N.A.AT

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
ZINO
Knight
Posts: 4083
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 »

taalismn wrote:Okay, now if you REALLY wanted to score points, making a 'Golem' Merkava able to drive itself and operate as a roving robot... :twisted:

ok let me get this first make a magic Golem Merkava tank ????
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48104
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: N.A.AT

Unread post by taalismn »

ZINO wrote:
taalismn wrote:Okay, now if you REALLY wanted to score points, making a 'Golem' Merkava able to drive itself and operate as a roving robot... :twisted:

ok let me get this first make a magic Golem Merkava tank ????


Not unless you really want to.
However, vehicular robots should be easier to construct and program than bipedal humanoid robots, so a robotic AI modification package is a viable option. Of course, setting up AIs that can then think tactically beyond 'shoot target X if it does not match approved IDs' and coordinate with other robot tanks in squad-sized units or larger is a bit more difficult(" Units 1-4 will frontally assault the target, units 5-7 will hold back and provide indirect artillery fire, units 8-10 will circle left and attack from the flank.").
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
Knight
Posts: 4083
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 »

N.A.A.T: Air Drone Corps

N.A.A.T: North America is not known about N.A.A.T: Air Drone Corps, but a mass amount of drones with VTOL abilities add some TW as well and they can be a powerful and sometime inexpensive role for air to air to air to ground roles. To keep cost down cheap easy to train personal and with range over 1000 miles add a low orbital balloon systems and wham you got all base covered. It wouldn’t matter if you have a rainy day or cloudy time, or the dead of night you can fly drones.
Like Boeing AH-6 ,Northrop Grumman ,MQ-8 Fire Scout, MiG Skat ,General Atomics, MQ-9 Reaper General Atomics Avenger are the best for air to ground support ,not just for attack role , but recon, security , as well rearming troops or getting troops to safety to friendly line ,open line of communications and real time battle field awareness how troops are doing and what they need to see or support . And then a little amount of magic and you can have a powerful drone plus you can afforded to loss not one but many in battle. This how recent loss by monster/bandits forces have met their maker and not know from where but they know they been watch and communications are going up not down where laser communications are difficult to jam. Rifts earth : North America N.A.A.T drones is the first to carry fire powered, and supplies, or bring troops injured in the battle filed by air .This has saved many lives, cost runs but also made a target as well. It can carry crew and don’t need to know how to fly .There are different version, N.A.A.T, Elites, and standard Commercial version ( rented and control by N.A.A.T ONLY)sold as commercial units.







Boeing AH-6

The Boeing AH-6 is a series of light helicopter gunships based on the MH-6 Little Bird and MD 500 family. Developed by Boeing Rotorcraft Systems, these include the Unmanned Little Bird (ULB) demonstrator, the A/MH-6X Mission Enhanced Little Bird (MELB), and the proposed AH-6I and AH-6S.
http://upload.wikimedia.org/wikipedia/c ... g_AH-6.JPG
The Unmanned Little Bird demonstrator, which Boeing built from a civilian MD 530F, first flew on September 8, 2004, and made its first autonomous flight (with safety pilot) on October 16, 2004.[1]
In April 2006, Boeing used the ULB to demonstrate the ability of another helicopter, in this case an AH-64 Apache to remotely control the ULB's weapons payload as a part of Boeing's Airborne Manned/Unmanned System Technology Demonstration (AMUST-D) program. For the initial test, the Apache Longbow was on the ground, while the ULB was airborne several miles away and Hellfire missiles were fired from the ULB by a tester sitting at the co-pilot's station in the Apache. Both aircraft are equipped with tactical common data link equipment and technologies manufactured by L-3 Communications.[2]
The ULB Demonstrator first flew in the unmanned mode on June 30, 2006 from the United States Army's Yuma Proving Ground, flying a pre-programmed 20-minute armed intelligence, surveillance and reconnaissance mission around the facility. All previous flights during the 450 flight hour engineering development phase had a safety pilot on board, although the aircraft was typically flown remotely from the ground.[3][4]
With the successes of the ULB, Boeing incorporated its technologies into an A/MH-6, designating it the A/MH-6X. On September 20, 2006, the first A/MH-6X lifted off on its maiden flight from Boeing Rotorcraft Systems' Mesa, Arizona facility with a pilot onboard. While the ULB Demonstrator had a payload of 2,400 pounds, the MELB has an additional 1,000 pounds payload capacity. The A/MH-6X is similar to the A/MH-6M, but includes a prototype glass cockpit and a number of upgrades to the electronics and avionics.[5] The A/MH-6X is an optionally manned or unmanned aircraft which is a hybrid of the ULB demonstrator and the A/MH-6M mission-enhanced Little Bird which is used by US Army Special Operations Command.[6]
Boeing, which has funded the development program itself, intends to market the aircraft for both military and homeland security roles within the U.S. and internationally.[5] The aircraft is estimated to cost US$2 million.[4] The systems related to the unmanned flight capabilities have also be designed to be able to be installed in any other helicopter as well, including the Apache.[4][5] An Unmanned Little Bird performed a fully autonomous flight in June 2010, including avoiding obstacles using LIDAR.[7][8]
In 2009, it was reported that Boeing was working on the "AH-6S Phoenix" for the US Army's restarted ARH program, named Armed Aerial Scout. The AH-6S design is stretched by 15 inches (380 mm) to allow room for other ARH crew shot down in combat to be recovered. The aircraft also would feature an extended aerodynamic nose to house avionics hardware. AH-6S cockpit and main rotor composite blades are to be based the AH-64D Block III. The AH-6S will have an improved tail rotor and more powerful Rolls-Royce 250-CE30 engine.[9][10]
The AH-6i is the export version of the AH-6S. The AH-6i first flew on September 16, 2009.[11] Jordan has expressed interest in ordering the AH-6i in May 2010.[12] In October 2010 Saudi Arabia requested 36 AH-6i aircraft with related equipment and weapons from the United States through a Foreign Military Sale



http://upload.wikimedia.org/wikipedia/c ... 0_AH-6.JPG


General characteristics
• Crew: 1-2
• Capacity: 5 total
• Length: 32 ft 7 in (9.94 m)
• Rotor diameter: 27 ft 4 in (8.33 m)
• Height: 8 ft 9 in (2.48 m)
• Disc area: 587.5 sq ft (54.6 m²)
• Empty weight: 1,591 lb (722 kg)
• Max takeoff weight: 3,100 lb (1,610 kg)
• Powerplant: 1× One Allison 250-C30 250-C30 turboshaft, 425 shp (317 kW) takeoff power (derated)
Performance
• Maximum speed: 152 knots (175 mph, 282 km/h)
• Cruise speed: 135 kn (155 mph, 250 km/h)
• Range: 232 nmi (267 mi, 430 km)
• Service ceiling: 18,700 ft (5,700 m)
• Rate of climb: 2,070 ft/min (10.5 m/s)
Armament
• Guns:
o 1× 30 mm (1.18 in) M230 Chain Gun; or
o 2× 12.7 mm (.50 cal) GAU-19; or
o 2× 7.62 mm (0.30 in) M134 Minigun
• Rockets:
o 2× LAU-68D/A 7-tubes rocket pods firing 2.75 in (70 mm) Hydra 70 rocket projectiles
• Missiles:
o Anti-tank guided missile: 2× AGM-114 Hellfire
o Anti-air missile: 2× FIM-92 Stinger for self-defense
Description
Rifts earth Boeing AH-6
Rifts earth is the first to carry fire powered, and supplies, or bring troops injured in the battle filed .this ahs saved many lives, cost runs but also made a target as well. It can carry 1 to 6 crew and don’t need to know how to fly .There are different version N.A.A.T, N.A.A.T Elites, and standard

Max takeoff weight: 6,100 lb, yes can pick up a glitter boy robot or any robot vehicle weight this or vehicle

http://i686.photobucket.com/albums/vv23 ... 1297293114

N.A.A.T version right side
M.D.C

Main body 250
Reinforce cockpit 200
Rotor 45
Rotor tail 100
Weapon racks 40
Bullit in reactive amour 55 M.D.C or less bounces off no damage
Rail 35 (2)

http://i686.photobucket.com/albums/vv23 ... 1297293114
standard tech left side
M.D.C
Main body 200
Reinforce cockpit 150
Rotor 20
Rotor tail 55
Weapon racks 10
Rail 35 (2)

N.A.A.T Elites using the crystal powers
Main body 150 MDC
Rest the same M.D.C

Stats

Powered systems as above add N.A.A.T triple the range N.A.A.T Elites x2 range, and commercial type same but can upgrade to add 50% range

N.A.A.T versions
Weapon system
WEAPONS RACK: always has the following
Damage: two heavy M.D.C machine gun total four
Range: 3 miles
Rate of fire burst only
Payload: 500 rounds each
Bonus +1 to strike at range of 2000 feet away or more
WEAPONS RACK: can have three or up to six short range missiles pods or mini missiles pod
Damage as missiles
Range as missiles
Rate of fire 1, any or all
Payload short range missiles 7 per pod or mini missiles pod 14 Medium ranges per hard point 2 or per rack 6 or 12 both racks or 4 medium range missiles per rack 12 total per rack or 24 for both rack look right side
Bonus as missiles


Fuselage weapon systems
Two heavy M.D.C machine gun
Damage as above
Range as above
Rate of fire as above
Payload as above
Bonus as above


Damage central fuselage missiles pod
Range as above
Rate of fire as above
Payload as above
Bonus as above

Commercial version MDC half and have the weapon systems payload as well



Northrop Grumman MQ-8 Fire Scout

The Northrop Grumman MQ-8 Fire Scout is an unmanned autonomous helicopter developed for use by the United States armed forces.[1] Northrop Grumman is developing the Fire Scout to provide reconnaissance, situational awareness, and precision targeting support. The initial RQ-8A version was based on the Schweizer 330, while the enhanced MQ-8B is derived from the Schweizer 333.



http://upload.wikimedia.org/wikipedia/c ... T-VUAS.jpg

General characteristics
• Crew: 0
• Payload: 600 lbs (272 kg)
• Length: 23.95 ft (7.3 m)
• Rotor diameter: 27.5 ft (8.4 m)
• Height: 9.71 ft (2.9 m)
• Empty weight: 2,073 lbs (940.3 kg)
• Max takeoff weight: 3,150 lbs (1,430 kg)
• Powerplant: 1× Rolls-Royce 250, 313 kw ()
Performance
• Maximum speed: 115+ knots
• Cruise speed: 110 knots
• Combat radius: 110 nmi (203.7 km) plus 5+ hours on station
• Endurance: 8 hours
• Service ceiling: 20,000 ft (6,100 m)

Rift earth Northrop Grumman MQ-8 Fire Scout does all this plus can carry 1500 lds to give weapons systems on the rail of the drone chopper and 1000 lds of cargo. They can put ammo bins, medical supplies, communication to other squads or limited support or defensive capabilities as well.

Powered systems as above add N.A.A.T triple the range, N.A.A.T Elites x2 range, and no commercial type.

N.A.A.T
Main body 150
Reinforce cockpit none
Rotor 10
Rotor tail 25
Weapon racks 10
Rails 10 each (2)


N.A.A.T Elites

Main body 300 SDC TO MDC
Reinforce cockpit NONE
Rotor 20 SDC TO MDC
Rotor tail 55 SDC TO MDC
Weapon racks 10 SDC TO MDC
Note add 4 TW features (these re the elite version for Kingdom of Tarnow)


All models
One hard point per rail one two medium range missiles, three short range missiles, 6 mini missiles or ONE heavy M.D.C machine gun
Damage varies
Range varies
Rate of fire varies
Payload varies
Bonus varies




Bonus All models situational awareness to squads, Armored vehicles ,robots of all type get +2 attacks, +2 to strike ,dodge, roll, +6 parry and precision targeting support +6 for missiles (but not to Mini missiles ), indirect fire as well of any type
Prowl add 20 %


MiG Skat
Designed by the Russian firm Mikoyan, the Skat (Russian: Скат - "Manta Ray") is one of two concept strike UCAV currently being developed for the Russian Defense Ministry. It is a low-observable, subsonic craft meant to carry weapons in two ventral weapons bays large enough for missiles such as the Kh-31. The SKAT is to be powered by a single Klimov RD-5000B turbofan engine, a variant of the RD-93.
Possible roles include the suppression and attack of enemy air defenses. The first version of Skat to fly is planned to be piloted in order to meet Russian flight regulations. A number of aerodynamic configurations have been wind-tunnel tested, including with small twin fins. MiG has settled on a tail-less configuration.
The single-engine subsonic design has an 11.5 meter wingspan, and it is 10.25 meters long. The UCAV has a maximum take-off weight of 10 tons, with a maximum speed of 800 kilometers per hour (497 mph) at low altitude. It is intended to carry a combat load of up to two tons, with a combat radius of 2,000 km.



http://upload.wikimedia.org/wikipedia/c ... %C2%BB.jpg

General characteristics
• Crew: 0
• Length: 10.25 m (33.6 ft in)
• Wingspan: 11.5 m (37.7 ft in)
• Powerplant: 1 × Klimov RD-5000B, ? kN (? lbf) thrust
Performance
• Maximum speed: 800 km/h (497 mph)
• Range: 2000 km (1242 miles)
Armament
• Up to 2 tons of weapons in internal bays


Rift earth MiG Skat

is a low-observable, subsonic craft meant to carry weapons in two ventral weapons bays large enough for missiles such as the Kh-31 and roles include the suppression and attack of enemy air defenses. And can do air combat to if need too.

Powered systems as above add N.A.A.T triple the range, N.A.A.T Elites x2 range, and commercial type same but can upgrade to add 50% range

N.A.A.T
Main body 150
Reinforce cockpit none
Rotor 10
Rotor tail 25
Weapon racks 10
Rails 10 each (2)

Weapon systems
Internal bays 4000 pounds max Note short range missiles 100 pounds, medium range missiles 150 pounds, long range missiles 1000 pounds any type
Damage varies
Range varies
Rate of fire 1 or any
Payload varies
Bonus as per missiles


N.A.A.T Elites

Main body 200 (S.D.C to M.D.C 500)
Reinforce cockpit NONE
Wing (2) 100 (S.D.C to M.D.C 300)

Weapon systems
Internal bays 4000 pounds max Note short range missiles 100 pounds, medium range missiles 150 pounds, long range missiles 1000 pounds any type
Damage varies
Range varies
Rate of fire1 or any
Payload varies
Bonus as per missiles

General Atomics MQ-9 Reaper

The General Atomics MQ-9 Reaper (originally the Predator B) is an Unmanned Aerial Vehicle (UAV) developed by General Atomics Aeronautical Systems (GA-ASI) for use by the United States Air Force, the United States Navy, the Royal Air Force, and the Italian Air Force. The MQ-9 and other UAVs are referred to as Remotely Piloted Vehicles/Aircraft (RPV/RPA) by the U.S. Air Force to indicate their human ground controllers.[3][4] The MQ-9 is the first hunter-killer UAV designed for long-endurance, high-altitude surveillance.[3]
The MQ-9 is a larger and more capable aircraft than the earlier MQ-1 Predator, although it can be controlled by the same ground systems used to control MQ-1s. The Reaper has a 950-shaft-horsepower (712 kW) turboprop engine, far more powerful than the Predator's 115 hp (86 kW) piston engine. The increase in power allows the Reaper to carry 15 times more ordnance and cruise at three times the speed of the MQ-1.[3] Although the MQ-9 can fly pre-programmed routes autonomously, the aircraft is always monitored or controlled by aircrew in the Ground Control Station (GCS) and weapons employment is always commanded by the pilot.
In 2008 the New York Air National Guard 174th Fighter Wing began the transition from F-16 piloted planes to MQ-9 Reaper UAVs, which are capable of remote controlled or autonomous flight operations, becoming the first fighter squadron conversion to an all-UAV attack squadron.
Then U.S. Air Force (USAF) Chief of Staff General T. Michael Moseley said, "We've moved from using UAVs primarily in intelligence, surveillance, and reconnaissance roles before Operation Iraqi Freedom, to a true hunter-killer role with the Reaper."[3] As of 2009 the U.S. Air Force’s fleet stands at 195 Predators and 28 Reapers.[1]


Note add 4 TW features (these re the elite version for Kingdom of Tarnow)


Commercial none


http://upload.wikimedia.org/wikipedia/c ... 0M-777.JPG

http://upload.wikimedia.org/wikipedia/e ... Oct_07.JPG

An MQ-9 taking off in Kingdom of Tarnow



http://upload.wikimedia.org/wikipedia/c ... -08-07.jpg

UAV Operators at Kingdom of Tarnow

General Characteristics
• Crew: None
• Landing Type: runway
• Launch Type: runway
• Length: 36 ft (11 m)
• Wingspan: 66 ft (20 m)
• Height: 12.5 ft (3.6 m)
• Empty weight: 4,900 lb (2223 kg)
• Fuel Capacity: 4,000 lb (1,800 kg)
• Max takeoff weight: 10,500 lb (4760 kg)
• Power Plant: Honeywell TPE331-10 turboprop engine, 900 shp (671 kW), with Digital Electronic Engine Control (DEEC)[60]
Performance
• Maximum speed: 260 knots (482 km/h, 300 mph)
• Cruise speed: 150–170 knots (276–313 km/h, 172–195 mph)[61]
• Range: 3,200 nmi (5,926 km, 3,682 mi)
• Endurance: 14–28 hours (14 hours fully loaded)[62]
• Payload: 3,800 lb (1,700 kg)
o Internal: 800 lb (360 kg)
o External: 3,000 lb (1,400 kg)
• Service ceiling: 50,000 ft (15 km)
• Operational altitude: 25,000 ft (7.5 km)[63]
Sensors
• AN/APY-8 Lynx II radar[64]
• AN/DAS-1 MTS-B Multi-Spectral Targeting System [65]
Armament
• 7 Hard points
o Up to 1,500 lb (680 kg) on the two inboard weapons stations[66]
o Up to 750 lb (340 kg) on the two middle stations[66]
o Up to 150 lb (68 kg) on the outboard stations [66]
o Center station not used
• Up to 14 AGM-114 Hellfire air to ground missiles can be carried or four Hellfire missiles and two 500 lb (230 kg) GBU-12 Paveway II laser-guided bombs. The 500 lb (230 kg) GBU-38 Joint Direct Attack Munition (JDAM) can also be carried. Testing is underway to support the operation of the AIM-92 Stinger air-to-air missile

Rift earth General Atomics MQ-9 Reaperis a primarily in intelligence, surveillance, and reconnaissance roles and true hunter-killer role with the Reaper system

Powered systems as above add N.A.A.T triple the range, N.A.A.T Elites x2 range , and commercial type same but can upgrade to add 50% range

N.A.A.T

http://i686.photobucket.com/albums/vv23 ... 1297226626


Stats

Main body 200
Reinforce cockpit none
Tail Wing (2) 55
Weapon racks(x16) 10
Wings (2)200
Engine 55
Force field (1) 400

Weapons systems hard points 6 per wing total 12, 4 fuselages Note short range missiles 100 pounds, medium range missiles 150 pounds, long range missiles 1000 to 2000 pounds any type rarely used
Damage varies
Range varies
Rate of fire 1 or any
Payload Varies
Bonus a per missile
Note load out is 6000 pounds



N.A.A.T Elites

Main body 200 (S.D.C to M.D.C 400)
Reinforce cockpit none
Tail Wing (2) (S.D.C to M.D.C 200)
Weapon racks(x16) 10
Wings (2)200 (S.D.C to M.D.C 300)
Engine 55 (S.D.C to M.D.C 200)

Weapons systems Hard points 7 hard points max load out look below
• Up to 1,500 lb (680 kg) on the two inboard weapons stations[
• Up to 750 lb (340 kg) on the two middle stations
• Up to 150 lb (68 kg) on the outboard stations
Weapons systems hard points 6 per wing total 12, 4 fuselages Note short range missiles 100 pounds, medium range missiles 150 pounds, long range missiles 1000 pounds any type
Damage varies
Range varies
Rate of fire 1 or any
Payload Varies
Bonus a per missile
Note add 4 TW features (these are the elite version for N.A.A.T)

Commercial none

General Atomics Avenger
the General Atomics Avenger (formerly Predator C) is a developmental unmanned combat air vehicle (UCAV) built by General Atomics Aeronautical Systems for the United States military. Unlike the previous MQ-1 Predator and MQ-9 Reaper (Predator B) drones, the Avenger is powered by a jet engine, and its design includes stealth features such as internal weapons storage, and an "S" shaped exhaust for reduced heat and radar signature.[2] Its first flight occurred on 4 April 2009.[3][4]
The Avenger will support the same weapons as the MQ-9, and carry the Lynx Synthetic aperture radar SAR and a version of the F-35 Lightning II's electro-optical targeting system (EOTS), called the Advanced Low-observable Embedded Reconnaissance Targeting (ALERT) system.[5][6]
The Avenger will use the same ground support infrastructure as the MQ-1 and MQ-9, including the ground control station and existing communications networks.[3]



http://upload.wikimedia.org/wikipedia/e ... nger-5.jpg

General Characteristics
• Crew: Remote Operator
• Landing Type: CTOL
• Launch Type: CTOL
• Power Plant: PW545B, 4,800 lbs (21,3 kN) thrust
• Fuel Capacity:
• Length: 41 ft
• Wingspan: 66 ft (20.12 m), swept 17°
• Height:7 feet
• Empty weight:5000 pounds
• Max takeoff weight: 11500 pounds
PERFORMANCE
• Service ceiling:35,000 feet
• Operational altitude: 60,000 ft (18,288 m)
• Endurance: 20 hrs (extra 2 hours by installing extra fuel tank in the bomb bay)
• Range:2000 mach, subsonic 6000 miles
• Payload: 3,000 lbs (1,360.78 kg) -internal weapons bay for reduced radar signature
• Maximum speed: mach 2
• Cruise speed: 400+ knots (740+ km/h)[8]
SENSORS
• Lynx Synthetic Aperture Radar
• AESA Wide-area surveillance sensor
ARMAMENT
• AGM-114 Hellfire
• GBU-24 Paveway III
• GBU-31 JDAM
• GBU-38 JDAM


Rift earth the General Atomics Avenger
(formerly Predator C this is what called in Europe) is the deadliest stealth drone only second to NGR tech, still this will be the most feared to any ground forces and air to air combat like the F-22 and SU -47. The enemy does not know they been attack until it too late ‘

Powered systems as above add N.A.A.T triple the range but can upgrade to add 50% range with internal fuel tanks (2)

N.A.A.T version the General Atomics Avenger (formerly Predator C called in Europe)
Stats
Main body 400
Reinforce cockpit none
Tail Wing (2) 155
Wings (2)200
Engine 55
Force field (1) 400
Weapon systems
Internal weapons bay missiles only max load out is 6500 pounds
Damage Note short range missiles 100 pounds, medium range missiles 150 pounds, long range missiles 1000 pounds any type
Range varies
Rate of fire1 or any
Payload varies
Bonus varies

Penalties look below


Bonuses and penalties vectoring control, stealth -70 to detect , NGR -50


The following maneuver can be done by,
The Stall Turn ( - thank to advance computer systems software and vector thrusters systems )


The following maneuver can be done by,
The Stall Turn ( - thanks to advance computer systems software and vector thrusters systems )

http://images.wikia.com/tom-clancys-haw ... -turn2.jpg



Stall Turn

To execute a Stall Turn, the aircraft must start in level flight and nose up to a vertical flight path until it comes to a stop. At which point the model aircraft yaws through 180 degrees, then dives and finally recovers straight and level on a flight path in the opposite direction to the entry. Entry and exit should be at the same height. Low powered aircraft types would be expected to execute a shallow dive at full throttle in order to pick up the necessary speed before commencing the maneuver. The Stall Turn will allow players to regain the offensive position.


