degrees.
Primary Purpose: Anti-Aircraft/Gargoyles and Assault.
Secondary Purpose: Defense.
Range: Varies with type of missile used, but high-explosive is five miles (8 km) and fragmentation is three miles (4.8 km).
Mega-Damage:
Varies with type of missile used.
Mini- Missile any
high explosive (2D6x10 M.D. to everything in a 15 foot/4.6 m radius)
fragmentation (2D4x10 M.D., 20 foot/6.1 m damage radius).
Medium range missile
fragmentation 2d6x10 M.D to high-explosive 5d6x10 M.D
Rate of Fire:
One at a time or in volleys of 2 or 4.
Payload:
Launcher holds
10 Medium range or Mini- Missile 40 pick one and standard 20 short-range missile total missiles,
but the fort comes with two auto reloads; or
robot or power armor required to reload by hand.

2. Mini-Missile AND short-range missile Launchers (2):
Spoiler:
These launchers lower out of the ceiling when the roof is raised. One points forward, the other backward, both can rotate 180 degrees and have 20 de-gree arc of fire.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Missile and Anti-Personnel.
Range: Varies with missile type, but fragmentation is the standard payload with a half a mile (0.8 km) range.
Mega-Damage: Varies with missile type, but fragmentation (5D6 M.D. to everything in a 20 foot/6.1 m radius) is the standard load.
short-range missile
Varies with type of missile used.
high-explosive (2D6x10 M.D. to everything in a 15 foot/4.6 m radius)
fragmentation (2D4x10 M.D., 20 foot/6.1 m damage radius).
Rate of Fire: One at a time or in volleys of 2, 4 or 6.
Payload:
24 total mini-missiles 12 in each launcher, but the fort comes with one reload for each (24 more missiles) to be re-loaded by hand.
short-range missile 12 but the fort comes with one reload for each (24 more missiles) to be re-loaded by hand.
3. Weapon Turret (1):
A Variable laser weapon turret is typically mounted on the side of the roof/nose opposite the short-range missile launcher. Can replace with dual
Spoiler:
mounted weapon systems or two different weapon systems. With ten times the payload and it carry any weapon systems but anti-ship weapons systems
Primary Purpose:
Anti-Armor and Anti-Aircraft/Gargoyles. Secondary Purpose: Assault and Defense.
Range:
12,000 feet .
Mega-Damage: 5D6x10 M.D. per single blast.
Rate of Fire: Single shots only, each blast counts as one melee attack of the dedicated gunner.
Payload: Effectively unlimited.
4. Sensor System Notes:
All sensors and features common to robots plus:
1. Advanced Radar:
Spoiler:
Extended radar range of 200 miles (320 km; can track 120 targets simultaneously) and long-range communications (500 miles/800 km).
Can track 300 targets unit simultaneously.
2. Radar Detector.

3. Long-Range Laser Communications:
Spoiler:
Range: 1,000 miles (1,600 km).
4. Four Long-Range Military Field Radios:
Spoiler:
500 mile range (800 km).
5. Four Portable Field Unit Computers.

6. Two Portable Sub-orbital senor pod 100 M.D.C. these are stealthily high in sub orbit small and use as over watch

7. Portable Bio-Scan & Bio-Lab.

8. Motion Detector.

9. Electrical Generator and Four Rechargeable Electric Batteries:

10.Anti-Missile Chaff Dispenser (4):
Spoiler:
A cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage: None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ac-tions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Payload 98


11. Energy Anti-Missile Chaff Dispenser (2):
Spoiler:
Energy base chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Rate of fire: 100 per attack !!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ations, combat bonuses and speed by half.
Duration: 1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: unlimited
12. Standard Force Field Generator mainly for back up
Spoiler:
The Force Field Generator System (is a modified version of the force field generator that first debuted in the X-1000 Ulti-Max. It forms a force field dome that covers a 150 radius to provide some basic protection to infantry troops. The force field has 1000 M.D.C. and protects it from weather, insects, wild animals and surprise attacks. If the force field generator (nuclear powered; it recovers 200 M.D.C. per melee), the force field regenerates in three hours (200 M.D.C. per Melee ). So, in 2 melee that one minute 400 M.D.C
13. Standard Variable Force Field Generator look at number 12

14. Magnetic Deflection Shield
Spoiler:
similar to number 12 both more advance as above but 150 feet to 300 feet radius , 3000 M.D.C. and it recovers 200 M.D.C. per melee
This is not a variable force field. Its entire M.D.C. must be depleted before any attacks can impact the hull. Once destroyed, the shield will require to come back on-line. Otherwise, it will regenerate damage at a rate of five points per melee round.