First roll for maneuver, Predator C get a +5d4 each time fail mean the other guy get you


The Herbst Maneuver


The Herbst Maneuver (J-Turn) (- thank to advance computer systems software and vector thrusters systems )
http://images.wikia.com/tom-clancys-haw ... neuver.jpg


The Herbst Maneuver, Herbst Reversal, or simply J-Turn, is another classic post-stall maneuver. The goal of the maneuver is to quite simply reverse the aircraft’s heading angle and to complete the reversal at the same point and velocity that the maneuver was started from. The maneuver typically resembles the one illustrated; the aircraft pitches to a high AOA to stop the forward component of its velocity, puts in rudder at the top of the climb to point the aircraft down, and then dives to regain speed as it returns to the starting point, enabling a rapid direction change.


First roll for maneuver, Predator C get a +5d4 each time fail mean the other guy get you

The Cobra

The Cobra

(- thank to advance computer systems software and vector thrusters systems )


http://images.wikia.com/tom-clancys-haw ... Cobra2.jpg


The Cobra is yet another post-stall maneuver. The two primary characteristics of this maneuver are 1) a rapid pitch-up to near 90 degrees AOA and 2) a rapid decrease in velocity by 50-75%. (The latter is due to the fact that the aircraft is flying through the air on its tail when at 90 degrees AOA, and therefore is incurring a huge drag penalty.) The maneuver also results in an increase in altitude due to the lift generated at AOA values greater than zero.

First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, roll on P.E due to G forces if fail they get -1d4 to strike this for but it better use attacking or retreat, enemy jetfighter losses all his attack.


The Kulbit



The Kulbit (-First roll for maneuver, Predator C get a +5d4 each time fail mean the other guy get you )

http://images.wikia.com/tom-clancys-haw ... Kulbit.jpg


An aircraft could shoot an opponent directly behind them by extending the Cobra past 90 degrees to a full 180 degrees. The aircraft actually pitches all the way from 0 to 360 degrees AOA while flying in a nearly straight line, except for the altitude increase as before with the Cobra. This allows for ideal missile shot positioning.

First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, and The F 14 stealth cat to roll on P.E due to G forces if fail they get -1d4 to strike this for attacking only , enemy jetfighter losses all his attack

Kingdom of Tarnow none
Last edited by ZINO on Sun Feb 13, 2011 8:01 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

taalismn wrote:
ZINO wrote:
taalismn wrote:Okay, now if you REALLY wanted to score points, making a 'Golem' Merkava able to drive itself and operate as a roving robot... :twisted:

ok let me get this first make a magic Golem Merkava tank ????


Not unless you really want to.
However, vehicular robots should be easier to construct and program than bipedal humanoid robots, so a robotic AI modification package is a viable option. Of course, setting up AIs that can then think tactically beyond 'shoot target X if it does not match approved IDs' and coordinate with other robot tanks in squad-sized units or larger is a bit more difficult(" Units 1-4 will frontally assault the target, units 5-7 will hold back and provide indirect artillery fire, units 8-10 will circle left and attack from the flank.").

I want to say i have something in mind ,but a little twisted just need sometime maybe by the end of the month
let your YES be YES and your NO be NO but plz no maybe
User avatar
taalismn
Priest
Posts: 48104
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: N.A.AT

Unread post by taalismn »

We'll see what happens...A couple of possibilities; expensive individual 'bot brains in each tank that can talk to each other and act ant-like to device tactics and basic strategies...very resilient unless something goes wrong and youhave to try turning a company of autonomous tanks off one by one.
Anotehr possibility is to have the command AI a big mainframe in a command vehicle somewhere directing everybody by remote control links; inexpensive and it has tight reins of control, but the command links can be more easily jammed and the command vehicle itself vulnerable to attack, leaving the networked tanks dropping dead in their tracks or reverting to basic singleton 'shoot'em up' mode.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
Knight
Posts: 4083
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 »

taalismn wrote:We'll see what happens...A couple of possibilities; expensive individual 'bot brains in each tank that can talk to each other and act ant-like to device tactics and basic strategies...very resilient unless something goes wrong and youhave to try turning a company of autonomous tanks off one by one.
Anotehr possibility is to have the command AI a big mainframe in a command vehicle somewhere directing everybody by remote control links; inexpensive and it has tight reins of control, but the command links can be more easily jammed and the command vehicle itself vulnerable to attack, leaving the networked tanks dropping dead in their tracks or reverting to basic singleton 'shoot'em up' mode.


O.M.G I LOVE YOU MAN
theses ideas are just plain EVIL
you are the master at this but wait I something to show you but not in public and if you want to know well PM i be waiting with the lights on

from zino117
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

We'll see what happens...A couple of possibilities; expensive individual 'bot brains in each tank that can talk to each other and act ant-like to device tactics and basic strategies...very resilient unless something goes wrong and youhave to try turning a company of autonomous tanks off one by one.


sound like the mechaniod too advance for N.A.A.T

Anotehr possibility is to have the command AI a big mainframe in a command vehicle somewhere directing everybody by remote control links;

terminator movie HUM I like
inexpensive and it has tight reins of control, but the command links can be more easily jammed and the command vehicle itself vulnerable to attack, leaving the networked tanks dropping dead in their tracks or reverting to basic singleton 'shoot'em up' mode
NICE love it
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

http://flyingdebris.deviantart.com/art/ ... 8607&qo=20
http://fc01.deviantart.net/fs71/i/2010/ ... 2xhg31.jpg

Artist comment :
Mech suit by ~flyingdebris
Digital Art / Paintings & Airbrushing / Sci-Fi
©

A design that’s been floating in my head for a while.

At some point in the near future, i want to build a wearable version of this.

thats cool then, sure you can use em!





Super EGG or super Killer EGG
Description
In north America N.A.A.T Super egg come from N.A.T.O sequester hard suit or better know by NGR soldiers these suits called HARD SIUTS OR AKA KILLER EGG this is the second generation models putting up to RIFTS Earth robot but are called Mecha this is due to it size and fire power it has plus mobility for one pilot that rival a super SAMAS plus weapons systems one right modular missiles systems three medium range missiles of any type or short range missiles or mini- missiles or direct line of sight grenade launcher to start with , plus an addition fire powered internal grenade launcher 40 grenade each ,plus over and under heavy and light PB cannon with under barrel MDC machine gun in the right fore arm ,and left one rail gun payload time 3 or any beam weapon , hidden hip missiles mini -missiles 5(x2) total , or extra storage add X5 payload instead or 100 pounds in a medium compartment use Borg stats finally hand to hand combat both hands and legs it mobility as a SAMAS flight speed this the excellent rebel if they get lucky to get one only N.A.A.T MECHA Eiltes used this mecha there is rumored that a knock off is out there but one can confirm this ,but seems to be true to early to Intel.





Stats

6 feet tall
4 feet long
5 feet wide
Weight: 2 tons N.A.A.T 5 tons
Depth :underwater 2500 feet
Range: unlimited
Speed running 112 MPH, walking 8 to 15 MPH
Flying 200 MPH
Powered systems nuclear powered
Cost N.A.A.T version 5 million, commercial version 3 million Knock off 2 million no built weapons most be add separated

Speed: 150 MPH in urban or city or plains, wooded area 60 MPH, mini jump jet booster add 10 to 100 feet for small control jumps and long control jumps add 101 to 1500 feet
Note small arms P.S 40 robotic table, but giant arms use supernatural P.S table
Powered systems: fossil fuel or any alcoholic liquid and back up battery powered time 12 hours recharged by switch battery
Range: unlimited
Cost 900,000 credits N.A.AT add nuclear power

Weapons systems:
Model type basic humanoid robot
Crew 1
Features:
1. Radar: 5 miles to 45 miles
2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,+1 dodge when hold on to something,
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, NAAT uses 30 miles
5. External audio pick up: same as robots
6. Spotlight
7. Ejection systems: none
8. Self-Destruct systems use any long range missiles damage
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +4 to strike
12. Nuclear powered N.A.A.T special forces 1 year, 2 year.4 year or 10 year max,
13 .VR reality systems of 360 degrees add + to initiative
14. TW features four only (this is special operation mecha P.P.E batteries (x4) each 100 recharge by replacing like clip or 5 miles from a ley line




M.D.C
M.D.C Stats
Standard Forearm (2)250 N.A.A.T version, commercial version 175
Standard Upper arm (2) 225 N.A.A.T versions, commercial version 150
Main body350 N.A.A.T version, commercial version 220
Legs (2) 220 N.A.A.T version, commercial version 200
Engine 270 N.A.A.T version , commercial version 150
Reinforce cockpit 200 N.A.A.T version , commercial version 175
N.A.AT only Side amour one per can add 120 to 200 to main body, giant arms legs
Any damage 80 or less bounces off
N.A.AT only force filed 400 field generator 100 MDC use NE rules


Weapon system: shoulder modular missiles systems ( this has kept the enemies guesting which weapon systems are been used )
Damage: missiles varies, 1d4 MDC per light AP rockets, 1D6 light H.E rockets, ANY ONE TYPE grenade
Range: varies
Rate of fire1 or any amount count as one attack, heavy grenade launcher is ten shot fired only
Payload: three medium range missiles, there short range, six mini missiles, 30 light rockets or (200) heavy grenade launcher
Bonus any target less than 2000 feet get a range +3 to strike
Cost : 10,000 plus missiles

Weapon system over and under heavy and light Particle Beam cannon this is the terror weapon for all robot pilots horror factor 10 when familiar with weapons, first few times horror factor 18
Damage
1) Heavy Particle Beam 3d4x10
2) Light Particle Beam 5d10 only knock off gets this
Range: both 2 miles, knock off 2000 feet
Rate of fire: hand to hand plus robot add as well
Payload: unlimited
Bonus Heavy Particle Beam over 4000 feet range add + 3, Light Particle Beam + 2 under 2000 feet use knock down table rules can fire both weapons !!!! 4d4x10+10!!!
Cost : 50,000

Weapon system under barrel MDC machine gun in the right fore arm(x1)
Damage any heavy MDC machine gun or light or medium rail gun only
Range: varies
Rate of fire: varies
Payload: time ten
Bonus : varies
Cost varies

Weapon system hidden hip missiles mini –missiles(x2)
Damage: varies
Range: varies
Rate of fire1 ,2,3,4, or all
Payload: 5
Bonus: varies
Cost standard 10,000 plus missiles

Weapon system line of sight internal grenade launcher 40 grenade (x4) main body look like tube launchers
Damage: varies
Range: varies
Rate of fire: varies
Payload: 100 rounds each one type can not mix
Bonus: varies
Cost standard none

Hand to hand
Punch
Restrained 1d4
Full 2d4
Powered4d4
Kick
Restrained 2d4
Full3d4
Powered 4d6
Leap kick 1d4x10+8

OK post you hate mail now!!! just joking
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

Nice addition to your list.
Might be a little taller, 6 ft. would be a tight fit if wearing it.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4083
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 »

Thank you your awesome man CatastrophicTheMerc



art comment
Sorry for the late reply but, I don't mind and make sure you just credit me.


CatastrophicTheMerc



also
art comment
The pattern above is the latest US Army camouflage that has been distributed starting May 2010. It is estimated that every personnel would have one by 2012.

his link http://catastrophicthemerc.deviantart.com/gallery/

now the picture awesome pic!!!
http://fc00.deviantart.net/fs71/f/2010/ ... heMerc.jpg





I am tell you this mech. or robot is like a god dame gunslinger but a giant robot from hell it will take on two , or three or four in less than 15 seconds!!! And god forgive that poor soul is the fifth target hope you got your amour to the max plus force field then you may have a small chance to survive. My suggestion run like a bat out of hell and let me tell you. YOU WILL make it in pieces no arms at least. They always do that to remind use that we are robot pilots but they are the Elite's of the elite. They are gods of war not to mess with or run for the hills man.
Location RIFTS North America
ACE merc pilot level 10

Let me tell you this DON’T engage repeat do not engage!!!!!!! To all S.A.M.A.S units DON’T FIRE UPON THEM they are taking care of infestation for us.
Coalition communication officer level 10 telling S.A.M.A.S Pilots to stand down Pilots level 7 to 12
Elite's of the elite
Location RIFTS North America

Mean while….
As the S.A.M.A.S Pilots see a 27 feet to 30 feet robot come out no where and start taking down 16 demons so fast that all they see is a pool of blood fall from there lifeless bodies ,in shock that would have taken at least 3 squads of super S.A.M.A.S Pilots 5 squads smiling jacks S.A.M.A.SPilots and some air support . But as they came out from hiding from god know where and disperse like ghosts. No radar detected them or infrared red on them either none of the senores indicated a 45 ton robot that is 25 to 30 feet took out just one of those units took out 22 major demons in less than 30 seconds and 30 minor (and this was just two, for they were at least 7 at close range combat and 5 snipers mech)!!! They all watch in horror with there jaw open and in shock.

God forgive our soul if we have to take them down some day we will have lots of dead pilots before we can make a dent on them
Location RIFTS North America
Said S.A.M.A.S Pilots


Description
This Mecha is heavy combat battle Mecha and not a robot design. These units are would have been lost in the beginning of rift earth .the few that were seen in rifts chaos earth were very handy. They save many lives and were deadly during the many combat it was sent too. It Special four arms made to deadly in combat able to hit four target at the same time!!!Plus It can adjust it height up 10 feet add, amour weapon systems, and equipment and is very easy to repair both at base and outside. It loves by N.A.A.T in North America and in Europe as well. It has very amour protection and speed in ground operations and optional flight as well. The Mecha can operate both in the sea and in space as well. This Mecha was going to be used in the army and navy but production was made first for the army. It able to carry four combat rifles and up to two sniper rifles for ace Mecha pilots. These Mecha can carry a missiles array and grenade weapon systems it can put the fear of god to any one or thing. It weapon load are for short range to mid range combat operations have one to four combat rifles can carry standards clips, drum clips, box clip or belt plus carry short range in arms ,upper and lower legs(hips),shoulders ,chest ,top back mid section and two rear back it can carry short range missiles or four time mini-missiles .while medium range missiles is the same payload for short range missiles however it must adjust it height to 30 feet ,in this maximum height it can carry to additional grenade launchers plus extra amour . For defensive abilities are it special reactive amour plus special force field make it unique that it rival even phase world tech .the pilot must have cyber jack or can be a partial Borg which has caught many off guard. it flight systems make ideal for dropping at very high altitude or it flying under it own power close a S.A.M.A.S robot which they are seared to death .against supernatural monster they are always call them devil dogs for some pilot was barking in the speaker as it took down several major demons in some combat operations. last it amour is made of heat damping fields which throws of zero heat and noise reduction and camouflage systems this make almost invisible in shadows and at night as well but can function as well in daytime operations. It agilities are very good but a female pilots or partial cybor equal to that of a human movement that rival any combat robot. It rifle can be combat rifle or change to a sniper rifle .the combat rift has the standard rifle plus shot type under barrel but doesn’t look like it. It can be a deadly melee combat Mecha for urban combat or where range are not an option. It is the feared Mecha even glitter boy know these Mecha is a GB killer and can be antiaircraft Mecha as well. They carry varies rifle which all look the same (which leave many guessing what is what) there ballistic rifle and can have a heavy beam weapons this applies for both close quarter to mid range rifle and the sniper rifle as well. What make also special it combines both rail technology and RAM jet rounds and modular rifle make it deadly to switch (it take 1 melee rounds).this has been N.A.A.T secret weapon in north America and in NGR as well ,there are a total of 1200 just in north America and 2000 in Europe ,it has been a top priory to keep that way and reserve half that amount . there recent rumors there even a four arm arms and two small arms which has not been confirm( which is true )









Stats
Height 24 feet and can expanded to 34 feet
Length 15 feet
Width 11 feet
Weight empty at 24 feet 25 tons max weight varies with Height!!!
Speed:
Walking 15 MPH
Running 45 MPH max speed 110 MPH
Jumping 50 feet jumping with thrusters from 50 feet to 1000 feet
Flying 400 MPH, half at fully loaded 200 MPH

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

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 miles optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

13. Auto-ECM systems (2)----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 80% chance of evading radar detection to begin with
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 120
Weight add: 3 tons

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

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

16. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so

17. Can add any thing else max weight 10 tons in any height

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

19. Active camo-systems: this system is design to work over the amour to change to any type pattern which is blend like slammer and simple, roughed and hid damage taken to a certain point.
Bonus: can change to back ground in 2 attacks, +20% plus pilots Bonus added
Base prowl/climb 45% add +5 per level, if pilots add +5d4% plus any other Bonus, if pick twice the skill add 30% ,note female pilot or partial Borg get a 5% and pilots can fire will in full camo-mode, unless it losses 80% to main body ,-1d4x10%+5 to be detect the mecha

20. 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 pilots minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!

21. Bonus add 10% to all skills, robot intelligence add 12% to all skills, Neural intelligence add 15% to all skills plus at this level females pilot’s get +1 to all machine get skills equal to third level (look below ), transfer intelligence add 25% to all skills, plus at this level male pilot’s get +1 to all . please note for Evey pair arms add one attack so four add 2 so six arms add 3 attacks add +10% for six arms . the physical strength robotic is 40 each arm !!!!

Note at Neural intelligence level they can pick skill programs found Rifts - Sourcebook 1 - Rifts Sourcebook at no cost select any 5 programs!!!

House unit in M.D.C 150 located Reinforce cockpit compartment ,pilot can remove the housing unit weight 1 pound

22. This mecha has to primary sensors unit and third back up unit one in the head the other two in the main body making very hard to blind the mecha in combat

M.D.C Stats
* Small robot hands (2) -100 each
# Giant robot hands (2) -125 each
* Small arms (2)- 210 can add 300 more
Giant arms (2) – 350 can add 300 more
##Arm shields (force filed) 400 each
Shoulder (2)- 450 can add 300 more
Head-150 can add 100 more
**Main body- 800 can add 300 more
Upper legs /hips (2)- 350 can add 300 more
Lower legs (2)- 450 can add 300 more
Back/rear missile packs (3)- 200 can add 300 more
Built in thrusters (5)-100 can add 100 more
**Arms force field (4) 400 each
**Leg force field (2) - 400
**Main force filed (1) front -400
**Main force filed (1) rear -400
Reinforce cockpit compartment (1)- 400can add 300 more
**Force field Reinforce cockpit compartment (1)- 400
Hidden vibro-blades (4)-200can add 100 more
*-9 to hit to small
** you must bring it -150 in order to full destroy the mecha or self destructed
# Pilot’s can make force field to the damage first
## This is a back force field if the main force field goes down and force field recover in 6 hours all of them

Weapon system :
VATL anti-tank -6 Variable heavy laser this on top of the head unit or better yet top rear section similar to hidden until fired .this is the mech version similar to ATL anti-tank-7 for infantry use found in south America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or mecha with reflection abilities

Weapon system
Hidden vibro-blades are pure energy similar to N.E and carries standard vibro-baldes .they are design for close quarter combat all pilot must know how to use melee weapons sword is the mandate (must have W.P swords plus at third level paired weapons add Bonus and rules)
Standard vibro-baldes M.D.C 200 EACH (4)
Damage CANNOT USE BOTH AT THE SAME TIME
BEAM 1D4X10+8 EACH ARM
Standard vibro-baldes 6D6 +8, ADD 10 FEET
Range ADD 10 FEET for both
Rate of fire: hand to hand
Payload: unlimited
Bonus: add + 3 to parry all four add +5

Missiles array weapon systems
Missiles array weapon systems is design to carry an incredible amount of missiles to fight off more than one target at the same time plus use any other weapons systems it carries what ever it takes to shot down target to disable then and let other robots finish the job they are located in the arms, upper, lower legs (hips), shoulders, and chest, M.D.C rockets .note pick one Missiles systems type, this has made many to guest which weapon systems is begin used, but very few have guest right .


Weapon system:
medium range missiles recently started to use WI-40 M fire and forget
Damage: 5d6x10 N.A.A.T, standard 2d6x10, or short range missiles any type, or any mini-missiles
Range: 10 miles, N.A.A.T 40 miles
Rate of fire 1 or any or all counts as one attack
Payload:
Medium range missiles per sided, short range missiles max amount in payloads but not height add
Arms upper section giant (2) 20 medium range missiles
Legs upper (2) 24 medium range missiles per sided
Lower legs (2) 18 medium range missiles
Hips (2) 34 medium range missiles (note add 5 feet to height) or carry less 15 medium range missiles per sided standard or based height
Shoulders (2) 24 medium range missiles per sided
Chest (2) 24 medium range missiles per sided
Rear back (3) 30 medium range missiles per sided

Weight:
medium range missiles for N.A.A.T 100 pounds ( lds), standard 120 pounds ( lds)
Short range missiles Weight 30 pounds ( lds), payload stay the same +3 to strike
Mini-missiles Weight 10 pounds ( lds), Payload time three (x3)
Note for every 2 feet in Height add 6 more Mini-missiles in the Legs, Hips, Shoulders, Chest, Rear back
Note for every 2 feet in Height add 6 more Short range missiles Legs, Hips, Shoulders, Chest, Rear back
Note for every 2 feet in Height add 3 more medium range missiles Legs, Hips, Shoulders, Chest, Rear back

Bonus for N.A.A.T add +6 to strike at any range up to 50 feet or less -8 to hit

Weapon system
unguided Rockets
are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
Heavy explosive 1d6 M.D.C
Range 3000 FEET
Rate of fire volleys of 10 shot fired
Payload:
Weight: 2 pounds ( lds),
Arms upper section giant (2) 60 each
Legs upper (2) 400 each
Lower legs (2) 400 each
Hips (2) 400 each
Shoulders (2) 400 each
Chest (2) 1000 each
Rear back (3) not possible can pick Short range missiles or medium range missiles
Bonus: under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size
Note for every 1 feet in Height add 20 more rockets



Weapon system:
combat rifle: close quarter
combat design close rapid fire combat under barrel grenade Launcher for greater payload or mini-missiles weapon systems

Combat rifle uses a 15 MM mini gun type cannon that uses a Heavy Exploding Jacketed lead Armor piercing rounds is the standard round for all.
Damage 1d4x10 control burst, short burst 2d4x10, medium burst 3d4x10, long burst 5d4x10 each , full melee burst ( take all attacks ) 4d6x10
Rate of fire: burst: control burst 3 rounds, short burst 6 rounds; medium burst 12 rounds, long burst 18 rounds, and full melee burst 21 rounds
Payload: pick one standard clip 600 rounds, long clip 1200 rounds, 2400 drum rounds, belt systems 24,000 rounds
Control burst add +3, the other burst only +1
Bonus: Heavy Exploding Jacketed lead Armor piercing rounds is the standard round a critical hit 15 or better plus use Knock off table as well plus half goes to Reinforce cockpit compartment

Under barrel[/b] pick one grenade Launcher or mini-missiles
Damage
Grenade Launcher use WI-GL 20 Automatic grenade Launcher
Mini-missiles varies with type
Range
Grenade Launcher 3000 feet
Mini-missiles one miles or 5820 feet
Rate of fire
Grenade Launcher10 shot burst count as one attack
Mini-missiles 1 or any count as one attack
Payload
Grenade Launcher 200
Mini-missiles 30
Bonus: plus 1 to strike, note carries four combat rifles

[b]Weapon system:

combat rifles sniper 55 MM Heavy Exploding Jacketed lead Armor piercing rounds is the standard round for all carry one but ACE pilots can carry two
Damage standard round 2d6x10 Heavy Exploding Jacketed lead Armor piercing rounds 4d6x10
Range: 4 miles
Rate of fire: Single shot or double tap two rounds fired in one attack
Payload: 30 rounds
Bonus: Heavy Exploding Jacketed lead Armor piercing rounds is the standard round a critical hit 15 or better plus use Knock off table as well plus half goes to Reinforce cockpit compartment


Weapon system:

grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage use only amour piercing grenade 3d6x10 for a 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 900 grenades each add 100 per every 2 feet
Bonus: add +1 to hit
Weight: 100 lds empty


Hand to hand

Punch: note this is just one arm

Restrained 5d4
Full 5d6
Powered counts as two attack 1d4x10

Kick

Restrained 2d4
Full 5d4
Powered 1d4x10
Leap kick 2d6x10 counts as two attacks
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

http://fc03.deviantart.net/fs14/i/2007/ ... debris.jpg
artist that cool then, sure you can use em!
Part of an assignment where i had to modify ww2 equipment.

So made a Sherman tank into a slightly awkward looking mech


Description


I am telling you just make sure that it main body blow up that way you know it down , for if you just disable it will come for vengeance. It as it has magic abilities to repair it self with what human call tech stuff. Don’t under estimate it M.D.C machine guns I seen up to eight and hitting us at very far range and look out for that boom gun. We take.......

An explosion hit the base camp the monster made only to get hit by a volley of Sherman artillery fired and blowing to kingdom come.
Said a major gargoyle
Location Europe


Dame it was suppose to be easy and that is not a tank but a god dame robot with to many guns and I know I shot up three down and later saw come out of the gates of hell for my blood. So I ran like a bat out of hell. Every time we shot one down we saw three took its place. Hell no this was supposes to be easy an gig. But after we lost two tanks and three of our best robots well I knew we had to turn tail and run with our tail between our legs and fast just too many of them to deal with

Said a merc level 12
Location North America

If you hated the Sherman tank AKA , you will love the Sherman tank bot AKA Sherman bot which many call it. on the plus you can add so many machine guns or put any light to medium rail gun, grenade launchers, flame throwers and love those hip missiles launcher and top missiles and that main gun is a game changer in combat .me i love the tank but now we can turn the tank to a robot well who wont it love it now ,a new lease on life for us tank crew and better chances to live another day.
Said tank commander
Location North America

Sherman robot OR THE Shermech

This robot is replacing the Sherman jumbo tank that N.A.A.T used and has surprised many thinking is a tank. And even I.F.F have said is a Sherman is a tank and this has been very effective .this robot on the top of the turret can carry three heavy M.D.C machine gun (can have a dual barrel) or (can have a dual barrel) grenade launcher alone, plus it can have another in the main body and can carry one in each arm and in the hip that how many option it has or a missile launcher weapon system. This robot has made able to put so much suppression do range up to three mile away. This an effective anti aircraft and ant personal, then add hyper velocity 100 MM tank rifle or heavy particle beam cannon. This tank rifle delivers a devastating hit for any targets. A Recent new addition has been a heavy plasma flamer plus multiple missile launch systems making effective with main gun as a artillery piece for direct or indirect fire for troop support .finally it carries the famous or infamous reactive armored and heavy force field systems which is both love and hated on either side. This Sherman bot can be repaired easily due to its modular arms, legs, hips and even main turret in a matter of minutes. This means that repairs can be done in the filed make this able to take a hit and keep on ticking. This has surprise the enemy seen the same bot that they disable and returning at full strength after been shot down in less than an hour. They are cheap and to easy to make can run on gas, battery powered, solar powered, and nuclear powered (which is the most expensive). Many who had to pilot a Sherman tank love the Sherman bot due to easy to pilot, repaired and to give hell when it need to. It massive chaises allows to carry and incredible. Amount of ammo, fuel and other stuff which allow to extra items which is good for the crew and bad for the enemy.











Stats

Turret (head) 300
Main body 400
Engine 250
Lower arms 190
Upper arms 290
Waist lower section 350
Upper leg (hip) 350
Lower leg 300
Feet120
Hatches 100
Heavy M.D Machinegun 50
Grenade Launcher 60
Main gun 190
N.A.A.T can replace a heavy particle beam cannon 150
Calliope 200
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so

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

M.D.C Stats


Weapon system : Sherman bot 89 mm hyper velocity auto cannon and sided M.D.C Machine gun
A.P.F.S.D.S round
Damage -2d6x10 at 3 miles/ under 2.5 miles 4d4x10 direct line of sight, indirect fire as artillery use 3d4x10+10
Range: 3 miles, indirect fire 6 miles
Rate of fire: single shot dual shot
Payload: 200 rounds
Bonus: add +1 strike
Sided M.D.C Machine gun to main gun look below



Weapon system: standard 2 heavy M.D.C Machine gun but can have up to four
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 2000 each M.D.C Machine gun

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

Or
Weapon system:
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage use only amour piercing grenade 3d6x10 for a 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 900 grenades each add 100 per every 2 feet
Bonus: add +1 to hit
Weight: 100 lds empty


Weapon system:
N.A.A.T can replace a heavy particle beam cannon but only is a line of sight
Damage: 4d6x10
R.O.F: hand to hand plus bots hand to hand
Range: 2 miles
Payload: unlimited
Weapon system:
Any giant size robot gun , rail gun or Heavy M.D Machinegun as above but add payload x10 or
grenade Launcher type WI-GL 20 Automatic grenade Launcher but add payload x10

can be added to any Sherman class tank
T34 Calliope
http://i686.photobucket.com/albums/vv23 ... 1296088574

The Rocket Launcher T34 (Calliope) was a tank-mounted multiple rocket launcher used by the United States Army during World War II. The launcher was placed atop the Medium Tank M4, and fired a barrage of 4.5 in (114 mm) rockets from 60 launch tubes. It was developed in 1943; small numbers were produced and were used by various US armor units in 1944-45. It adopts its name from the musical instrument "Calliope", also known as the steam organ, which had similar lined pipes.
http://upload.wikimedia.org/wikipedia/c ... France.jpg
• Rocket Launcher T34 (Calliope) - Version carrying 60 4.5 in (114 mm) rockets in arrangement of a group of 36 tubes on the top, and a pair jettisonable groups of 12 tubes on the bottom (M4A1 not jettisonable).
http://i686.photobucket.com/albums/vv23 ... 1296088576

NOTE in rifts use any mini missiles

•Rocket Launcher T34E1 (Calliope) - Same as T34 but groups of 12 jettison able tubes replaced by groups of 14 tubes.

NOTE in rifts use any short range missiles

•Rocket Launcher T34E2 (Calliope) - Caliber of rockets increased from 4.5 in (114 mm) to 7.2 in (183 mm), number of tubes remains at 60. Saw combat in 1944-1945.

NOTE in rifts use any medium range missiles

Hand to hand
Punch

Restrained 1d6
Full 2d6
Powered 4d6

Kick

Restrained 2d6
Full 4d6
Powered 6d6
Leap kick 8d6
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

Merkava


The Merkava (Hebrew: מרכבה (help•info), Chariot) is a main battle tank used by the Israel Defense Forces. It was first introduced in 1978, and four main versions of the tank have been developed and deployed. The "Merkava" name was derived from the IDF's initial development program name.
It is optimized for crew survival and rapid repair of battle damage. Following the model of contemporary self-propelled howitzers, the turret assembly is located nearer the rear than in most main battle tanks. This gives the crew additional protection against a frontal attack by putting the engine between them and the attack. This arrangement also creates more space in the rear of the tank that allows increased storage capacity, as well as a rear entrance to the main crew compartment allowing easy access even under enemy fire. This allows the tank to be used as a platform for medical disembarkation, a forward command and control station, and an armored personnel carrier. The rear entrance's clamshell-style doors provide overhead protection when off- and on-loading cargo and personnel.
It was reportedly decided shortly before the beginning of the 2006 Lebanon War that the Merkava line would be discontinued within four years.[3] However, on 7 November 2006, Haaretz reported that an Israeli General Staff assessment had ruled of the Merkava Mark IV that "if properly deployed, the tank can provide its crew with better protection than in the past," and deferred the decision on discontinuing the line.[4]


The Merkava series of tanks dates to the 1960s, when Israel drew up plans to remove its military-industrial complex from reliance on foreign factories. Israel's economy and national reserves, backed by U.S. military grant aid[5], allowed it to purchase nearly any land, sea, or air platform and weapon from friendly nations, but Israel's infrastructure was not capable of producing those items domestically.
In 1965, Israel's military establishment began research and development on a domestically-produced tank, the "Sabra"[citation needed] (Hebrew slang for a Jew born in Israel, not to be confused with the modern Sabra tank). Initially, Britain and Israel collaborated to develop the United Kingdom's Chieftain tank that had entered British Army service in 1966.[citation needed] However, in 1969, Britain decided not to sell the tank to Israel for political reasons.[6].
Israel Tal, who was serving as a brigade commander after the Suez Crisis, restarted plans to produce an Israeli-made tank, drawing on lessons from the 1973 Yom Kippur War, in which Israeli forces were outnumbered by those of the Middle East's Arab nations. Realizing that they could not win wars of attrition, the Israelis set stringent requirements of crew survivability and safety for the new tank platform.[6]
By 1974, initial designs were completed and prototypes were built. After a brief set of trials, work began to retool the Tel HaShomer ordnance depot for full-time development and construction. After the new facilities were completed, the Merkava was announced to the public in the International Defense Review periodical. The first official images of the tank were then released to the American periodical Armed Forces Journal on May 14, 1977. The IDF did not officially adopt the tank until December 1978, when the first full battalion of 30 tanks was delivered for initial unit training.

Merkava Mark I

The Mark I is the original design created as a result of Israel Tal's decision, and was fabricated and designed for mass production. The Mark I weighed 63 tonnes and had a 900 horsepower (670 kW) diesel engine, with a power to weight ratio of 14 hp/ton. It was armed with the 105 millimeter M68 main gun (a licensed copy of the British Royal Ordnance L7), two 7.62 mm machine guns for anti-infantry defense[8], and a 60 mm mortar mounted externally, with its operator not completely protected by the tank's hull.
The general design borrows the tracks from the British Centurion tank, which had seen extensive use during the Yom Kippur war.
The Merkava was first used in combat during the 1982 Lebanon War where Israel deployed 180 units. After the war many adjustments and additions were noted and designed, the most important being that the 60 mm mortar needed to be installed within the hull and engineered for remote firing—a valuable feature the Israelis had initially encountered on their Centurion Mk3s with their 2" mortar MkIII[9]. A shot trap was found beneath the rear of the turret bustle where a well-placed shot could jam the turret completely. Installation of chain netting to disperse and destroy rocket propelled grenades and anti-tank rockets before impacting the primary armor increased survivability.

http://upload.wikimedia.org/wikipedia/c ... trun-2.jpg


Merkava Mark II

The Mark II was first introduced into general service in April 1983 and incorporated several upgrades as a result of the previous incursion into Lebanon. The new tank was optimized for urban warfare and low intensity conflicts, with a weight and engine no greater than the Mark I[10].
The Mark II used the same 105 millimeter main gun and 7.62 millimeter machine guns as the Mark I, but the 60 millimeter mortar was redesigned during construction to be located within the hull and configured for remote firing to remove the need to expose the operator to enemy small-arms fire. An Israeli-designed automatic transmission and increased fuel storage for increased range was installed on all further Mark IIs. Anti-rocket netting was fitted for increased survivability against infantry equipped with anti-tank rockets.

Many minor improvements were made to the fire-control system. Updated meteorological sensors, crosswind analyzers, and thermographic optics and image intensifiers gave greater visibility and battlefield awareness.
Incrementally improved versions of the original Mark II were designated:
• Mark IIB, with thermal optics and unspecified updates to the fire control system.
• Mark IIC, with more armor on the top of the turret to improve protection against attack from the air.
• Mark IID, with next-generation modular composite armor on the chassis and turret.



Merkava Mark III


The Merkava Mark III was introduced in December 1989, and had many major upgrades to the drivetrain, powertrain, armament, and safety systems. The most prominent addition was the incorporation of the locally-developed IMI 120 mm gun.[11] This gun and a larger 1,200 horsepower (890 kW) diesel engine increased the total weight of the tank to 65 tonnes (140,000 lb), but the larger engine increased the maximum cruising speed to 60 km/h (37 mph)[12].
The turret was re-engineered for movement independent of the tank chassis, allowing it to track a target regardless of the tank's movement. Many other improvements were made, including:
• External two-way telephone for secure communications between the tank crew and dismounted infantry,
• Upgraded ammunition storage containers to minimize ammunition cook-off,
• Addition of laser designators,
• Incorporation of the Kasag modular armor system, designed for rapid replacement and repair in the battlefield and for quick upgrading as new designs and sophisticated materials become available,
• Creation of the Mark IIIB, with unspecified armor upgrades.


http://upload.wikimedia.org/wikipedia/c ... a3tank.jpg

The more advanced, Merkava Mark III Baz model, with weaponry highlighted

Design features


Optimized for urban combat, the new model has a better Efire-control system, the El-Op Knight Mark 4. Modular Armor on all sides, from the Merkava Mark IIID, including the top and a removable V-shaped belly armor pack for the underside.
Tank rounds are stored in individual fire-proof canisters, which reduce the chance of cookoffs in a fire inside the tank. The turret is "dry"; no active rounds are stored in it.
Some features, such as hull shaping, exterior non-reflective paints, and shielding for engine heat plumes mixing with air particles to confuse enemy thermal imagers, were carried over from the IAI Lavi program of the Israeli Air Force to make the tank harder to spot.
The Mark IV includes the larger 120 mm main gun of the previous versions but can fire a wider variety of ammunition, including HEAT and sabot rounds like the APFSDS kinetic energy penetrator, using an electrical semi-automatic revolving magazine for 10 rounds. It also includes a much larger 12.7 mm machine gun for anti-vehicle operations (most commonly used against technicals)[14].


Upgraded fire control system


The new fire-control system enables the Merkava to shoot down helicopters and find and destroy armored attack helicopters such as the French Gazelle and the ubiquitous Russian Mil Mi-24, both used by Israel's neighbors.

Digital battlefield management system


The tank carries the Israeli Elbit Systems BMS (Battle Management System; Hebrew: צי"ד), a centralised system that from tracked units and UAVs in theater, displays it on color screens, and distributes it in encrypted form to all other units equipped with BMS in a given theater.

http://upload.wikimedia.org/wikipedia/c ... mer003.jpg

Namer in Yad LaShiryon 62nd Independence Day exhibition.