15.Cargo type cares look below and pick one

types of heavy drop pods

1. Infantry drop Pod standard squad drop pod
2. Power Armor drop Pod. Any man size power armor drop dop or man size flying drop pod
3. Vehicle drop Pod. One vehicle 90 feet long and with 40 feet and 35 feet height max weight 120 tons
4. cargo drop Pod. 90 feet long and with 40 feet and 35 feet height max weight 150 tons
5. Garage pod 90 feet long and with 40 feet and 35 feet height max weight 150 tons
6. Bunker Pod look below for infantry and any robot or power amour
7. Medical Pod this are call angel pods some have add Magnetic Deflection Shield Projectors and show angels falling from orbit. It has made itself famous awe 15 for those what it means for supernatural evil alignment 15 awe factor” Don’t shoot at Doc pod” has been made famous worst if shot done by enemy fire especially if landing. It can start with a projector and add 1d4 per pod. There have many reports of any entire military operations changing when this happens even many supernatural have avoided these in combat and even many military options wont shot these .Know all to well that to the point of madness combat troops have shown the rage when shot down .Even by accidental fire
8. Command and Control Drop Pod important for orbital drop invasion it the most protected and no one where this pods drop at
9. Decoy/ Drone pod the most hated pod of all it both decoy and sensory pod extremely armor drop pod for any combat drop that extremely high rate of casualty drops better them then us




Infantries drop Pod.
Spoiler:
This was the first drop pod carrying combat troops from space to planet side
M.D.C. by Location: no change
Speed no change.
Statistical Data no change
Weapon Systems no change
Cargo: it carries 35 infantry ,or cyborg

Infantries Air Drop pods
This was the first drop pod carrying combat troops from space to planet side. But can jettison infantry at 100,000 feet or less
Spoiler:
In case of emergency or failure of the pod no change
M.D.C. by Location: no change
Speed no change.
Statistical Data no change
Weapon Systems no change
Cargo: it carries 35 infantry ,or cyborg


Power Armor drop Pod
Spoiler:
Instead of dropping infantry it drops power amour 11 feet or smaller a total of 20 power amour or fly power amour
M.D.C. by Location: no change
Speed no change.
Statistical Data no change
Weapon Systems no change
Cargo: 20 power amour or fly power amour
Vehicle drop Pod.
Spoiler:
This pod can carry one vehicle it can be a tank, APC ,infantry fight vehicle ,armored ambulance to fire truck .crew are normal not in vehicles when drop but in own smaller drop pods
M.D.C. by Location:
Speed
Statistical Data
Weapon Systems
Cargo one tank, APC, infantry fight vehicle ,armored ambulance to fire truck .with crew in their own pods
Vehicles can carry. A small hover plate from in case pod fails at 100,000 feet plus back up parachutes.
plate forum M.D.C 240
parachutes M.D.C 100 max height drop 80,000 feet to 3,000 feet
The plate forum has the following.
10.Anti-Missile Chaff Dispenser (4):
11. Energy Anti-Missile Chaff Dispenser (2):
12. Standard Force Field Generator mainly for back up
13. Standard Variable Force Field Generator look at number 12
14. weight capacity easily over 150 tons
15. several medical drones ground base drones and several security drones ground base drones
It carries additional humanoid combat A.I drones as security for crew and 5 medical A.I drones
Cargo drop Pod.
Spoiler:
All soldiers love drop pod it carries food ,ammo ,weapons and so much
M.D.C. by Location: no change
Speed no change
Statistical Data no change
Weapon Systems no change
Note Cargo 100 tons
several medical drones ground base drones
several security drones ground base drones
Garage pod
Spoiler:
This pod can carry one vehicle it can be a tank, APC ,infantry fight vehicle ,armored ambulance to fire truck .crew are normal not in vehicles when drop but in own smaller drop pods .But there more it design to repairs any vehicle from ground to aircraft to space craft as well . It carries several A.I as well ammo and other necessary components
It a vital for repair and reloading ammo.
several medical drones ground base drones
several security drones ground base drones
M.D.C. by Location: no change
Speed no change.
Statistical Data no change
Weapon Systems no change
Cargo 150 tons

Bunker Pod

M.D.C. by Location: no change
Speed no change
Statistical Data no change
Weapon Systems
Cargo
This DP contains everything a platoon needs to build a bunker, complete with M.D.C. framework, M.D.C. concrete, all other necessary building materials and components, and the tools to get the job done. Ten soldiers should be able to complete the construction in 1d4 hours’ time. The bunker is 15 feet (4.6 m) in diameter, four feet (1.2 m) tall, if half of it is underground (standard), 10 feet (3 m) tall if not. Comes with small generators and electric batteries. More structures or larger structures can be built using more than one Bunker DP. Every 5 square feet (1.4 square m) has 240 M.D.C.
It has All sensors and features common to robots plus as well look above but only. Standard Variable Force Field Generator and Standard Force Field Generator mainly for back up. It carries additional barrier plates ( has 240 M.D.C )and fences .There gun ports all around that solder are familiar add a plus 3 to incitive +2 to strike with any range weapon.


Medical Bunker Pod
Spoiler:
As above put adding medical
Medical Equipment. First-aid and paramedic type equipment and pharmaceuticals are available. Includes antibiotics, painkillers, anesthetic, protein healing salve, sodium pentothal (truth serum), dosimeter, E.K.G. and E.E.G. machines, portable lab, bio-scan, oxygen, all commonly available robot medical kits (RKM, IRMSS, Compu-drug dispenser, etc.) and two basic life support units. Plus, emergencies requiring hospitalization and cybernetic organs or prosthetics

When landed
Outside there a Medical Clinic.
The company is equipped with full medical facilities equal to a small medical clinic. A full-time doctor (M.D. and Holistic) and one psychic healer are on staff and assisted by four nurses and two paramedics. In addition, the company has an emergency medical for cybernetics and hospitalization. There is also a veterinary facility for any combat, riding or work animals. Replacement of lost or damaged equipment is automatic

In the main pod there are Magic Technologies:
This company's emphasis is on magic, particularly magic weapons, armor, vehicles, healing, augmentation/enhancements (bio-wizardry and magic herbs/potions). 30% of these warriors will have 5 minor techno-wizard/magic weapons/wands/potions/items or bio-wizardry weapons/parasites/microbes or one major item. All high ranking officers and elite troops will have a rune weapon or bio-wizard device or other very powerful magic items. 5% will be techno-wizards, 5% will be ley line walkers, and 5% will be others (temporal wizards, stone wizards, shamans, dragons, D-bees, etc.).


In the main pod there are a High-Tech Augmentation (Bionics, Juicers, Crazies):
This company's emphasis is on high-tech augmentation.
will be either full conversion borgs or juicers, will be headhunters or partial reconstruction borgs and 1will be crazies, juicers or other high-tech creations (including mutants, D-bees/aliens or foreign technology).

sseveral medical drones ground base drones
several security drones ground base drones

M.D.C. by Location:
Speed no change.
Statistical Data no change
Weapon Systems no change
Cargo 150 tons medical equipment
.


Command and control Drop Pods
Spoiler:
M.D.C. by Location:
Speed no change.
Statistical Data no change
Weapon Systems no change
1. Advanced Military Radar Unit:
Extended radar range of 500 miles ; half in mountains, valleys and urban settings.
Can track 1000 targets unit simultaneously both from infantry to combat vehicle .
2. Radar Detector.
3. Long-Range Laser Communications: Range: 10,000 miles.
4. Four Long-Range Military Field Radios: 1000-mile range
5. serval 2d10 Portable Field Unit Computers.
6. serval 2d10 Portable Scan Dihilators.
7. serval 2d10 Portable Bio-Scan & Bio-Lab.
8. Motion Detector.
9. serval Electrical Generator and Four Rechargeable Electric Batteries:
To power it all.
10. FTL Communications SYSTEMS (2)
11. it can carry additional features
several sub orbital satellites
several air drones
several drones ground base drones /combats drones ground base drones


Decoy/ Drone pod
Spoiler:
M.D.C. by Location:
Speed
Statistical Data
Weapon Systems
Cargo: add 15 combat man size drones
Sensor System Notes:
All sensors and features common to robots plus:
1. Advanced Radar:
Extended radar range of 200 miles (320 km; can track 120 targets simultaneously) and long-range communications (500 miles/800 km).
Can track 300 targets unit simultaneously.

2. Radar Detector.

3. Long-Range Laser Communications:
Range: 1,000 miles (1,600 km).

4. Four Long-Range Military Field Radios:
500 mile range (800 km).

5. Four Portable Field Unit Computers.

6. Two Portable orbital senor pod 100 M.D.C. these are stealthily high in sub orbit small and use as over watch

7. Portable Bio-Scan & Bio-Lab.

8. Motion Detector.

9. Electrical Generator and Four Rechargeable Electric Batteries:

10.Anti-Missile Chaff Dispenser (4):
A cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage: None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ac-tions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Payload 98

11. Energy Anti-Missile Chaff Dispenser (2):
Energy base chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage:
None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Rate of fire: 100 per attack !!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ations, combat bonuses and speed by half.
Duration: 1D4 melee rounds (15 to 60 seconds).
However, after that period the creature recovers and can renew his attack.
Payload: unlimited

12. Standard Force Field Generator mainly for back up
The Force Field Generator System (is a modified version of the force field generator that first debuted in the X-1000 Ulti-Max. It forms a force field dome that covers a 150 radius to provide some basic protection to infantry troops. The force field has 1000 M.D.C. and protects it from weather, insects, wild animals and surprise attacks. If the force field generator (nuclear powered; it recovers 200 M.D.C. per melee), the force field regenerates in three hours (200 M.D.C. per Melee ). So, in 2 melee that one minute 400 M.D.C