Namer (Hebrew: leopard, which is also an abbreviating of "Nagmash (APC) Merkava") is a heavy infantry fighting vehicle based on Merkava Mark IV chassis. In service since 2008. The vehicle was initially called Nemmera (Hebrew: leopardess), but later renamed to Namer.
Namer is armed with either M2 Browning machine gun or Mk 19 grenade launcher mounted on a Samson Remote Controlled Weapon Station, another 7.62 mm MAG machine gun, 60 mm mortar and smoke grenades. Like Merkava Mark IV it is optimized for high level of crew survival on the battlefield. Namer may carry up to 12 crewmen and infantrymen and a stretcher, or two stretchers and medical equipment.
On July 20, 2007, StrategyPage

Reported that the first fifteen Namers will be delivered in 2008, and over a hundred more will finally equip two combat brigades. Golani Brigade used two Namer IFVs during Cast Lead operation.




http://upload.wikimedia.org/wikipedia/c ... tion-3.jpg


Specifications Weight 65 tonnes Length 9.04 m (29.66 ft): rear to muzzle
7.60 m (24.93 ft): without gun Width 3.72 m (12.2 ft)—without skirts Height 2.66 m (8.73 ft)—turret roof Crew 4 (commander, driver, gunner, loader)
________________________________________
Armor Classified composite matrix of laminated ceramic-steel-nickel alloy. Sloped modular design.
Primary weapon 120 mm (4.7 in) MG253 smoothbore gun, capable of firing LAHAT ATGM Secondary weapon 1 × 12.7 mm (0.5 in) MG 2 × 7.62 mm (0.3 in) MG
1 × 60 mm (2.4 in) internal mortar
12 smoke grenades Engine 1,500 hp (1,119 kW) turbocharged diesel engine
Power/weight 23 hp/ton Payload capacity 48 rounds Transmission Renk RK 325 Suspension Helical spring Ground clearance 0.45 m (1.48 ft) Fuel capacity 1400 litres Operational
range 500 km (311 mi) Speed 64 km/h (40 mph) on road
55 km/h (34 mph) off road


N.A.A.T standard add Force field 400 MDC (that N.E tech copied by N.A.AT)
N.A.A.T standard Crew 3, can carry 6 heavy infantry, OR 8 medium to light infantry

M.D.C Stats
Main Body 120 can add up to 300
Turret 100 can add up 200
Tracks (2) 110
Track Wheels (many) 20 each
Engine Compartment 150
Main Gun 125
Machine Guns 20
Culpa (1)20
Culpa shields (1)100

Cost 1,000,000 plus add 50,000 for each new feature

All have Merkava to shoot down helicopters and find and destroy armored attack helicopters, main gun add +2 to strike Battle Management System add to tanks APC and squads a +1 to all bonus.+3 dodge
Merkava Mark I
Add 60 mm mortar
Use rifts merc ops as in page 126 and 127, note same but Rate Of Fire 1shot or 10 shot, range: indirect 6000 feet minimum range 100 feet payload : all five types 200 each total 10,000 rounds
the main gun look below
Merkava Mark II
105 millimeter main gun and 7.62 millimeter machine guns plus 60 millimeter mortar increased fuel storage for increased range, Anti-rocket netting, thermal optics, more armor, modular composite
M.D.C Stats
Main Body 190 can add up to 200
Turret 150 can add up 200
Tracks (2) 120
Track Wheels (many) 20 each
Engine Compartment 150
Main Gun 125
Machine Guns 20
Culpa (1)20
Culpa shields (1)150
STATS
Range: x3

Bonus
Anti-rocket or missiles netting take half damage from any missiles, thermal optics, more armor, modular composite look below
Weapon system
Type: 100 MM tank rifle
Damage
L.E. Round or light explosive rounds
100 mm -2D4X10 M.D (max damage 80)
H.E. or Heavy explosive rounds or H.E.A.T Rounds
100 mm -1d10x10 M.D (max damage 100)
A.P.F.S.D.S round
100 mm -3d6x10 M.D (max damage 180)
Range 6000 feet
Rate of fire: single shot and dual shot
Payload: 100
Bonus +2 range
Heavy M.D Machine gun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds, medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet N.A.A.T range 3 miles
Payload: 1200

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun or a second M.D.C Machine gun
Modular composite: Amour type reactive type, anti energy type, anti missile, anti-kinetic Note reduce 50% damage plus any 60 M.D.C or less no damage
Merkava Mark III
as above IMI 120 mm gun, Optimized for urban combat, exterior non-reflective paints, and shielding for engine heat plumes mixing with air particles to confuse enemy thermal imagers
Main Body 190 can add up to 200
Turret 150 can add up 200
Tracks (2) 120
Track Wheels (many) 20 each
Engine Compartment 150
Main Gun 125
Machine Guns 20
Culpa (1)20
Culpa shields (1)150
Weapon system
Type: 120 MM tank rifle
Damage
L.E. Round or light explosive rounds
120 mm- 1D10x10M.D ( max damage 100) dual shot 5d4x10
H.E. or Heavy explosive rounds or H.E.A.T Rounds
120 mm -2d6x10 or 3d4x10 M.D (max damage 120 ) dual shot 4d6x10
A.P.F.S.D.S round
120 mm -4d6x10 ( max damage 240 ) dual shot 8d6x10
Rate Of Fire : single or dual shot
Payload: 100
Bonus +1 range
Heavy M.D Machine gun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds, medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet N.A.A.T range 3 miles
Payload: 1200

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



Modular composite: Amour type reactive type, anti energy type, anti missile, anti-kinetic Note reduce 50% damage plus any 60 M.D.C or less no damage , exterior non-reflective paints, and shielding for engine heat plumes mixing with air particles to confuse enemy thermal imagers -60% to detect


http://robogabo.cghub.com/
• Join date: Aug 18th 2008
• Profile Views:17007
• Avg. Image Score:4.66
• Last online: Jun 2nd 2009, 01:46
• Forum posts:26, avg. 0.03 posts per day. Find robogabo’s posts or threads

Artist's Comments
Usually, going around image folders or the web, I try to find inspiration images, so The Israeli tank Merkava has always been a safe bet for good inspiration to me. Worked the whole body in one layer, duplicated it side by side and tried to explain a sequence of the arm movement and weapon storage.

Image Title:Merkava Mech Tank


from zino this is just an ideas of what i am think and as possible look
your art rocks man!!!!



http://cghub.com/files/Image/001001-002 ... _large.jpg

Description

The Golem Merkava tankbot is the second combat tank to change from tank to robot there several version (four version) gas or fossil fuel systems for D-bee militia force (or DMF) and nuclear powered N.A.A.T special operation and call Golem Borg Merkava tankbot .All carry the feature below but D-bee militia force (or DMF) is for defense unit however it can be used as escort ( but not recommended unless necessary ) , while N.A.A.T version has several dedicated force field systems for each location in robot for each location arms ,legs , main body front and back turret, in tank mode one in the turret sides( arms) and bottom(back main body ) , main body top ( front area ) , while D-bee militia force (or DMF) has one covering all sides plus powerful armor. Then there the Borg no one thinks this is a Borg , all think they are deal with remote control or advance drone versions( which N.A.A.T want everyone to think) . If the tank is destroyed big deal the heavy Borg comes out and on one is the wiser or can be a light Borg as well.
The last version is the elite which has magic features both tank crew plus Borg call special operation model. The reasons were simple have a tank and robot to reduce the need to make two and using the first generation ideas fossil fuel technology was very cheap and to mass production was better then nuclear power systems .this thrown the monster of Europe off guard again and again not to trust what they see is it just a tank or robot tank version plus does this magic features. The idea came from one of NGR robot from the sea that can change from under water vehicle to robot. The rest of the technology came from Japan .yes N.A.A.T has made contact with Japan still unknown how and got not just tech .

update North America this has made many look and ask idf they purchase and N.A.A.T has turn down many but offered it service which make a well know merc out fit and now is work to address this issues that they dont want but and just lower it statues which they were in and are looking only well merc and well know in north America as back support . N.A.AT has not over extended itself due to logistical support of over 1,000,000 they have alone in north America and additional support from Germany and surroundings areas that has travel away from monster infested area of over 600,000 additional support for logistical support and a new unknown allied as well which few know( JAPAN and the new navy)many think is one additional allied.
M.D.C


D-bee militia force (or DMF) tank mode
Main Body 390
Force Field generator 100
Turret 350
Force Field generator 100
Tracks (2) 120
Track Wheels (many) 20 each
Engine Compartment 150
Main Gun 125
Machine Guns 20
Culpa (1)20
Culpa shields (1)150

Robot mode

Upper Arms outer armored 200
Upper Arms 150
Lower Arms outer armored 250
Upper Arms 200
Upper legs outer armored 350
Upper legs 250
Lower legs outer armored 350
Lower legs (Tracks) 250/125
Reinforce cockpit 250
Reinforce Crew compartment 250
Gun pod 100
Gun pod Force generator 100

N.A.A.T version (Borg same stats and Special Forces operations / tank mode the TW features special operation model)
Main Body 500
Main Body Force Field generator 100
Turret 350
Turret Force Field generator 100
Tracks (2) 150
Track Wheels (many) 20 each
Tracks reactive shields 250
Engine Compartment 250
Main Gun 125
Machine Guns 20
Culpa (1)20
Culpa shields (1)150

Robot mode

Upper Arms outer armored 360
Upper Arms 200
Upper Arms Force Filed generator 100
Lower Arms heavy outer armored 350
Upper Arms 250
Upper legs heavy outer armored 450
Upper legs 300
Lower legs outer armored 400
Lower legs (Tracks) 350/150
Upper Legs Force Filed generator 100
Reinforce cockpit 350
Cockpit Force Filed generator 100
Reinforce Crew compartment 350
Crew compartment Force Filed generator 100
Gun pod 100
Gun pod Force generator 100
Force field each (7)400


Stats
In tank mode add 3 feet to length; add 1 foot to width and 1 foot to height
Robot mode 24 feet height, 12 widths,
25 feet length with cannon 29 feet, weight 70 tons
Running: 50 MPH
Crew for N.A.A.T/ D-bee militia force (or DMF) 3 plus 7 heavy infantry or light Borgs
Golem Borg Merkava tankbot one Borg of any type 9 feet or less plus can carry 10 heavy infantry or light Borgs.

Range fossil fuel system 300 miles or 9 hour of combat endures D-bee militia force (or DMF) , N.A.A.T 1000 miles or 48 combat endures
N.A.A.T elites model (T.W Features) and Special Forces model and Borg use nuclear power Unlimited range

Cost: NAAT versions 2,000,000 Special operations 2,500,000 nuclear powered systems ( Borg or crew and can be TW add 500,000 to cost ) , 5,000,000 , D.M.F 1,500,000,
Weapon systems : Main Gun
Main gun D-bee militia force (or DMF) 100 MM tank rifle
Damage:
L.E.A.P
100 mm -1d10x10 M.D
H.E.A.P
100 mm -2D6x10 M.D
A.P.F.S.D.S round
100 mm -3d6x10 M.D

Range 2 miles
Rate of fire: single shot
Payload: 200 rounds
Bonus: indirect fire 4 miles

Main gun N.A.A.T version standard model 120 MM tank rifle
Damage
L.E.A.P
111 mm - 120 mm- 2d6x10 or 3d4x10 M.D
H.E.A.P
111 mm - 120 mm -4D4x10 M.D
A.P.F.S.D.S round
111 mm - 120 mm -4d4x10
Range 3miles
Rate of fire: single shot
Payload: 200 rounds
Bonus: indirect fire 6 miles



Weapon system
Damage
L.E.A.P
121 - 130 mm -4d4x10 or 2d8x10 M.D
H.E.A.P
121 - 130 mm -3D6x10 M.D
A.P.F.S.D.S round
121 - 130 mm -3d6x10 M.D
Range 4 miles
Rate of fire: single shot
Payload: 200 rounds
Bonus: indirect fire 8 miles


N.A.A.T Borg version heavy boom rail gun or standard glitter boy boom gun
Damage 3d6x10
Range : 2 miles
Rate of fire: hand to hand and robot hand to hand
Payload : 250 bursts
Bonus : bulletin pylons in lower legs


Weapon systems
Main Turret tank mode (2) top remote control or manual turrets MDC machine gun can be dual barrel plus grenade launcher OR one heavy rail gun , or one or two medium rail gun or one ,two or four barrel light rail guns
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds, medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet N.A.A.T range 3 miles
Payload: 1200

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above

Robot mode add two (2) Main Turret tank mode (2) bottom remote control or manual turrets MDC machine gun can be dual barrel plus grenade launcher OR one heavy rail gun , or one or two medium rail gun or one ,two or four barrel light rail guns
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds, medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet N.A.A.T range 3 miles
Payload: 1200
.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above

Weapon systems (all model)
Add 60 mm mortar
Use rifts merc ops as in page 126 and 127, note same but Rate Of Fire 1 shot or 10 shot, range: indirect 6000 feet minimum range 100 feet payload : all five types 200 each total 10,000 rounds


Weapon systems
P900 MK I gun pod D-bee militia force (or DMF) x2

Damage
L.E. Round or light explosive rounds
30 mm-5d4 M.D (max damage 20), 5 round burst 1d10x10, 10 round burst 5dx10
Range : 5000 feet
Rate of fire: only burst
Payload: 400 rounds
Bonus: add +2 if has any of the following skills W.P sub machine gun, W.P heavy weapons ,add + 2 if pared weapons any projectile weapons , must reload at base camp or base or out post

Single barrel 30 MM (from A-10 WARHOG)
P900 MK II gun pods N.A.A.T Over and under gun pod x2

Damage
H.E. Round or Heavy explosive rounds or H.E.A.T Rounds
50 mm -6d6 MD (max damage 36) top barrel5 round burst 3d6x10, 10 round burst 6d6x10
3d6x10 heavy P-beam shot Bottom barrel (it rumor copied version form N.E)
Hidden blade v-blade 1d6x10
Range
50 mm 6000 feet
Heavy P-beam shot 6000 FEET
Hidden blade v-blade can reach 35
Rate of fire
50 mm - burst only
Heavy P-beam shot single shot only every other attack
Payload:
50 mm -400 rounds clipsX4
Heavy P-beam single shot – unlimited direct link to robot power supply
Bonus add +2 if has any of the following skills W.P sub machine gun, W.P heavy weapons ,add + 2 if pared weapons any projectile weapons robot can reload by itself as well as any parried weapon add +2 to more attacks



Hand to hand

Punch 4d6
Restrained 1d6
Full 1d6x10
Powered 2d6

Kick

Restrained 1d4x10
Full 2d4x10
Powered 3d4x10
Leap kick 4d4x10
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

Info: XM8 mini rail ram jet rifle with heavy Grenade Launcher/ or heavy shot gun.

http://i686.photobucket.com/albums/vv23 ... 1301207833

This is a game changer in the battle field of rifts it has the best of all three type of tech( rail gun from Japan , ram jet round for faster travel and last 50 caliber round using heavy explosive amour piercing rounds or H.E.A.P rounds ) simple to mass produce in north America. they are very effective foe anti personal and anti heavy armored type , the first design was made very good but it rate of fire was a problem so one engineer came with a simple way of solving the recoil by add weight the front of the rifle by add a heavy 30 MM grenade launcher or a 30 MM heavy shot gun for urban or long range with combat to point blank range to long range combat with heavy 30 MM grenade launcher and applying the same tech well this has came the round damage and very little recoil unless firing from a drum ,belt and not brace well enough you will go fly the frequent miles . Many who travel to PW will find this weapon been around for at least 300 years as a common weapon to CWW colonies and adopted in independent world and merc for simple use next to the AK 47 series. This rifle and tech level rival any of the conventional round that is know to rifts. It major draws back how ammo you can fire down range and will always be that way for infantry solider to special ops units .

Weapon type: rail gun, ram jet round for faster travel and last 50 caliber round using heavy explosive amour piercing rounds or H.E.A.P rounds

Damage:
Rifle
Light round 1d4 light explosive amour piercing rounds
Three round burst 3d4 M.D.C , six round burst 4d6 M.D.C, 12 round burst 1d4x10+4 M.D.C , 24 round burst 1d6x10 M.D.C,48 round burst note all one attack 2d4x10 M.D.C, full melee burst at one target 96 round burst 1d10 x10
NOTE : range add x time two, payload time two due to light weight , add +1 to strike at range , critical hit only at a 20 natural roll

Single round with H.E.A.P round 1d6 M.D.C, D.E.A.P depleted uranium amour piercing rounds 2d6 M.D.C
H.E.A.P round
Three round burst 3d6 M.D.C , six round burst 6d6 M.D.C, 12 round burst 1d4x10 M.D.C , 24 round burst 2d4x10 M.D.C,48 round burst note all one attack 1d10x10 M.D.C, full melee burst at one target 96 round burst 2d6x10
NOTE: Critical hit only at a 17 or better natural roll

D.E.A.P depleted uranium amour piercing rounds
Three round burst 6d6 M.D.C , six round burst 1d6x10 , 12 round burst 2d4x10 M.D.C , 24 round burst 2d6x10 ,48 round burst note all one attack , full melee burst at one target 96 round burst
NOTE: Critical hit only at a 15 or better natural roll on supernatural beings, cannot heal until rounds are remove and can be detected by infrared or night vision , P.E reduce by half in 24 hour if not remove , can be detected by radiation equipment ,time x damage on critical hit on supernatural beings


30 MM grenade launcher
L.E.A.P round 5d6 blast radius 10 feet
H.E.A.P round 1d6x10 blast radius 10 feet
D.E.A.P 2d4x10 blast radius 10 feet
Tactical nuclear warhead
Light1d4x100 can only be fired at a ranger of over 2500 blast radius 100 feet
Heavy 2d4x100+100 can only be fired at a ranger of over 2500 blast radius 100 feet
Or a
30 MM heavy shot gun 5d4 buck shot only, use knock down table , 1d4x10 two round burst, three round burst1d6x10 ,four round burst 2d4x10 , eight round burst 4d4x10 ,ten round burst 5d4x10

ROF:
Varies by clip, three round burst, six round burst, 12 round burst, 24 round burst,48 round burst note all one attack , full melee burst at one target 96 round burst

Range:
Rifle 2500 , silencer -25 % but cannot be heard unless close to 5feet of shooter , flash hider small barrel dose not show muzzle flash but can be heard at 55 feet , extended barrel longer range ( not shown ) 6500 feet
30 MM grenade launcher direct fire 3000 feet, indirect fired 6000 feet
30 MM heavy shot gun 200 feet, under 30 feet Critical hit only at a 15 or better natural roll


Weight:
Rifle fully load 8 pounds
Rifle 30 MM grenade launcher or 30 MM heavy shot gun: fully load 25 pounds

Payload
Rifle varies standard clip 30 rounds; long clip 60 rounds drum124 rounds box clip 240 rounds, belt 400 rounds
30 MM grenade launcher standard clip 10 rounds, box clip 100 rounds, belt 200 rounds
30 MM heavy shot gun, standard clip 100, drum 200, box 300, belt 400 rounds

Cost:
PW Black Market Cost: 12,500
Last edited by ZINO on Mon Nov 07, 2022 11:05 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

Re: unspacy
from ~flyingdebris
to ~unspacy
thats cool then, sure you can use em!

all the description you need can be found in the text in the image.
http://flyingdebris.deviantart.com/art/ ... suit&qo=68

THANK YOU MAN wow!!!!
FROM ZINO 117


Mr. Deific NMI
Again awesome.
Probably a bit to much in "payload", but hell, it is Rifts Earth!




http://fc02.deviantart.net/fs11/i/2006/ ... debris.jpg

if you see one gun we are good they are rookies but if you see two or four gun in the arms we are F@#k don’t have a fight but a slaughter in our side my advice run before they see you or let the other idiot take the fire while you run or if you are the heaviest weapons systems in fire power well kiss your ass good bye for they will hand to you in many many pieces

Unknown merc (coalition solider under cover)
Description
The HBE -25 KOMODO mecha is another mecha that N.A.A.T had saved back in the lost in history that it competed against the S.A.M.A.S for use in the U.S army but lost the contest. This mecha is 20 feet tall weight several ton of heavy amour and ammo is no joke and all busies in your face. It spits so MUCH ammo at you, that you die, blow up or get disable ( if your lucky running low in ammo) . Carries three weapons systems a 25 mm and 8 mm and 6 grenade Launcher weapons and several ton of ammo plus heavy combat shields which the army didn’t want a big mecha ). If this mecha would had been mass produce with the GB and the S.A.M.A.S it would had change the face of rifts earth due to the fact it was cheap to make hyper RAM jet round then a rail gun with or without exploding tip rounds. It has limited fight due to weight but still work with it limited abilities (many pilots loved). And modular arms and legs a as well in many body it can still be deadly in combat endurance like the Sherman tank of WWII this would had been a game changer for the army. It been used only by N.A.AT in Germany and North America and South America and never used by others. It great for attacking ONLY or defenses but rarely for escort duties unless there a large contingent backing this mecha.
Stats

Height 21 feet
Length: 13 feet
Width 10 feet
Weight empty: 17 tons
Speed
Walking: 9 to 12 MPH top speed
Running: 50 MPH top speed
Jumping: 12 feet with thrusters 50 feet
Flying: 200 MPH top speed
cost : classified( yeah that right say something now)



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

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

16. 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. Horror factor for pilots in basic or trained fully in combat at level 1 to 5 is 15, at level 6 or higher 18


M.D.C Stats
Hands (2) 120 each
Shoulder (2)- 300 each
Head- 350
**Main body 800
Upper legs /hips 400 each
Lower legs (2)- 500 each
Arms (2) 275 each
Front force fielded Main body - (1) 600
Rear force fielded Main body - (1) 600
Left leg force fielded-(1) 600
Right leg force fielded-(1) 600
Arms left force fielded-(1) 600
Arm Right force fielded-(1) 600
Head force fielded-(1) 600
Gun pod 25 MM and 8 MM - 200 each (can have up to four)
Gun pod force fielded-(1) 600
Reinforce cockpit compartment- 350
Reinforce cockpit compartment force fielded-(1) 600



Weapon system:
This an all purpose heavy over and under barrel gun with a terrible hungry for ammo, which it massive 5 tons of ammo fully loaded not to be mess with in combat. This is copying from the A 10 warthog but with legs. look out and as if its was not enough well it can fired both gun at the same time and can carry up to two gun pods and two more in it forearm for a total of four . It can replace jet thrusters systems adding 5 tons and running or jumping speed won’t be affected !!!
Damage:
L.E.A.P
25 mm – 3d6 M.D, single shot, dual shot 6d6 , quad burst 1d6x10 , heavy burst 2d6x10( 16 round fired )

H.E.A.P
25 mm -5d4 M.D single shot, dual shot 1d4x10, quad burst 2d4x10, heavy burst 4d4x10( 16 round fired )

A.P.F.S.D.S round
25 mm- 6d6 MD single shot, dual shot 2d4x10 , quad burst 4d4x10 , heavy burst 4d8x10( 16 round fired )

Range: 2.5 miles
Rate of fire: burst
Payload:
H.E.A.P:4000
L.E.A.P:8000
A.P.F.S.D.S round: 6000
Total: 18,000 rounds!!!!
Bonus:
H.E.A.P: critical hit on 17 or better
L.E.A.P: critical hit on 19 or better, range x 2, add payload add x4, add rate of fire 32 round burst 4d6x10 ,64 round burst 6d6x10 !!! Reason won’t over heat the gun pod
A.P.F.S.D.S: critical hit on 15 or better

Weapon system : 8 mm
Damage:

H.E.A.P
8 mm -1D8 M.D single shot, dual shot 2d8 , quad burst 4d8 , heavy burst 2d4x10 ( 16 round fired )

L.E.A.P
8 mm -1D6 M.D single shot, dual shot2d6 , quad burst 4d6 , heavy burst 1d6x10 ( 16 round fired )

A.P.F.S.D.S round
8 mm -3D4 M.D single shot, dual shot 4d6 , quad burst 4d8 , heavy burst 1d6x10+4 ( 16 round fired )

Range: 4 miles
Rate of fire: burst only
Payload
H.E.A.P : 4000 rounds

L.E.A.P: 8000 rounds

A.P.F.S.D.S round: 3000 rounds
Total rounds: 15,000 rounds

Bonus:
H.E.A.P: critical hit on 17 or better
L.E.A.P: critical hit on 19 or better, range x 2, add payload add x4, add rate of fire 32 round burst 2d4x10 ,64 round burst 2d6x10 !!! Reason won’t over heat the gun pod
A.P.F.S.D.S: critical hit on 15 or better






Weapon system: (X6)
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares
3. Chaffs
4. Smoke
5. Tear gas
6. Amour piercing grenade

Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 300 grenades each (X6) 1800 TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty

Hand to hand

Use super natural P.S table 50 EACH ARM
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

Other armored Easter Egg waiting to hunt The Easter Bunny?
Nice write up matching the art work.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4083
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 »

abtex wrote:Other armored Easter Egg waiting to hunt The Easter Bunny?
Nice write up matching the art work.

thank you it means a lot to me
yes I have a few more (6 more )which go hand by hand with my ideas
but dont know if I should post the art first and then the stats and other data what you think abtex?
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

That works.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4083
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 »

well what you think??? three one mecha /battle suit and robot tank
at last i decided to add the legs to this tank..
it looks more like a mecha now


artist said OK
Sure, just do what u want •w•



http://progv.deviantart.com/art/Bradley ... 3131&qo=16
http://media-cache-ec0.pinimg.com/736x/ ... 5a6523.jpg

First it was the Sherman bots now this!!!
Location North America
Yelling a over the radio mercenary


What the hell IFF read a Bradley!!! Dame they F@#king did it again those human!!!!
Yelled a brolik


Your not joking Ok Ok I see now a Bradley with legs, check out those weapons nice …
He looks at the coalition officer
I mean nice target
Worried that he put his foot in the mouth for thinking out loud
Location North America
http://media-cache-ec0.pinimg.com/736x/ ... 5a6523.jpg
http://fc09.deviantart.net/fs70/f/2011/ ... 3884on.jpg

Mira you is that an American Bradley with legs!!!