13. Standard Variable Force Field Generator look at number 12

14. Magnetic Deflection Shield Projectors (10)
similar to number 12 both more advance as above but 150 feet to 300 feet radius , 320 M.D.C. each and it recovers 200 M.D.C. per melee
This is not a variable force field. Its project and M.D.C. must be depleted before any attacks can impact on the hull. Once destroyed, the shield will require to come back on-line. Otherwise, it will regenerate damage at a rate of 50 M.D.C points per melee round.

is was IR-2070 Gemini Prototype which that hasn't yet finished its testing period. Twenty-four are currently being
field tested by Ihe Ichto Defense Force and a dozen have been sold to known mercs active in The Zone for their use under real combat conditions.
The pod is visible visage of a combat bot and an invisible blur!
A revolutionary new cloaking device has been installed in the pod.
Special materials have been bonded amour plating on a molecular level that allow the pod to bend light. making itself virtually invisible! For infiltration behind enemy lines or falling from orbit , rescue operations or prisoner snatch operations. The Decoy/ Drone pod is proving to be an excellent choice. It also excels at search and destroy operations and can penetrate enemy territory. And call in artillery or Aircraft support to destroy the enemy units while the pilot stays safely cloaked behind the scene.
To help its concealment, the body is designed to be low profile with no sharp angles. spikes or protruding weapons that could get caught on vegetation or get in the way. The Gemini is a large bot to accommodate.
a powerful generator

As exciting as the cloaking system is. It has its problems. The system draws massive amounts of energy which reduces the range and damage of energy weapons by 50% when the cloak is activated. Furthermore
it reduces the life of the power system from an average of 20 years to about six. Additionally. the cloak system fails when the amour of the main body has lost 70% of its M.D.C. Nor is the cloak of invisibility 100%. When the cloaking system is engaged there is still a 5% chance of locating the robot on radar and there is a distortion area like a
blurry silhouette of the Decoy/ Drone pod which can be seen by the naked eye. This is especially true in close combat:
60% of Decoy/ Drone pod being seen and attacked when within 100 feet (30.5 01).
30% chance within 200 feet (61 01),
10% chance within 300 Feet (91.5 m) or beyond.
It is virtually invisible to fast moving (100+ mph).
Reduce range by half when underwater.
Note:
Add + 10% to being seen by the naked eye when the Decoy/ Drone pod is moving.
fighting or in smoke or grit filled air - the sound of movement, fighting and movement of vegetation and objects as the Decoy/ Drone pod passes by them helps to reveal its nature and location. Add an additional +10% at night. because the blurred outline of the cloaked robot tends to shimmer at night when it moves, like waves rippling across an otherwise quiet pond (no night penalty when standing motionless). It is also cannot be detected to infrared and thermo-imaging. motion detection and sonar.
Plus, other problems may arise.
However, against many of the supernatural monsters, the cloaked Decoy/ Drone pod is beyond detection except at close range.




564520
Last edited by ZINO on Mon Jan 15, 2024 9:44 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
drewkitty ~..~
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Re: N.A.AT

Unread post by drewkitty ~..~ »

Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.

viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
ZINO
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Posts: 4060
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Location: new york

Re: N.A.AT

Unread post by ZINO »

drewkitty ~..~ wrote: Sun Jan 14, 2024 11:43 pm Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.

viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
OMG this is beast mode awesome!!!!!!!!!!!!! I truly humble by this work!!!!!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
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drewkitty ~..~
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Re: N.A.AT

Unread post by drewkitty ~..~ »

ZINO wrote: Mon Jan 15, 2024 2:59 pm
drewkitty ~..~ wrote: Sun Jan 14, 2024 11:43 pm Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.

viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
OMG this is beast mode awesome!!!!!!!!!!!!! I truly humble by this work!!!!!!!!!!!!!!!!
There are star-/spaceship construction tables in the Aliens Unlimited: Galaxy Guide gamebook.
To say I've written up an article that expands on these tables would be an understatement.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
ZINO
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Posts: 4060
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

drewkitty ~..~ wrote: Thu Jan 18, 2024 7:14 pm
ZINO wrote: Mon Jan 15, 2024 2:59 pm
drewkitty ~..~ wrote: Sun Jan 14, 2024 11:43 pm Drop Pod variants...that can be mod'ed to use as Horizon-T wing pods.

viewtopic.php?t=159344
There are Drop Pod mods in the last three posts.
OMG this is beast mode awesome!!!!!!!!!!!!! I truly humble by this work!!!!!!!!!!!!!!!!
There are star-/spaceship construction tables in the Aliens Unlimited: Galaxy Guide gamebook.
To say I've written up an article that expands on these tables would be an understatement.
indeed
let your YES be YES and your NO be NO but plz no maybe
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