Said a tropas from Columbia army
Location South America

Description
In a nut shell take a Bradley make it mecha, with modular turret and modular missiles systems in the legs ,heavy armored like a tank , fast and deadly the way for an APC mecha plus infantry .
A Turret Modular system was made to give the mecha Bradley legs and track feet for urban use and all out combat carry troop to the area or injured as well. This was again another game changer both in North America and Europe. This can walk like mecha and use it track feet to run in urban combat as well (add+25 % prowl). Dedicated amour and Force field make it a heavy mecha A.P.C like a tank. it can be air drop doing a H.A.L.O drop ( with a 99%) and can use the hover systems if all two or more legs are destroy( isn’t that a ***** for the enemy ) .
http://fc07.deviantart.net/fs71/f/2011/ ... 384y6g.jpg


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

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

16. 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!!!! To many surprise passenger don’t feel the rock of that of a rider but smooth riding like that of a car due to the special modulate transition systems it has . Easy to replace and made as modular as possible to fix quickly in the felid (10% in the field , in a base +30%)

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

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

19. 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 !!!


Stats
Crew: ONE pilot can have 1 to 4 gunner plus 8 infantry of any type fewer than 11 feet, heavy Borgs take space of two infantry
Height 25 feet
Length: 22 feet
Width 11 feet
Weight empty: 15 tons

Speed
Walking: 9 to 12 MPH top speed
Running: track 120 MPH top speed, normal running 90 MPH
Jumping: 12 feet with thrusters 50 feet
Flying: 300 mph

Cost: classified (yeah that right say something now)

M.D.C Stats
Legs front (2) -450
Feet Tracks (2) - 250
Force field Legs front (2) -600
Force field generator -150
Legs rear (2) 450
Feet Tracks (2) 250
Force field Legs rear (2) - 600
Force field generator -150
Main body -600
Main body Force field- 600
Force field generator -150
Main turret (modular) - 450
Force field Main turret (modular) 600
Force field generator -150
Under belly amour -450
Force field under belly amour - 600
Force field generator -150
Cockpit -250
Force field Cockpit – 600
Crew compartment 300
Force field Crew compartment 600
Force field generator 150
Rear ramp -250
Force field ramp front - 600
Force field generator 150




Turret Modular system
All Modular carry SRM OR MRM or rocket left side
And mini-missile right
Turret Weapons Modular 31
Primary armament 25 mm Chain Gun1200 rounds
TOW Anti-Tank Missile7 TOW Missiles
Secondary armament machine gun
Turret Weapons Modular #2
Primary armament 100 MM cannon plus side machine gun
Secondary armament 25 mm heavy Chain Gun
Grenade Launcher (1)
Turret Weapons Modular #3
Primary armament Mortar
Secondary armament machine gun


Type Turret Weapons 25 mm Chain Gun
Damage:
H.E.A.P
25 mm -5d4 M.D short controlled burst 1d4x10 ( 5 rounds) , short burst 10 rounds 1d6x10 , medium burst 15 rounds 2d4x10, long burst 30 rounds 4d4x10 , heavy burst 60 rounds 4d8x10
L.E.A.P
25 mm – 3d6 M.D short controlled burst 6d6 ( 5 rounds) , short burst 10 rounds 1d4x10 , medium burst 15 rounds 1d6x10, long burst 30 rounds 2d6x10 , heavy burst 60 rounds 4d6x10

A.P.F.S.D.S round
25 mm - 6d6 MD short controlled burst 1d6x10 ( 5 rounds) , short burst 10 rounds 2d6x10 , medium burst 15 rounds 4d4x10x10, long burst 30 rounds 3d610 , heavy burst 60 rounds 5d6x10
Range: 3 miles
Rate of fire burst
Payload: 1500 to 2000 rounds
Note: short controlled burst add +4 to strike , other burst +2

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

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

Type Mortar use Grenade Launcher
Damage:use Grenade Launcher
Range:,indirect fire 15,000 feet
Rate of fire; one or burst
Payload:450 Grenade
Note: can have different type load varies by crew

Type mini-missile right side
Damage: any type
Range: varies
Rate of fire: 1 any or all
Payload: 24
Note:


Type 100 MM cannon plus side machine gun
Damage:


H.E.A.P
100 mm -2D6x10 M.
L.E.A.P
100 mm -1d10x10 M.D
A.P.F.S.D.S round
100 mm -3d6x10 M.D
Range: 3 mile
Rate of fire: single or dual shot
Payload: 120 rounds
Note:

Type S.R.M OR M.R.M or rockets left side
Short range missiles any
Medium range missiles any
Damage:
Short range missiles any
Medium range missiles any
Range: both varies
Rate of fire: one , any or all
Payload:
Short range missiles any -8 per box
Medium range missiles any – 4 per box
Note: N.A.A.T add a +6 to strike

Type TOW missile
Damage: any long range missile
Range: varies
Rate of fire: one or any or all
Payload: 2 per box
Note: N.A.A.T add a +6 to strike



Weapon system: (X6)
grenade Launcherone in turret is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles.
Damage
Use only amour piercing grenade 3d6x10 for 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 300 grenades each (X5) 1500 TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty


Modular Leg missiles systems pick one short range missiles, mini-missiles or medium range missiles

All carry the following below :

Flare/Chaff/smoke /tear gas Launchers (x4)
Heavy Laser targeting systems (x5)
Grenade Launcher(x4)

Weapon system:
legs pick one of the following missiles or rockets

Medium range missiles
recently started to use WI-40 M fire and forget
Damage: 5d6x10 N.A.A.T,
Range: 10 miles, N.A.A.T 40 miles
Rate of fire 1 or any or all counts as one attack
Payload: 24 each (x5)
Note: Bonus for N.A.A.T add +6 to strike at any range up to 50 feet or less -8 to hit

Short range missiles
Heavy Explosive or plasma only Weight 30 pounds
Damage: 2d6x10
Range:5 miles
Rate of fire; one any or all count as one attacks
Payload: 40 (x5)
Weight: 33 pounds each
Note: Bonus for N.A.A.T add +3 to strike at any range

Mini-missiles
Heavy Explosive or plasma
Damage: 1d6x10 Heavy Explosive or 2d4x10 plasma
Range: 1 mile
Rate of fire one any or all count as one attacks
Payload: 50 (x5)
Weight: 10 pounds each
Bonus for N.A.A.T add +1 to strike at any range

Turret Mecha Rockets
are heavier in damage but have no gaudiness systems and are limited by range and line of sight, light and do greater damage than a mini missile and can carry even more
Damage:
Light Explosive warhead 1d6x10
Heavy Explosive warhead 2d6x10
Armored piercing warhead 4d4x10
Heavy Explosive Armored piercing warhead /or plasma warhead 5d4x10
Range: 3000 feet
Rate of fire: one any or all count as one attacks
Payload: 60 (x5)
Weight: 5 pounds each
Bonus for N.A.A.T add +1 to strike at under 1500 feet


All legs carry the following below :
Type Flare/Chaff/smoke /tear gas Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters that fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x5) rear has 500
Weight add: 1 tons


Type Heavy Laser targeting systems:
to shot down missiles and then anti personal
Damage: 2d4x10+10
Range: 12,000 feet
Rate of fire: burst
Payload: unlimited
Note: add +3 to strike by gunner, A.I systems +7 to shot missiles


Weapon system: (X6)
grenade Launcher (x4) is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles.
Damage
Use only amour piercing grenade 3d6x10 for 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 300 grenades each (X5) 1500 TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty

Hand to hand :P.S 60 for each leg use supernatural table damage



number 2



http://fc05.deviantart.net/fs7/i/2005/2 ... debris.jpg
artist comment
My obsession with mecha continues!



Description:
a small group of NGR engineers, engineer form D.M.Z, N.A.A.T wanted to start their own personal security force to work in inside city limit and assist anyway NGR and other parties ( N.A.A.T ,D.M.Z and other parts as well this include North/ South America as well ). Heavy armored but simple to repair and give good firepower, man-size and fast. It been made in North America first then Europe and final in South America and is the first N.A.A.T to be sold for respected mercenary companies and legal security companies. This has made a bang for your money and chepwell love to make this first unit and love this so much that some are been sold before they hit the market!!!!
Features
1. Radar: 5 miles or 45 miles Weight add: 100 pound or 150 pound

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 50 to120 pound

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 250 pound add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 100 pound tons

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 250 pound

11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 250 pound

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 900 pound

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 (x3)
Weight add: 100 pounds

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

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 !!!

Mecha / robot Stats
Stats
Height: add 18 inched to wear with cannon ADD 2 feet and 6 inches
Length: add 2 feet
Width: add 4 feet
Weight: 300 pounds empty
Depth: 3000 feet
Range: unlimited
Hover system: 200 MPH

M.D.C Stats
Main body 450
Upper Legs 275
Lower Legs300
Feet 150
Arms upper 220
Right arm Force field 240
Fore arms 270
Jet thruster 120 (2)
Reinforce cockpit compartment 100
Force field 240


Right arm Weapon system:
Under barrel

Heavy M.D Machine gun: pick one below

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

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

Under barrel
Weapons systems any light to heavy rail gun

Top barrel
Weapons systems: light practical beam rifle
Type practical beam
Damage: 1d4x10+8
Range: 3000 feet
Rate of fire hand to hand plus suit
Payload: unlimited
Note: use KO table by x2

Weapon system:
Shoulder mounts heavy weapons (only N.A.A.T has the hand grip).
1. mech heavy practical beam rifle
2. heavy laser cannon
3. mini missiles launcher
4. Rocket launcher
5. short range missiles
6. medium range missiles
7. T.A.G systems
8. heavy rail gun ( miniature rail gun form glitter boy)
9. heavy T.O.W missiles
10. grenade launcher
11. ANY machine gun
12. any other heavy weapons can be added





Weapon system:
Type mech heavy practical beam rifle
Damage: 5d10 M.D.C
Range: 8500 feet
Rate of fire: hand to hand d plus robot hand to hand for N.A.A.T ONLY
Payload: Unlimited
Note: use K.O table x2



Weapon system:
Type heavy laser cannon
Damage: 5d6x10
Range: 8500 feet
Rate of fire: hand to hand d plus robot hand to hand for N.A.A.T ONLY
Payload: Unlimited
Note: use K.O table x2 add +3 strike



Weapon system:
Type mini missiles launcher
Damage: any type
Range: Varies
Rate of fire; one, any or all
Payload: 8 per barrel
Note:

Weapon system:
Type Rocket launcher, simple and lots of ammo but line of sight and no guides systems cheaper then a mini-missile and lighter
Damage:
A.P warhead 5d4
H.E warhead 5d6
Plasma warhead 1d4x10
H.E.A.T warhead 1d6x10
H.E.A.P warhead 2d6x10
Range: 300 feet
Rate of fire: One, any or all (look out!!!!)
Payload: 24 per barrel
Note: N.A.A.T get +1 only any other bonus

Weapon system:
Type short range missiles any type
Damage: any type
Range: varies
Rate of fire: one, any or all
Payload: 4 per barrel
Note: standard +3 for all NA.A.T

Weapon system:
Type medium range missiles
Damage: any type
Range: varies
Rate of fire: one ,any or all
Payload: 2 per barrel
Note: standard +6 for all NA.A.T


Weapon system:
Type T.A.G systems
Damage: NONE JUST ONE BARREL but …..Look below
Range: any from point blank (suicide attack) to 6 miles
Rate of fire: add artillery/ any missile/bombs with guidance system add fire a +6 strikes
Payload: none
Note: weigh 20 pounds!!!

Weapon system:
Type heavy rail gun (miniature rail gun form glitter boy) smaller version of the boom gun takes both barrels
Damage: 2d4x10 burst for one barrel, both barrel 4d4x10 burst
Range: 1.5 miles
Rate of fire: hand to hand
Payload: 100 burst per barrel
Note: N.A.A.T does not need pylons!!!! OTHER DO NEED PYLONS !!!

Weapon system:
Type heavy T.O.W missiles any long range missiles
Damage: any long range missiles
Range: varies
Rate of fire; 1 or 2
Payload: one per barrel
Note: N.A.A.T have a STANDARD +6 to strike

Weapon system:
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage use only amour piercing grenade 3d6x10 for a 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 900 grenades each add 100 per every 2 feet
Bonus: add +1 to hit
Weight: 100 pounds empty


Weapon system:
Type any machine gun look above
Damage:
Range:
Rate of fire
Payload: 1600 rounds
Note:

Hand to hand: P.S 40 for each arm use supernatural table damage



Number 3

said ~SpiderPrince Artist the following
Sure, go for it


Artist description:
As battles moved from the fields of old to a more urban setting it became apparent, as infantry casualties rocketed upward, that tanks and other heavy weapon platforms where ill equipped to deal with these situations. Enter the M-tank.
In the year 2167 a small technologies firm produced the first prototype M-tank as a replacement for the tank as we know it. Sporting variable weapon configurations as well as comparable or better armament than all of the weapon platforms in use at the time the M-tank was without pier. Not only in arms but in mobility. Using a tandem mobility system the M-tank is equipped for tracked movement and as such can go anywhere a normal tank can, however in addition to the tracks the M-tank is equipped for bipedal movement enabling it to walk over obstacles that would stop other weapon platforms. In addition master-slave systems enable an unprecedented level of environmental manipulation.
With modifications to the original design and after rigorous testing the M-tank became a military staple.




Description
http://fc06.deviantart.net/fs23/i/2008/ ... Prince.jpg

This mecha tank (some call man tank) but it call MECHA TANK OR M-tank it from an another dimension, which has kept a secret. There is little data but seems from another type earth in the future. How N.A.A.T got it hands on is unknown for those few who within N.A.A.T rank which are fewer and fewer by the years. Still it the perfect work horse in Germany (and other places) which was an important major role in help Triax/NGR military drags it feet to help during the massacre in Wroclaw. It stood it ground till NGR came in to help even at the cost of loss 50% to 89%. Still the Brodkil and later gargoyles learn to watch for this M-TANK.



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

2. Combat computer: add +2 strikes main gun, +3 MDC machineguns, also add +2 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the back of legs and rear total look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24(x3)
Weight add: 1 tons

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

19. 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 !!!

Mecha / robot Stats
Height 16 feet
Width 13 feet
Length 12 feet
Weight empty: 10 tons
Crew: one pilot
Walking: 8 to 12 MPH running 50 MPH track 100 MPH

M.D.C Stats

Main body 650
Main body Force field front - 600
Main body Force field rear - 600
Arms upper -200
Arms lower -250
Arms Force field - 600
Upper Legs-400
Lower Legs- 450
Legs Force field - 600
Feet /Tracks -275
Feet /Tracks Force field - 600
Reinforce cockpit compartment-250
Reinforce cockpit compartment Force field - 600
Gun Force field - 600
Top Hatch outer - 200
Top Hatch inner -175
Hatch Force field- 240
Shield generator (rear/back between missiles)-350

Weapons systems
Type: groin area modular missile system
Damage: any short range missiles
Range: varies
Rate of fire: one, any or all
Payload: three
Note: N.A.A.T plus + 3 to strike at any range


Weapons systems
Type: heavy ION beam cannon (chest)
Damage: 4d4x10
Range: 3500 feet
Rate of fire: hand to hand plus robots/mecha
Payload: unlimited
Note: add +2 to strike at any range

Weapons systems
Type: Left hip mini missiles systems or rocket
Damage: varies
Range: varies
Rate of fire: one, any or all max 2
Payload: 10
Note: any mini missiles

Weapons systems:
auto-rotary medium range missiles or short range missiles
Type: rear mounted missiles systems (x2)
Damage:
Medium range missiles: varies
Short range missiles: varies
Range:
Medium range missiles: varies
Short range missiles: varies
Rate of fire: one, any or all
Payload: short range missiles 24/ medium range missiles12
Note: short range missiles add + 3 to strike, medium range missiles add +6 to strike


Weapons systems
Type: shoulder mounts rail gun or heavy machine gun or heavy beam weapons (x2)
Damage: pick one type for each mount or two different type
1. Rail gun any rail gun can be single or dual barrel
2. Any Heavy machine gun can be single or dual barrel
3. any heavy beam weapons
Range: varies
Rate of fire varies
Payload: varies
1. Rail gun:1000 rounds
2. heavy machine gun :2000 rounds
3. heavy beam weapons :unlimited
Note:



Weapons systems optional mounted turret
Type: light or medium rail gun or heavy M.D.C machine guns or grenade launcher
Damage: varies
Range: varies
Rate of fire: varies
Payload: varies
1. Rail gun:1000 rounds
2. heavy machinegun :2000 rounds
3. heavy beam weapons :unlimited
Note: varies, can be remote controlled


Weapons systems
Heavy over and under beam gun pod
Type: particle beam heavy and light
Damage:
1. heavy 3d4x10
2. light 2d4x10
Range: both 5000 feet
Rate of fire: blast only
Payload: unlimited
Note: use knock down table x2 for both


Weapons systems right mounted blade
Type: retractable vibro blade
Damage: 3d4x10 M.D.C
Range: 12 feet
Rate of fire: hand to hand
Payload: unlimited
Note: has it own Force field 600 M.D.C
Add +5 to parry


Weapons systems:
This weapon is to blind enemy if you see light you can get blind, robots, Borgs, and sensory equipment as well
Type: heavy beam light can be tight as 2 inches to 30 feet
Damage: temporary time/duration 1d4 minutes, -12 to all strike, parry, dodge
Range: up to 6000 feet
Rate of fire: special
Payload: unlimited
Note: can affect any T.O.W missile as well


Hand to hand: P.S 60 supernatural
Last edited by ZINO on Sat Jan 04, 2014 10:34 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

You have been busy.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4083
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 »

abtex wrote:You have been busy.

yes i have but want you think man or like or dislike ???
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

abtex wrote:You have been busy.

HEY abtex which one you like or dislike man :D ?
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

abtex wrote:You have been busy.

HEY abtex which one you like or dislike man :D ?
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

well enjoy how it affects North America
I would like you to post it give your option how the coalition will see it and other merc companies !!!!! tell what you think ???


artist said
Nicknamed the Fiddler, on account of its crablike body and having one weapon significantly larger than the other.

Features

7.62mm mini gun as its coax gun.
20mm Vulcan cannon.
30mm auto cannon
3 shot missile launcher with 1 set of reloads. Missile ammo can be freely swapped between ATGMs, SAMs, and special purpose scout drone scattering missiles.
S.A.Ms, and special purpose scout drone scattering missiles
heavy duty winch.
manipulator arms
active countermeasure deployment system
aerial deployment transport hitch
fully enclosed cockpit



number 1

named Fiddler aka killer crab or the crab

http://fc05.deviantart.net/fs70/i/2010/ ... 345p45.jpg

This N.A.A.T for sale to any mercenary company and pirate security company


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

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

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

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

19. 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. Full EVA systems

21. This the only mecha that come with heavy combat armored, which is deign to protect and very comfortable as basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -10% ,all weapons , any energy weapons payload time twenty (x20), M.D.C location 100 main body , arms 50 , legs 60 , helmet 45 , outside the mecha add + 1 to strke with any range weapons, and #19


Mecha / robot Stats
Height: 12 feet
Length: 10 feet with cannon, with cannon add 8 feet
Width: 15 feet
Weight: 20 tons empty
Crew:1

M.D.C Stats
Main body: 500
Lowers Arms : 175
Fore arms 125
Upper Legs:200
Lower Legs : 350
Feet 120
Leg shields 200 each
Reinforce cockpit compartment 240
Force field 400

Weapons systems
Type 7.62mm minigun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000





Weapons systems
Type 20mm Vulcan cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
20 mm – 3d6 M.D , two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD single shot five rounds burst 3d6x10; ten rounds burst 6d6x10
Range: 2 miles
Rate of fire: burst
Payload: 2000 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better


Weapons systems
Type 30mm auto cannon, again this is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
30 MM -5d6 M.D, two rounds 1d6x10, three rounds 2d4x10+10, four rounds 2d6x10, eight rounds 4d6x10 , sixteen round 8d6x10
L.E.A.P
30 MM - 4d6 M.D, two rounds 1d4x10+4 , three rounds 1d6x10+12, four rounds 1d10x10, eight round 5d4x10, sixteen rounds 5d8x10
A.P.F.S.D.S round
30 MM -1d4x10 M.D, two rounds 1d4x10, four round 2d4x10, eight rounds 4d4x10, sixteen rounds 4d8x10,thirty two rounds 8d8x10
Range: 4 miles
Rate of fire: burst only
Payload: 2500 rounds
Note: as above

Weapons systems
Type 3 shot missile launcher with 1 set of reloads.
Damage: short range missiles
Range: Varies
Rate of fire:1 ,2 or all
Payload: 3 plus 1 more reloads
Note: add + 3 to strike

Weapons systems
Type SAMs, and special purpose scout drone scattering missiles
Damage:
And medium range missiles or long range missiles
Drones range add up to ten mile
Range: 10 to 40 miles varies
Rate of fire: 1 rounds, 2 or all
Payload: 3
Note: N.A.A.T gets a +6 to strike


Hand to Hand; P.S 30


number 2
artist comment
its been a while since i did a mech design for myself, so here's one

Its 5.5 meters tall, has an 80mm Autocannon in right shoulder, missle launcher in the left, minigun turret under the nose and weighs about 35 tons.


This is a heavy combat unit sold by N.A.A.T as well
http://th08.deviantart.net/fs17/PRE/i/2 ... debris.jpg

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

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

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

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

19. 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 !!!



Mecha / robot Stats
Mecha / robot Stats
Height: 18 feet
Length: 12 feet with cannon, with cannon add 8 feet
Width: 14 feet
Weight: 35 tons empty

M.D.C Stats

Main body 850
Fore arms 200
Arms lower 150
Upper Legs 300
Lower Legs 400
Feet 200
Reinforce cockpit compartment 250
Force field 240, N.A.A.T 600


Weapons systems
Type 80mm Auto-cannon
Damage:
H.E.A.P
80 mm -2D4x10 M.D, two round burst 4d4x10, four 8d8x10
L.E.A.P
80 mm -1d6x10 M.D, two round burst 2d6x10, four 4d6x10

A.P.F.S.D.S round
80 mm -2d6x10, two round burst 4d6x10, four 8d6x10

Range: 2 miles
Rate of fire: burst
Payload: 200 rounds each type or 600 rounds
Note:






Weapon system missile launcher pick one 24 short range missiles, 12 medium range, 6 long range miles or 6 T.O.W missiles
Damage
Mini missiles (N.A.A.T only)
Short range missiles any type
Medium range
Long range
T.O.W missiles any long range missiles
Range all missiles varies but T.O.W missiles 2 miles
Rate of fire: 1, 2,3,4,5 or 6
Payload: look below
Mini missiles (N.A.A.T only 64)
24 short range missiles,
12 medium ranges
6 long range miles
6 T.O.W missiles
Bonus :
+ 2 to strike Mini missiles (N.A.A.T only)
+3 to strike short range missiles
+6 to strike medium ranges
+ 6 to strike long range miles
+8 to strike T.O.W missiles



Weapons systems: only N.A.A.T has these weapon systems
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 12 Automatic grenade Launcher
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each (X12) 2400 TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total


Type 7.62mm minigun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000


Optional remote control Heavy M.D Machinegun: pick one below top of cockpit
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 3000 rounds

Or

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: 1500 rounds
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

Or
Grenade Launcher looks above payload 300 rounds only
PS 40 robotic

number 3
Artists: Small American flags for others

http://fc08.deviantart.net/fs37/i/2008/ ... debris.jpg


http://fc08.deviantart.net/fs37/i/2008/ ... debris.jpg

This the light mecha made for sale for N.A.A.T and for any well known mercenary or private security forces. Fast deadly and easy to transport they are found inside city limits and great for escort and the fast to make due modular design a total of 89 % were lost in combat but were instrumental in saving lives and many pilots die at a 3 to 1 rate which was at the highest pitch battles as many retreated these brave pilots gave their live as civilian , law enforce retreated as well .many N.G.R pilots see this small mecha as fast and crazy pilots can delivery heavy fire power where need but female love this light still unknown why . It carries up to a six squad which allowed covering this light mecha plus additional fire powered in heavy basic exo-suit look picture above .
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

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

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

19. 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. Full EVA systems

21. This the only mecha that come with heavy combat armored, which is deign to protect and very comfortable basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only

Mecha / robot Stats
Height 15 feet
Length 10 feet
Width 16 feet
Weight 10 tons empty

M.D.C Stats
Main body ; 400
Arms 250
Upper Legs 250
Lower Legs 150
Feet 100
Reinforce cockpit compartment 150
Force field N.A.AT 600, other 240


Weapons systems
Type 10 MM mini gun this lightest heavy mini gun( I know ox-see moron idea here ) with a terrible rate of fire that a mecha can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums( four drums foe N.A.A.T only) in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety in the massacre in Wroclaw but was later reported M.I.A, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:
H.E.A.P
10-19 mm -3d6 M.D, tow round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
10 mm -3d4 M.D, , tow round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10

A.P.F.S.D.S round
10 mm -5d6 M.D, , tow round burst 1d6x10, three round burst 1d10x10, four round burst 2d6x10, six round burst 3d6x10, eight round burst 4d6x10, 18 round burst 9d6x10, 32 round burst 12d8x10 or 16d6x10 (960 max damage !!! )


Range: 2 miles
Rate of fire: burst
Payload: 6000 ammo drum this is due to small size
Note: add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight


grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each (X12) 2400 TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total


Weapons systems Mini missiles (N.A.A.T uses short missiles only if pilots wants to )
Type missiles
Damage: any type(N.A.A.T uses any short missiles only if pilots wants to )
Range: varies
Rate of fire; 1 or 2 to 14 missiles
Payload: 24(N.A.A.T uses 14 short missiles only if pilots wants to )
Note: none

Weapons systems T.O.W missiles
Type: any long range missiles
Damage: varies
Range: 2miles
Rate of fire: 1 or 1 to 8 all
Payload: 8
Note: +8 to strike
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

RAIL GUN TECH
hyper 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!!!!
1mm to 5 mm 5d4
6Mm to 10 mm 4d6
11MM to15 Mm 5d6
16 to19MM 6d6
20MM 1d4x10
30MM 5D10
40MM 1D6X10
50MM 2D4X10 OR 1D8X10
60MM 1D10X10
70MM 3D4X10
80MM 2D6X10
90MM 4D4X10
100 MM 3D6X10
110 MM 5D4X10
120MM 4D6X10
130mm 5d6x10
140MM 6D6X10
150MM 5D8X10
160MM 7D6X10
170 MM 8D6X10
180 MM 9D6X10
190 MM 10D6X10
200MM 11D6X10
Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

heavy Plasma same as above but 1d6 per melee round

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

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



N.A.AT has added a massive conventional forces that caught Germany off guarded and as well as north and South America. the reason to show that D-bee militia force (or DMF) is still a defense fore and not a nation with in a nation but part or however they are going to seen by Germany . so far they a have avoided been banned and like a little kid act like a major kiss that D-bee militia force (or DMF) tries to get NGR to come to them and show openly to the point to put it pant down to NGR and even Triax ,even allowed to go anywhere in their grounds . And tries hared to please NGR and even Triax and keep any even if disgruntle D- bee away from any military base and keep a track on them with out them knowing it (just in case).they three well know work hose of earth past and are part of N.A.A.T and D-bee militia force (or DMF) in Germany , north/ south America as well . They also carry the U.N flag and U.S.A marking as well. Many German citizen see them as the old N.A.T.O fore back in the day of the new cold war , which has help D-bee militia force and N.A.A.T as well.
1. M2A3 Bradley http://upload.wikimedia.org/wikipedia/c ... 101023.jpg
2. BMP-1 http://upload.wikimedia.org/wikipedia/c ... P-1_03.jpg
3. M1A3 Abrams w/TUSK http://upload.wikimedia.org/wikipedia/c ... parent.png



All have the following
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes main gun, +3 MDC auto cannons, +4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. N.A.A.T ONLY Communication suite ECCM and ECM (must have skills) plus all other know to rifts earths’ laser communication 450 miles

7. Ejection systems: none cargo ammo for itself (x3 payload) 1 ton or 1 ton for supplies for troops

8. N.A.A.T ONLY Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

10. N.A.A.T ONLY Complete environmental pilot and crew compartment Weight add: 1 tons look at 7 injured or remove two persons MDC 300

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


15.Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range , dodge ,+2 roll ,Male pilots get this at third level

16. N.A.A.T ONLY Advance E.C.C.M systems similar to #6 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 49 OR N.A.A.T ONLY 240 each
Weight add: 100 pounds or N.A.A.T ONLY 1 ton

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

19. When crew compartment is add a second A.I and carries all the tool and supplies for medical aid equal to a MD (type human ) can be add additional programs for other races if need ( common ) max skills 98% but look up by GM the skill remember a whole new A.I for skill GM must look

20. N.A.A.T ONLY add heavy force field 600 MDC plus 1 ton to weight






MDC By Location M2A3 Bradley
http://upload.wikimedia.org/wikipedia/c ... 101023.jpg
Main Body 90 M.D.C. ADD 100 to 240 M.D.C. plus 100 to 150
Turret 100 plus can add 100 to 150 M.D.C.
Tracks (2) 100 ea
25mm Gun 100
Launchers (2) 150 ea
rear ramp 250

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


Weapon Type - 25mm autocannon
Primary Purpose - Anti-armour
Range -
Damage - 6d6 single shot , 5 round burst 3d6x10 M.D.C.
Rate Of Fire - equal to gunners attacks
Payload – 300 rounds
Bonuses - +1 strike

Weapon Type - TOW Launcher (x2) replace with medium range missiles or long range missiles
Primary Purpose - Anti-tank
Range - Varies by missile type
Damage - varies by missile type
Rate Of Fire - 1 at a time equal to gunners attacks or 1 to all four ,has second reload systems
Payload - replace with 8 long range /medium range missiles(x2) ,16 replace with short range missiles(x2), replace with 32 mini missiles range missiles(x2)
Bonuses – varies with missiles

Weapon Type – Replace with any M.D.C. machine gun and grenade Launcher
Primary Purpose - Anti-infantry
Range – 4000 feet ( extended barrel)
Damage - later
Rate Of Fire - equal to gunners attacks
Payload - 900 rounds grenade Launcher 450 rounds





Crew
Length Height Width Armament
WEAPON SYSTEMS
Damage

BMP-1

http://upload.wikimedia.org/wikipedia/c ... P-1_03.jpg
Armor 6–33 mm (0.24–1.3 in) welded rolled steel
Primary weapon 73 mm 2A28 Grom low pressure smoothbore short-recoil semi-automatic gun (40 rounds)[5]
9S428 ATGM launcher for 9M14 Malyutka (4 + 1 rounds)[5][6][7] Secondary
weapon 7.62 mm PKT coaxial machinegun (2,000 rounds)
Engine UTD-20, 6-cylinder 4-stroke V-shaped airless-injection water cooled multifuel 15.8 liter diesel
300 hp (224 kW) at 2,600 rpm[5][6] Power/weight 22.7 hp/tonne (17.0 kW/tonne) Suspension individual torsion bar with hydraulic shock absorbers on the 1st and 6th road wheels Ground clearance 370 mm (15 in) [5][6] Fuel capacity 462 l (102 imp gal; 122 US gal)[6] Operational
range 600 km (370 mi) road[8]
500 km (310 mi) off-road[6] Speed 65 km/h (40 mph) road
45 km/h (28 mph) off-road
7–8 km/h (4.3–5.0 mph) water[6][7]
The BMP-1 is a Soviet amphibious tracked infantry fighting vehicle. BMP stands for Boyevaya Mashina Pekhoty (Russian: Боевая Машина Пехоты), meaning "fighting vehicle of infantry").[9] The BMP-1 was the world's first mass-produced infantry fighting vehicle (IFV).[6][10] It was called the M-1967, BMP and BMP-76PB by NATO before its correct designation was known.[11][12]
It was a revolutionary design combining the properties of an armored personnel carrier (APC) and a light tank. The Soviet military leadership saw any future wars as being conducted with nuclear, chemical and biological weapons, where unprotected infantry would soon be either killed or incapacitated by radiation or chemical and biological agents. A vehicle like the BMP would allow infantry to operate from the relative safety of its armored, radiation shielded interior in contaminated areas and to fight alongside it in uncontaminated areas. It would increase infantry squad mobility, provide fire support to them, and also be able to fight alongside main battle tanks.[13]
The BMP-1 was first tested in combat in the 1973 Yom Kippur War where it was used by Egyptian and Syrian forces. Based on lessons learned from this conflict and early experiences in the Soviet War in Afghanistan, a version with improved fighting qualities, the BMP-2 was developed. It was accepted into service in August 1980.
In 1987, the BMP-3, a radically redesigned vehicle with a completely new weapon system, entered service in limited numbers with the Soviet Army.


Production history Designer Pavel Isakov (Design Bureau of the ChTZ)[1]
Designed 1961–1965 Manufacturer Kurgan Engineering Works (KMZ) (USSR)[1]
ZTS Dubnica nad Váhom (Czechoslovakia)
Military Motorization Works No. 5 (Poland)
See also Production history section for details. Produced 1966–1983 (USSR)
unknown–1988 (Poland) Number built More than 20,000 of all variants (USSR)[2]
More than 3,000 of all variants (PRC)[3]
1,994 (Czechoslovakia)
274 (Poland)
~800 (India)[4] Variants BMP-1, BMP-2, MLI-84, Boragh, see also BMP-1 variants. Specifications (Ob'yekt 765Sp3) Weight 13.2 tonnes (13.0 LT; 14.6 ST)[5][6] Length 6.735 m (22 ft 1.2 in)[5] Width 2.94 m (9 ft 8 in)[5] Height 2.068 m (6 ft 9.4 in)
1.881 m (6 ft 2.1 in) to turret top[5][6] Crew 3 (commander, driver and gunner) + 8 passengers

Mechanized infantry tactics during the 1950s were similar to World War II methods in which APCs were used as "battle taxis"; they brought their infantry up to the front line where they then dismounted and fought on foot while the APC provided suppressive fire from its on-board armament.[13]
Existing APCs offered little or no protection from either nuclear or chemical weapons as they were either open-topped or could not be sealed sufficiently. Furthermore, the infantry had to disembark to be able to use their weapons.[13]
The requirement for the BMP was first drawn up in the late 1950s. The requirement stressed speed, good armament, and the ability for all squad members to fire from within the vehicle. The armament had to provide direct support for dismounted infantry in the attack and defense and to be able to destroy comparable light armored vehicles.[14] The vehicle needed to protect the crew from .50 cal machinegun fire and 20–23 mm caliber autocannons across the frontal arc, as well as from light shell fragments at distances between 500 m and 800 m.[15]
Firepower consisted of the innovative combination of the 73 mm 2A28 Grom gun and the newly developed 9S428 anti tank wire guided missile (ATGM) launcher for the 9M14 Malyutka (AT-3A Sagger A) ATGMs. The gun was intended to engage enemy armored vehicles and firing points at a range of up to 700 metres (770 yd), while the missile launcher was intended to be used against targets that were 500 metres (550 yd) to 3,000 metres (3,300 yd) away.[15]
Requirements were issued to the various design bureaus between 1959 and 1960. There was a question as to whether the BMP should be tracked or wheeled, so a number of experimental configurations were explored including hybrid wheeled/tracked designs.[1]
The tracked Ob'yekt 764 was chosen because its front engine design provided a convenient and fast way of mounting and dismounting through two rear doors. The original production prototype, which was built in 1965, was designated BMP.[16] Small scale production began in 1966.[1]


Driver's station


he driver sits in the front on the left side of the hull. He has three TNPO-170 periscope vision-blocks to provide vision when his hatch is closed.[24] The driver's center vision block can be replaced with a TVNO-2 active night binocular vision device for use in night and poor visibility conditions or with a TNPO-350B extended periscope when swimming with the trim vane erected.[7][24] The BMP was the first Soviet armored vehicle to use a simple yoke steering system.[25

Commander's station


The commander's station is located behind the driver's station and is provided with a removable OU-3GA2 or OU-3GK infrared searchlight with an effective range of about 400 metres (440 yd).[26] A dual mode (day/night) TKN-3B 5x/4.2x magnification binocular vision device is coupled to the infrared searchlight. Two periscope vision blocks are also fitted with a heating and cleaning system.[27][28] The commander's station is equipped with a R-123M radio set.

Turret


he BMP-1 has a conical turret equipped with a fume extraction system and an electric traverse drive with a manual backup system.[12] The main gun has a dead-zone over the commander's hatch (between the 10:00 and 11:00 o'clock positions), where the gun must be elevated over the infra-red searchlight to avoid crushing it. When the gun is facing backwards it prevents hatches on top of the troop compartment from opening. The low profile of the turret means that the barrel of the gun is less than six feet off the ground, so it cannot be fired over the heads of advancing infantry.[11][29] On the other hand, the low profile of the turret makes it a difficult target. The same turret is used in the BMD-1.

Gunner's station


The gunner's station is located to the left of the main gun. The gunner has a dual mode (day/night) 1PN22M1 6x/6.7x magnification image intensifying monocular periscope sight, four day-use periscope vision blocks, an optical rangefinder and a OU-3GK removable infrared or white-light searchlight.[28] The 1PN22M1 sight has a maximum range of 400 metres (440 yd) at night, 900 metres (980 yd) with the use of the infra-red searchlight.[6][23][28] The sight is marked stadiametricly with the apparent size of a 2.7 metres (8.9 ft) tall tank at various ranges.
The original sight was replaced with the 1PN22M2, which has an additional scale for the OG-15V HE-Frag rounds used by the Ob'yekt 765Sp3, produced from July 1974. The new sight has two day scales for the two projectiles - one from 200 to 1,600 metres (220 to 1,700 yd) and the other from 400 to 1,300 metres (440 to 1,400 yd).[28]


Armament

Main armament is the 73 mm 2A28 "Grom" low pressure smoothbore semi-automatic gun. It is fed from a forty round magazine located around the turret ring.[30] Cyclic rate of fire is 8 to 10 rounds per minute, with the gun returning to an elevation of +3° 30' to reload after each shot if the autoloader is used. The gun can be reloaded by hand if necessary. The autoloader is unreliable and can be dangerous to the crew.[8][30] Some units removed the autoloader altogether when new vehicles were delivered, but the mechanized ammunition conveyor magazine was kept.
The 2A28 'Grom' smoothbore gun fires the same PG-15V projectiles as the SPG-9 infantry light recoilless gun but with a smaller propellant charge. The PG15V HEAT warhead can penetrate 280 to 350 mm (11 to 14 in) of steel armor - more than enough to penetrate the frontal armor of NATO MBTs of the 1970s, such as the US M60A1, the British Chieftain or the German Leopard 1.[30] The modernized PG-9 shell is able to penetrate up to 400 mm (16 in) of steel armor. This gun is unable to penetrate the front armor of modern NATO MBTs such as the US M1A1 Abrams, the British Challenger 2, or the German Leopard 2, but it has been claimed that it can penetrate the side armor of these tanks in some areas.[31] Under battlefield conditions it has a maximum effective range of 500 m (550 yd).[32]
OG-15V high explosive ammunition was made available in the 1970s. The warhead has twice the weight of explosives as the anti-armor PG-15V; it is intended for use against troops or soft targets.[30]
A coaxial 7.62 mm PKT machine gun is mounted to the right of the main armament[30] for which the BMP-1 carries 2,000 rounds.[33]
The 2A28 'Grom' gun and PKT coaxial machine gun cannot be accurately fired while the vehicle is on the move over rough ground as the turret is unstabilised.[30]


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




Missile

Mounted on the gun mantlet, the 9S428 ATGM launcher is capable of firing the 9M14 Malyutka, (NATO: AT-3A Sagger A); the 9M14M Malyutka-M (NATO: AT-3B Sagger B) and the 9M14P Malyutka-P (NATO: AT-3C Sagger C), all of which are intended to be used against enemy MBTs and other AFVs at distances from 500 to 3,000 m (550 to 3,300 yd). These ATGMs can penetrate up to 560 mm (22 in) of steel armor (NATO standard at the time).[6]
The BMP-1 carries 5 ATGMs (one on the launching rail, two inside the turret and two inside the hull). Each 9M14M weighs 10.9 kg (24 lb), a 9M14P with semi-automatic control is 11.4 kg (25 lb). These missiles can only be fired in daylight because it lacks a night sight. Besides such advantages as interference immunity and simple control equipment, wire-guided ATGMs are hampered by significant disadvantages such as: a relatively low flight speed, response delay, the inability to load a new missile until the previous one has reached its target and a very long minimum range (500 m (550 yd)).[12] Successful operation of the ATGM while the vehicle is on the move requires a very skilled gunner.
BMP-1s that were not modernized to BMP-1P standard now in Russian service can use 9M14-2 Malyutka-2 (NATO: AT-3D Sagger D) ATGMs (developed in 1995), which have either a tandem shaped-charge or high-explosive thermobaric warhead.[11][34]
The BMP-1 was a threat to NATO APCs, light AFVs, and even MBTs of its time, by use of its main gun or ATGM. Nevertheless, the strong anti-tank focus of its armament didn't provide sufficient firepower against enemy unarmored vehicles, infantry and light fortified positions, especially during mountain battles, (mostly due to the low elevation angle of the main gun). The appearance of the more successful BMP-2 armed with the 30 mm 2A42 dual-purpose autocannon solved this serious problem


Troop compartment


The troop compartment located at the rear of the vehicle can carry up to eight soldiers. There are four firing ports on each side of the vehicle and a single firing port in the left rear door; a combination fume extractor hose and cartridge deflector is provided to clip on to weapons at each station

Soldiers sit on two padded benches along the center line of the vehicle and face the sides. Vehicle batteries, electric equipment and the main 330 l (73 imp gal; 87 US gal) fuel tank are located between the benches, with tool stowage beneath.[35] There are four large D-shaped hatches in the roof of the hull which can be opened from the troop compartment. The airtight rear doors of the troop compartment also contain fuel tanks

pace inside the troop compartment is limited. There is little room for personal equipment, which leads to it being stowed outside while on operation, sometimes limiting rearward traverse of the turret. The seating is also cramped, especially for troops in full battle dress, leading to some armies reducing troop capacity to seven

http://upload.wikimedia.org/wikipedia/c ... g_arcs.png
Amphibious capability

The BMP-1 is amphibious, propelling itself in the water using its tracks, assisted by hydrodynamic fairings on the track upper side covers. Top swimming speed is 8 kilometres per hour (5.0 mph). The shape of the hull and some features (hollow road wheels and road wheel arms with air chambers) aid flotation. The BMP-1 can overcome water barriers with a current speed up to 1.2 metres (1.3 yd) per second and waves up to 0.25 metres (0.82 ft) high. More challenging conditions require engineer support.[6]
Before entering the water the trim vane at the front of the hull should be erected to prevent water from flooding over the bow. While in its traveling position it serves as additional frontal armor. The rear doors of the troop compartment must be closed tightly before entering the water.
The BMP-1 can cross water obstacles such as rivers and lakes but it is not intended for sea landing operations.


Protection issues fix


The BMP-1 had significant shortcomings in its protection scheme, which only became obvious during the Soviet War in Afghanistan. It seats its driver and commander in a tandem layout, on the left hand side of the front of the hull alongside the diesel engine. When an antitank mine hits the BMP-1's left track, the explosion usually destroyed one to three left hand side roadwheels, penetrated the bottom and killed or seriously wounded the driver and the commander which caused painful losses of specialist personnel in the Soviet Army. Drivers laid sandbags on the bottom of their compartment in an effort to protect themselves against possible mine attack. The same kind of explosion under the right track were much less dramatic for the driver and the commander who remained relatively safe.[39] If the vehicle hit a tilt-rod antitank mine, its steeply sloped lower front glacis plate allowed the mine's arming rod to tilt with little resistance until the mine was well under the chassis. When it eventually detonated, the blast was usually sufficient to kill or badly wound the driver and the commander. The Soviet 40th Army in Afghanistan began to receive improved BMP-1Ds (the so-called "Afghan" variant) from 1982 onward which, among other improvements, included an additional armored plate under the driver's and commander's stations. This situation was addressed in the later BMP-2 design, where the commander shares the two-man turret with the gunner. The driver's and engine compartments could be equipped with additional bottom armor for improved protection against landmines filled with up to 2.5 kilograms (5.5 lb) of explosives.

There is also a protection issue concerning the reloading of the 9M14 "Malyutka" and 9M14M "Malyutka-M" ATGMs in NBC conditions because doing it through the small hatch from inside the vehicle would destroy whatever protection the fighting compartment's NBC protection suite gave.
The compactness and low silhouette of the vehicle are generally advantages on a battlefield. Critical areas such as the engine compartment and ammunition storage area, fuel cells and the troop compartment are located in such a manner that became the standard for many IFVs and APCs. Penetration anywhere in these areas will often result in mobility and/or firepower damage and/or disabling of the personnel.[11]
BMP-1 and BMP-2 series vehicles share a major drawback with many Soviet tanks. Ammunition is stored near or even inside the fighting compartment which makes them more vulnerable to a hit from an anti-tank round or a missile across the side arc. If that happens, the ammunition often explodes, killing everyone and completely destroying the vehicle.[40] During the fighting in Afghanistan and Chechnya, hits by rocket-propelled grenades (RPGs) penetrated the BMP-1's armor in 95% of cases. This often resulted in the vehicle burning until the ammunition exploded.[39] Due to these limitations, Soviet/Russian soldiers customarily rode on the outside of the BMP-1, sitting on top of the hull while in combat zones. This tactic had also been adopted by their American counterparts during the Vietnam war, when they found their own M113 APCs were vulnerable to RPG attack. It has an obvious downside on the likelihood of passenger survivability in a war-zone. The armor of BMP-1 IFVs is also insufficient to deal with AP cannon rounds - sufficiently thick armor would increase the weight of the BMP-1 considerably and jeopardize its amphibious ability. Some military analysts support the idea of returning to the concept of open-topped APCs as the armor of light AFVs cannot protect the crew from anti-tank weapons. Modern APCs are mostly used in local conflicts instead of hypothetical large-scale wars with NBC weapons.


The problem most often cited by western analysts is the design of the main fuel tank. Due to the low profile of the vehicle the designers have had to place the fuel tank between the two rows of outward-facing seats, meaning that the infantrymen sit very close to the bulk of the vehicle's fuel storage, extra fuel is carried in the hollow armored rear doors. Therefore a hit by an armor-piercing incendiary round would set the fuel contained there (especially, if kerosene is used instead of diesel), on fire. The burning fuel would move into the crew compartment, resulting in the death or injury to the infantrymen (if they are unable to leave the vehicle via the roof hatches), and a possible explosion. However, the rear door tanks are almost always empty when the BMP goes into combat as they are only meant to increase the road travel range of the vehicle. In intense war areas where the BMP sees action often and it is relatively near to its base of operations, instructions highly recommend detaching the rear door tanks from the fuel system, filling them with sand as additional protection of the troop compartment and adding fuel to the internal main fuel tank from other sources when the need arises. This was not practiced by some crews of BMP-1s during a number of local conflicts, e.g., in Chechnya, which resulted in frequent attempts by the enemy to hit the rear doors of the BMP-1s. The inner fuel tank is more vulnerable than that of many modern IFVs - the thin side armor means that penetration is likely to occur to the inner fuel tank as well.

Another potential flaw in the BMP-1 is its troop seating layout. In order to allow the infantrymen to use their assault rifles and machine guns while on the move, firing ports were installed in the sides of the hull and in the left rear door. Soldiers are seated on two back-to-back benches, mounted along the center line of the troop compartment. If hit by a more advanced type of magnetic anti-tank mine, the resulting explosion could kill the entire complement of infantrymen. In many other troop carriers, soldiers are seated on separate benches against the hull sides. This layout might prohibit the use of infantry weapons from inside the troop compartment, but in most cases the loss of life from a mine would be significantly less, although the loss of lower limbs would still be frequent. It should also be noted that most conscript soldiers do not receive much training in firing from inside the vehicle while it's moving. Even for professional soldiers, the unstabilized firing port periscopes makes it very difficult to conduct aimed fire while on the move. Nevertheless, the ability of soldiers to use their weapons from inside the vehicle is of extreme importance during urban warfare, especially, when repulsing enemy ambushes.

The BMP-1 has no air conditioning or air cooling system, its crew members and passengers suffer heavily in hot climates as its air filtration system and exhaust-ventilation fans cannot provide any comfort at high temperatures.[39] During the Yom Kippur War crews kept some of the roof hatches open. This meant that they were vulnerable to machine gun fire from higher ground. Only a few examples of the BMP-1 were intended for export - mainly to countries with a hot climate (for example, the Slovak-Belorussian "Cobra-S"), they are equipped with an air conditioning system. The cooling system for the engine is improved, as is the additional forced air cooling system of the engine compartment and radiator. The exhaust system helps to eject gases together with hot air from the engine compartment through the grille located on the right-hand side of the hull roof in front of the turret.

Equipment

The BMP-1 can make its own smoke screen by injecting vaporized diesel fuel into the exhaust manifold using the TDA engine thermal smoke generating system.[42] Later models also have an array of 902V Tucha smoke grenade launchers which can form a screen 80 m (87 yd) wide, 200 to 300 m (220 to 330 yd) in front of the vehicle.[42]
A number of BMP-1s were fitted with mountings for the KMT-10 plow-type of mine-clearing system in the early 1980s. It is installed on the front of the hull in line with the tracks. The plow weighs 450 kg (990 lb) and can be attached in 30 minutes, emergency detaching takes around 10 minutes. The KMT-10 is intended for clearing anti-tank mines under different ground conditions. It is pneumatically-driven and takes 4 seconds to switch from the traveling position to the digging position. The mine-clearing plows are very narrow, with just two digging tines, each 300 mm (12 in) wide, (the same as each track), which limits them to clearing surface-laid mines, in particular scatterable anti-tank mines. A chain mounted between the plows can detonate tilt-rod mines. Maximum mine-clearing speed is 15 km/h (9.3 mph).[12][43][44]
When the NBC protection system is configured and operating, the crew and passengers are protected from chemical weapons, biological agents and nuclear fallout by an air filtration and overpressure system which consists of the NBC filter element and the blower/dust separator.[12]
BMP-1s were equipped with one RPG-7/RPG-7V [5] shoulder-launched anti-tank rocket-propelled grenade (RPG) and five PG-7 rounds or one 9K32 Strela-2/9K38 Igla man-portable anti-aircraft missile launcher and two replacement missiles.[23] It carries 1600 rounds for two PK general-purpose machine guns.


M.D.C by Location
Soviet s class
Main Body 70 plus 100 to 250 (N.A.A.T ONLY +reactive amour add 120 per side one per side, under and front /one rear)
Tracks (2) 100 ea
Track Wheels (many) 50 ea
Engine Compartment 55
Main Gun 100
Machine Guns (2) 55
Primary weapon 100 mm short-recoil semi-automatic gun (300 round auto-reloaded rounds) use Robotech® The Masters Saga Sourcebook hover tank all same range 2 miles range ,indirect fire 6 miles
9S428 ATGM launcher for replace with medium range missile total 6 ROF 1 at a time
Secondary weapon M.D.C 7.62 mm PKT coaxial machinegun (4,000 rounds) Engine: Range 1500 miles Speed off-road 45 PMH road70 water (on top) only 10 miles per hour
Standard infrared, thermos for night ops 4000 feet

+ N.A.A.T ONLY reactive amour is protect from enemy fire and is the first to damage , after that if hit by a 17 or better on the rear or bottom engine take damage , as well as crew no reinforce cockpit ,only MDC body amour A.U.L does not have this feature

M.D.C By Location
Commercial version class
Main Body 200
Tracks (2) 75 ea
Track Wheels (many) 25 ea
Engine Compartment 45
Main Gun 100
Machine Guns (2) 25
Weapons systems port can be any MDC machine gun standard weapons x4 per sided total 8 ,payload 600 rounds
add to bonus then -2 to strike

Primary weapon 73 mm 2A28 Grom low pressure smoothbore short-recoil semi-automatic gun (40 rounds)
Damage 79 mm- 5d10 M.D( max damage 50 )
ROF one or two round burst 1d10x10
Range 1 mile
9S428 ATGM launcher for replace with medium range missile total 6 ROF 1 at a time
weapon Any M.D.C coaxial machinegun (2,000 rounds)
Engine: Range 1500 miles
Speed off-road 40 PMH road 60 water (on top) only 5 miles per hour
Weapons systems port can be any hand held weapons x4 per sided ,







M.D.C Model Type - M1A3 Abrams w/TUSK



http://upload.wikimedia.org/wikipedia/c ... 165522.jpg


Class - Main Battle Tank
Crew - 4
M.D.C By Location
Main Body base 266 M.D.C can add only 100 M.D.C but plus w/TUSK 100 to 300 M.D.C
Turret 100 plus 25 M.D.C to 65 M.D.C plus 100 to 200 M.D.C tops
120mm Cannon 120 M.D.C
Tracks (2 sets) 100 each
.50 cal Machine Gun (3) Robotech® The Macross® Saga Sourcebook
Loaders Gun Shield /turret ( 3)200 M.D.C
Commanders Turret 200 M.D.C
Speed
Ground - 67kph over the road, 48kph off-road
Range - 390km
Statistics
Height - 2.44m
Length - 9.77m
Width - 3.7m
Weight - 68.4 tons
Cargo - Minimal survival gear and personal weapons
Power System - Honeywell AGT1500C multi-fuel turbine engine replace with fission drive systems
Cost - 4.35 million dollars US
Weapons
Weapon Type –light 100mm smoothbore Cannon( use damage hover tank cannon in Robotech® The Masters Saga Sourcebook)
Payload – 50 rounds
Bonuses - +4 strike to any ground target , but can be used as ant aircraft gun elevation up 89 degrees ,but -1 going above mach 2
Smoke round blast radius blast radius 25 feet each (can be in color…or in high definition)
Tear gas round blast radius blast radius 20 feet
Infrared round: this is to be used to see in the dark for allied force in the night operations
H.E.A.P blast radius 10 feet
120 mm -4d6X10
L.E.A.P blast radius 5 feet
120 mm- 4d4x10 M.D
A.P.F.S.D.S round blast radius4 feet
120 mm -5d6 x10
H.E.A.P standard 120 mm -4D4x10 M.D
L.E.A.P standard 120 mm- 2d6x10 or 3d4x10 M.D
Smoke round blast radius blast radius 25 feet each ( can be in color)
Tear gas round blast radius blast radius 20 feet
Infrared round: this is to be used to see in the dark for allied force in the night operations
Range : direct fire 7 miles , indirect fire up to 15 miles
Weapon Type - .50 cal machine gun Robotech® The Masters Saga Sourcebook)
later 120 MM smoothbore Cannon
Damage :these are special round design to do heavy damage to ground or to air target

Type – add (x3)Mk 25 Automatic Grenade Launcher (Robotech® The Masters Saga Sourcebook)
Bonuses and penalties
-6 dodge
Systems of Note Range 5 miles
Thermal Vision -
Targeting System
Combat Computer
NBC Protection N.A.A.T ONLY Full EVA Protection
Commanders Turret is remote operated
Loaders Turret Can be Remote operated
Army telephone at rear for infantry to communicate to crew without opening the tank up
NOTE N.A.A.T ONLY
w/TUSK is the first to take damage it cover front ,sides, bottom ,w/TUSK can be add to turret and rear but to jet engine block as before 100 to 300 M.D.C ,note any damage under120 MDC or under form ANY TYPE projectile does NO DAMAGE ,IT MUST DO 121 OR MORE PLUS after that half damage from projectile or any missiles attacks ,any beam weapons full damage














Sure, as long as the use is personal and non-commercial that's fine.
Glad you like the art!

-Keith Thompson

ANTI-ARMOUR GUNSHIP Reports have begun to surface in the Eastern Wars of an unidentified "flying tank" cutting blazing swathes through the armored divisions of both sides of the conflict. Speculation is that, while it is possible that both sides are now testing the same classified hardware, it seems likely that the suggestions of a major military contractor using the war as a testing grounds for new vehicles and weaponry is most likely.
Key Features:
Twin prop rotors share a complicated gearbox that allows the blades to safely intersect when spinning.
Socketed 40mm guns can be used to engage both ground and air targets.
Socketed 60mm belt fed gun used to saturate large areas of ground surface, targeting both armour and buildings.
Ammunition drum intersects tail fuselage and can be replaced quickly during refueling.
Extended landing gear can be individually adjusted and angled to allow the gunship to land on extremely precarious terrain.


http://keiththompsonart.com/images/full/helicopter.jpg




General characteristics:
This one of best small combat drone made by NA.A.T that came out from Europe and now later in North America and finally South America . Heavy amour and deadly in combat as well as a remote control with high end communications systems for excellent remote control from a very long distance and able to get live combat awareness for the drone and other assets in the area. Able to do hit and run tactics, ambush tactics and can take a beating. They can do escort duties for air, land and sea as well as their main goal act as heavy gun ship. Simple to the point and easy to repaired in the field but the main problem for gunship is not losing them but ammo once they are out they must reload which take an amazing 45 seconds either in the air or on the ground take 30 seconds tops. But they must reload or make a kamikaze attack (if need to); they always look for the largest most dangerous strongest target in combat operations. They love by crews and hated by any one has or know it must take out first in the air. Many found the hard way that they will the loss battlefield if the gunship has controlled of the air.many at first thought it was a cyborg ....HUM maybe that a good idea too .

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

2. Combat computer: add +2 strikes main gun, +3 MDC auto cannons, +4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Communication suite ECCM and ECM ( must have skills)plus all other know to rifts earths’ laser communication 450 miles at altitude 7 miles can be link or 7 miles higher 600 miles max can link any coms to laser coms look at #16

7. Ejection systems: none cargo ammo for itself (x3 payload) 1 ton or 1 ton for supplies for troops

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 1 tons look at 7 injured or remove two persons MDC 300

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 49
Weight add: 100 pounds

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

19. When crew compartment is add a second A.I and carries all the tool and supplies for medical aid equal to a MD (type human ) can be add additional programs for other races if need ( common ) max skills 98% but look up by GM the skill remember a whole new A.I for skill GM must look

Crew: None but can be remote control, there can be crew compartment look above
Length: 19 feet
Height: 7 feet from tail, rotor s 11 feet
Width: with out rotors 7 feet, with main rotor 16 feet
Empty weight: 4 tons
Power plant: nuclear powered
Maximum fuel capacity: unlimited
Maximum speed: rotor speed 150 M.P.H, jet booster 250 M.P.H max altitude 11.5 mile = 60 720 feet

Armament
Guns: GUN POD: one 60 mm, two 40 mm
Missiles: NONE

M.D.C Status
Head sensory unit (1) 240
Main body – 800
Force field (1) 400
Rotor blades 80 each (5)
Add a second Force field (due to crew compartment look above)
Twin prop rotors (2)
Landing gear-40(5)


WEAPON SYSTEMS
Damage: note 40 MM x2, and 60 MM x1
H.E.A.P (the following is one cannon fired) pick one
40 mm -6d6 M.D, five round burst 3D6X10 M.D.C
L.E.A.P
40 mm -5d6 M.D, three round burst 4D4X10+10 M.D.C
A.P.F.S.D.S round
40 mm- 5d10 M.D, three round burst 4D6X10+10 M.D.C

H.E.A.P
60 mm -5D10 M.D, five rounds burst 4D6X10+10 M.D.C
L.E.A.P
60 mm -1d4x10/4d10 M.D, 5 five round burst 5d4x10 M.D.C
A.P.F.S.D.S round
60 mm -2d4x10, five rounds burst 5d8x100 M.D.C
Rate of fire: burst
Range:
40 mm -4000 feet
60 mm- 12,000 feet
Payload
40 mm -300 burst ( or 600 for both ) can transfer ammo from to the other in case one fail for any reason , can eject ammo drum and detonate too a very big kaboom )
60 mm- 120 burst
Bonus: add +2 to strike 40 mm, long range over 3000 feet + 5 to strike
Tail (1) 350


Hand to hand:use RIFT source book one
Rotor blades 5d4x10 M.D.C if catch one rotor (a natural 20 both blades 1d4x100), these blades are design to cut, maid and chop any
Kamikaze attack use any long rang missiles blast radius double

Combat bonus as a pilot if been control at long range 500 miles,









http://farm5.static.flickr.com/4007/470 ... be0a_b.jpg
Gravid Dropship

The MO/ST-40 Gravid is a twin-engine, medium-lift utility drop ship manufactured by India based Daruka Air and Space (DAS). The versatile Gravid enhanced the overall mobility of Earth Defense Force, due to dramatic improvements in troop capacity and cargo lift capability, and played an important role in most operations on Mars.





Medium-lift utility drop ship manufactured by India based Daruka Air and Space (DAS) became part of USA and rapid transports .this transport is fast, extremely maneuverable like a jet fighter and cargo must be heavily secure just to play it safe or cargo goes fly . Some time pilots forget it is a medium transport that instructor want pilots to fly it like a jet fighter and make sure that cargo is not well secure and love tricky rookie pilots with this .




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

2. Combat computer: add +2 strikes main gun, +3 MDC auto cannons, +4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Communication suite ECCM and ECM (must have skills)plus all other know to rifts earths’ laser communication 450 miles at altitude 7 miles can be link or 7 miles higher 600 miles max can link any coms to laser coms look at #16

7. Ejection systems: none cargo ammo for itself (x3 payload) 1 ton or 1 ton for supplies for troops

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 1 tons look at 7 injured or remove two persons MDC 300 for V.I.P if then fro anyone two human size

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

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

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

14. N.A.A.T ONLY Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 500 each
Weight add: 2 tons

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

19. When crew compartment is add a second A.I and carries all the tool and supplies for medical aid equal to a MD (type human ) can be add additional programs for other races if need ( common ) max skills 98% but look up by GM the skill remember a whole new A.I for skill GM must look

20. Full EVA systems


M.D.C
main body 500
N.A.A.T only force filed 600
MAIN wings (2) 350 each
N.A.A.T only force filed MAIN wings 600
engine (2 heavily armed ) 500 each
N.A.A.T only force filed MAIN engines
carnal wings (2)100 each
main cockpit (2) 250 each
N.A.A.T only force filed main cockpit(2) 600 each
tail 450
rear tail wings (2)100 each
N.A.A.T only force filed generators( 100 ) on each location mention

Crew: 2 pilot and copilot plus can carry 200 in basic exo-suits fully armed, or 400 injured and can handle each one easily look at # 19(a heavy armed flying hospital) , pilot are told no flying like cowboys ( or A.C.M that air combat maneuvers ).
Length: 150 feet
Height:50 feet
Width: 135
Empty weight: 20 tons
Loaded /Cargo weight: can carry up 300 tons , and up to 400 ton but at half speed
Internal cargo height 30 feet Length 100 feet ,Width 125 feet
Power plant: nuclear powered pilots endurance
Maximum speed : act like a heavy gun ship or heavy combat transport to fly hospital normal loads V.T.O.L to mech 2.5 ,super cruse ( like f 22 raptor),
Armament look below
Guns only


WEAPON SYSTEMS in the nose (front /rear turret hidden in the back same as front) it has a 180 and 380 degrees which can not been only the rounds fired
Damage: note 40 MM x4, and 60 MM x2
H.E.A.P (the following is one cannon fired) pick one
40 mm -6d6 M.D, five round burst 3D6X10 M.D.C
L.E.A.P
40 mm -5d6 M.D, three round burst 4D4X10+10 M.D.C
A.P.F.S.D.S round
40 mm- 5d10 M.D, three round burst 4D6X10+10 M.D.C

H.E.A.P
60 mm -5D10 M.D, five rounds burst 4D6X10+10 M.D.C
L.E.A.P
60 mm -1d4x10/4d10 M.D, 5 five round burst 5d4x10 M.D.C
A.P.F.S.D.S round
60 mm -2d4x10, five rounds burst 5d8x100 M.D.C
Rate of fire: burst
Range:
40 mm -4000 feet
60 mm- 12,000 feet
Payload: note carries each type of rounds for both 40 MM and 60MM
40 mm -300 burst ( or 600 for both ) can transfer ammo from to the other in case one fail for any reason , can eject ammo drum and detonate too a very big kaboom )
60 mm- 120 burst
Bonus: add +2 to strike 40 mm, long range over 3000 feet + 5 to strike


Hand to hand:
NONE!! But it can on top of a target!!!! 2d4x1000!!!! Due to weight!!!




The Stall Turn



The following maneuver can be done by F-22,
The Stall Turn ( - thank to advance computer systems software and vector thrusters systems )

http://images.wikia.com/tom-clancys-haw ... -turn2.jpg




To execute a Stall Turn, the aircraft must start in level flight and nose up to a vertical flight path until it comes to a stop. At which point the model aircraft yaws through 180 degrees, then dives and finally recovers straight and level on a flight path in the opposite direction to the entry. Entry and exit should be at the same height. Low powered aircraft types would be expected to execute a shallow dive at full throttle in order to pick up the necessary speed before commencing the maneuver. The Stall Turn will allow players to regain the offensive position.


First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, to roll on P.E due to G forces if fail they get -1d4 to strike

The Herbst Maneuver

The Herbst Maneuver (J-Turn) (- thank to advance computer systems software and vector thrusters systems )
http://images.wikia.com/tom-clancys-haw ... neuver.jpg

The Herbst Maneuver, Herbst Reversal, or simply J-Turn, is another classic post-stall maneuver. The goal of the maneuver is to quite simply reverse the aircraft’s heading angle and to complete the reversal at the same point and velocity that the maneuver was started from. The maneuver typically resembles the one illustrated; the aircraft pitches to a high AOA to stop the forward component of its velocity, puts in rudder at the top of the climb to point the aircraft down, and then dives to regain speed as it returns to the starting point, enabling a rapid direction change.


First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, and The F 14 stealth cat to roll on P.E due to G forces if fail they get -1d4 to strike if their a chance to attack but it better use for retreat

The Cobra

The Cobra(- thank to advance computer systems software and vector thrusters systems )


http://images.wikia.com/tom-clancys-haw ... Cobra2.jpg

The Cobra is yet another post-stall maneuver. The two primary characteristics of this maneuver are 1) a rapid pitch-up to near 90 degrees AOA and 2) a rapid decrease in velocity by 50-75%. (The latter is due to the fact that the aircraft is flying through the air on its tail when at 90 degrees AOA, and therefore is incurring a huge drag penalty.) The maneuver also results in an increase in altitude due to the lift generated at AOA values greater than zero.

First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, roll on P.E due to G forces if fail they get -1d4 to strike this for but it better use attacking or retreat, enemy jetfighter losses all his attack.


The Kulbit


The Kulbit (-5d4 piloting thank to advance computer systems software and vector thrusters systems )
http://images.wikia.com/tom-clancys-haw ... Kulbit.jpg

An aircraft could shoot an opponent directly behind them by extending the Cobra past 90 degrees to a full 180 degrees. The aircraft actually pitches all the way from 0 to 360 degrees AOA while flying in a nearly straight line, except for the altitude increase as before with the Cobra. This allows for ideal missile shot positioning.

First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, and The F 14 stealth cat to roll on P.E due to G forces if fail they get -1d4 to strike this for attacking only , enemy jetfighter losses all his attack
Last edited by ZINO on Mon Nov 07, 2022 11:11 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

Submarine Aircraft Carrier
http://cghub.com/files/Image/085001-086 ... alsize.jpg
The Submarine Aircraft Carrier Was going to be the prototype model for future space exploration and defense of earth solar systems and later will have room for high tech items to upgrade, U.S.A would been leading the way by 150 year than any other country on earth. The USA would adopted any other tech from it allies as time went along. More than a mile long there were a total of 12 made however that all change with coming of the rifts and lost their contain harbor . There was one man in N.A.AT that knew where to find this contain harbor but it took years to clear and, bring back up and running all 12 were their. At the time of the rifts Standard operation were to shut down everything to have a 100 % zero avoided detection, which many thought it was a nuclear war, and was left hidden for later armed force of the USA to come and turn back on. However that didn’t happen and later many thought they were fight aliens which was the down fall for the USA for not believing what they were fighting. They Submarine Aircraft Carrier contain varies advance communication systems and an advanced Artificial intelligence systems which improved control and effeteness in day to day operations, this A.I also help the captain have drill to the point that crew were well trained if the A.I fail , shut down , or was turn off by the captain and few selected crew. the design allow to put aircraft as main defense of the ship and it can act as a floating fortress if it had too ( which captain avoids un less it had to go toe to toe with another ship. The advance tech could rival to a point Ticonderoga class found in rifts under the sea page 127 due the extreme high tech systems but was not know to many in the military ranks and those that did die in the coming of the rifts. Still this was suppose for future designs and 12 were made due to the extreme tech been used at the time two were shut down due mass failures and dock for repairs. This was the reason why there were delays for Ticonderoga sister ships to come on line. This was no top secret but ultra top secret classified information. It contains even force field technology that rival tarix industries but lager scale. N.A.AT was able to get 10 out of 12 run as well as base of operation which is unknown and one main rule which has help if you go you stay there ,this way there no way of been detected . which has work for over 100 plus years !!!!!this carrier is so big it get the following data
Although runway length may be of some academic interest, in terms of usability for airline operations, a runway of at least 6,000 ft (1,829 m) in length is usually adequate for aircraft weights below approximately 200,000 lb (90,718 kg).Larger aircraft including wide bodies (Boeing 747, 767, 777, and 787); Airbus A310, A330, A340, A350 , and A380; McDonnell Douglas DC-10 or MD-11; and the Lockheed L1011 will usually require at least 8,000 ft (2,438 m) at sea level and somewhat more at higher elevation airports. International wide body flights may also have landing requirements of 10,000 ft (3,048 m) or more and takeoff requirements of 13,000 ft (3,962 m) or more add the catapults and arrester cables systems this allows to take off to be reduce by half fully load !!!!At sea level, 10,000 ft (3,048 m) can be considered an adequate length to accommodate virtually any aircraft!!!! one last note this carrier has a top and bottom deck fro underwater operation as well which many don’t know about and can supply any ships as well, making this carrier a true city in the sea!!!


http://cghub.com/images/view/85437/


http://dyatomi.cghub.com/
Crew
Ships Crew: 5200 (200 officers, 210 chief petty officers, 200 enlisted [Has a high degree of automation])
Air Wing: 1370 (1000 Pilots, 120 flight deck officers, 800 enlisted)
Troop Capacity: 1000 pilots Power Armors, 400 vehicle crew members, and 5,000 soldiers. Can accommodate 2000 people comfortably, more than that causes cramped and stressful conditions.
Robots, Power Armors, and Vehicles:
Fighter/Aircraft Compliment: 1000 pilots
Utility Tilt Rotors 500
VTOL Compliment: 500
Landing Craft: 1200
Tanks & Other Vehicles: 1000 /over 2000

M.D.C. by Location:
[1] Flight Decks (1):15,000 each
[2] Elevators (4):1000 each
[3] Superstructure: 18000
[4] Main Sensors and Communication Tower(4)1000
[4] Secondary Sensor/Comm Arrays (4)500 each
[5] Main Body 40,000
[6] Has primary and secondary force fielded 5,000 each?
Auxiliary force fielded were design with the hull to block water flooding the ship and allows crew to move thru these systems (many each has a 100 to 1000) to cover the whole ship hull. Plus the block hull door has 600 MDC plus force fielded

[1] If the flight decks are destroyed, only VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting rolls when taking off and landing.
[2] If all six elevators are destroyed, no aircraft can be moved from the hangers to the main flight deck.
[3] Destroying the superstructure will not reduce vessel's performance due to main bridge being inside of the main hull of the vessel. However, destroying the superstructure will reduce flight operations.
[4] Destroying the Main Sensors Communication Tower will destroy long range radar and communications. Vessel has backup systems equal to that of robot vehicles. As well, sonar systems are mounted in hull and are not affected.
[5] Depleting the M.D.C. of the main body destroys the ship's structural integrity, causing it to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship. If the vessel sinks below two and a half miles (4 km), the pressure will crush it, killing everyone inside - no survivors! Also engine and weapons systems built into the ship that way they be protect and had their powered systems if main power fail.

Speed:
Driving on the ground: Not possible.
Flying: Not possible.
Water Surface: 100 mph
Underwater: 50 mph
Maximum Effective Range: Can stay underwater for 5 years before needing to resurface. Vessel has advanced air scrubbing systems and power systems release oxygen from the water.
Maximum Depth: 4 miles (4 km)

Statistical Data:
Height: 200 feet
Width: 900 feet
Length: 2.5 miles or 13,300 feet
Run way / Flight Decks 11,616 feet
Weight: 1,000,000 tons fully loaded.
Cargo: In addition to battalions of armor and mechanized infantry, a brigade of regular infantry, and its aircraft squadron and ammo and equipment, the Submarine Aircraft Carrier can carry an additional 500,000 tons of extraneous cargo. Crew members and passengers have a locker (4x4x4 feet/1.2 m) for personal effects.
Power System: Nuclear; average energy life 500 years (engine has been replaced no less than 10 times)
Market Cost: Atlantis, the Coalition States or Triax would pay Trillions to anyone who captured this ship relatively intact.

Weapon Systems
Unlike other carries this ship had the beat of both worlds primary is aircrafts and secondary weapons systems are to cover all sides.
It as follows
Per side
1. Laser CIWS Turrets( 40 ) top and bottom deck total 480
2. Heavy Torpedo Tubes(1) top and bottom deck total 12
3. Cruise Missile Batteries( 1) top and bottom deck total 12
4. Counter-Missile Batteries (5) top and bottom deck total 300
5. Long-Range Missile Batteries (1) top and bottom deck total 12
6. Advanced Decoys (5) top and bottom deck total 300
7. Noisemakers (5) top and bottom deck total 300
8. heavy rail gun (10) top deck total 120

Front /aft (rear) weapons systems
Front #1 (total 30), #2 (total 6)
aft (rear) #1 (total 20) ,#2 (total 4 )
Laser CIWS Turrets: Mounted on the sides of the ship's superstructure and are fully retractable. These Close-In Weapon Systems rapid-pulse lasers design to be primarily against missiles or low-flying aircraft. The weapons are automated and track missiles with radar sensors (+9 to strike missiles, +4 to strike aircraft/ or sea ). While the ship is underwater, the weapon system can be used against torpedoes although weapon has a reduced range. The mounts have the ability to rotate 360 degrees and have a 90 degree arc of fire.
M.D.C. 120
Auxiliary force fielded 600 can fire with shields up!!!!
Maximum Effective Range: In Atmosphere: 12,000 feet Under Water: 2,000 feet ( Mega-Damage: 5D4x10 M.D.
Rate of Fire: Each turret has 6 attacks per melee round.
Payload: Effectively unlimited.


Heavy Torpedo Tubes: The ship is designed to carry torpedoes as its main offensive weapon except for aircraft. While smaller torpedoes can be fitted as well, the New Navy mostly carries heavy torpedoes that inflict maximum damage. Four torpedo tubes are mounted in the front of the sub and four torpedo tubes are mounted in the rear of the sub.
M.D.C. 400
Auxiliary force fielded 600 can not fire with shields up!!!!
Maximum Effective Range: 40 miles
Mega-Damage: By Heavy torpedo warhead type
Rate of Fire: Each tube can fire once per melee round
Payload: 128 total carry only the heaviest warheads available.


Cruise Missile Batteries: A powerful but limited missile systems. Cruise missiles have minuses to hit small targets and the ship cannot carry a very large number of them. Long range missiles can also almost get the same effect for damage as cruise missiles, making them not as useful as they once were. System can target more than one target at the same time.
M.D.C. 1000
Auxiliary force fielded 600 can not fire with shields up!!!!
Maximum Effective Range: As per cruise missile type
Mega Damage: As per cruise missile type
Rate of Fire: One at a time or in Volleys of 2, 3, 4, or per melee.
Payload: 32 total; 4 per launcher.

Counter-Missile Batteries: These launchers are mounted on the sides of the hull. Each launcher has eight cells which are at a six degree angle. The missiles will clear the sides of the flight deck so that they do not hit the flight deck. Launchers automatically reload once missiles are fired. These missile turrets fire volleys of medium-range missiles. They are designed to engage and destroy incoming missile attacks, but are also useful against aircraft, flying monsters and ground and surface targets. These launchers act as the ships middle point defense and are normally used to engage incoming air targets and missiles. Outer point defense is performed by the air compliment or escorting vessels.
M.D.C. 200
Auxiliary force fielded 600 can not fire with shields up!!!!
Maximum Effective Range: As per medium range missile type
Mega Damage: As per medium range missile type
Rate of Fire: One at a time or in volleys of two, four, or eight (Each launcher operates independently)
Payload: 8 missiles in each launcher, with missiles in each magazine for automatic reloads, for a total of Medium Range Missiles including missiles in launcher.

Long-Range Missile Batteries These launchers are used to engage enemy aircraft or missiles as well as against surface ships or land targets. All missile launchers can only be used on the surface, or from up to 30 feet (9.1 m) below the water's surface. A similar missile to the modern ASROC missile is available for launchers as well. System can target more than one target at the same time.
M.D.C. 450
Auxiliary force fielded 600 can not fire with shields up!!!!
Maximum Effective Range: As per long range missile type ).
Mega Damage: As per long range missile type
Rate of Fire: One at a time, or volleys of 2, 4, or 8 per launcher per melee
Payload: long range missiles total with per launcher.

Heavy rail gun( top deck)
M.D.C. 200
Auxiliary force fielded 600 can fire with shields up!!!!
This a quad barrel weapons systems use by a glitter boy robot unit now as a heavy anti air or sea on top can fire under water but range is 2000 feet
Maximum Effective Range: 2 miles
Mega Damage: 3d6x10 per barrel can fire one or two or three or all four!!!
Rate of Fire: burst
Payload: 600 burst plus reloads (x5)

Advanced Decoys: The submarine carries eight advanced decoy drones. They are a small automated vehicles that creates a false sonar image designed to mimic the submarine's sonar signature. It has a small propulsion system that can simulate movement (has a top speed of 10 knots) and maneuvers. 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.: 100
Effects: The decoy has an 98% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 80% chance of fooling military level sonars (like those of the Coalition), and the decoy has a New Navy 10%, Triax 75% chance of fooling advanced military sonar’s (Like those of the New Navy and Triax) and smart torpedoes.
Decoys have a duration of 30 minutes (120 melee rounds)
Maximum Effective Range: Not Applicable
Rate of Fire: Ship can launch one drone per melee.
Payload: 24 Decoys

Noisemakers: The submarine carries noisemakers to decoy torpedoes. These noisemakers are similar to those used by Coalition submarines. The noisemakers are launched from the middle of the submarine.
Effect: 98% of decoying normal torpedoes and 50% of decoying smart torpedoes.
Rate of Fire: 8 at a time (Can be reloaded in one melee)
Payload: 800 Noisemakers

Special Systems:
The submersible carrier has all systems standard on a robot vehicle plus the following special features:
• Enhanced Radar: Can identify and simultaneously track up to 364 different targets. Range: 500 miles (800 km).
• Advanced Hull Sonar System: Range of 80 miles (69.5 nautical miles / 128.7 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 32 targets at one time and has a +10% (A.I ADD +25%)to read sensor and weapon system skill rolls. Sonar also has built in communication system and sound pulse system to detect obstacles, objects, vessels and fish (schools and large animals), as well as measure distances and depth.
• Advanced Towed Array Sonar: (4)The system is basically a long and very sensitive sonar system carried behind the submarine on a long cable. Range of 250 miles (217.2 nautical miles / 402.3 km). This is an incredibly sensitive and is as powerful as the special purpose pre-rifts SURTASS system. This towed array sonar system has both a passive and active system built in. Sonar system can track up to 500 air /sea/even land target but must be at least 10 mile targets at one time.
• ESM: (4) This system is mounted in mounted in the superstructure and is extended in a similar manner to a periscope. The antenna is very hard to detect both visually and by radar. Can detect another radar system at 125% of the range of the transmitting radar.
• Command and Control Facilities: (3)The carrier carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get a +1 on sensor rolls, +1 to strike on all weapons, and +10% on communications.
• Quieted propulsion and Anechoic Coating: The ship is designed with a very quiet propeller design, the submarine's reactors make very little noise, and the ship is coated by a sonar defeating rubber coating. Without these features the submersible carrier would be very easy to detect and most of the special features are designed to prevent bonuses to detecting the vessel. The submarine is -50% to detect when traveling at less that 30 MPH and is at no penalties to detect when traveling at speeds greater than that.
• SPY-3H Three Dimensional Search Radar System (CVN-77 only): The Submarine Aircraft Carrier was fitted with the same SPY-3H AEGIS array that the Concord class cruisers and Nicole Rosette class destroyers carried. The incredibly advanced radar and computer system first developed before the coming of the Rifts. Powerful and flexible radar system that is comprised of four panels that each emit radar waves. If allowed by the horizon, the system can track out to 1000 miles and can simultaneously track and identify up to 1000 targets at one time. The system controls missile launched from the long range missile launchers and the system track and guide each individual missile to an individual target for up to 128 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike (A.I ADD +25%, +4 on initiative, and +3 to strike).
• SPX-1A Phased Array Radar System (X4) Mounted on The Submarine Aircraft Carrier class , this system very capable. Unlike systems carried by larger naval vessels, the radar system is comprised of a single array on top of the main mast. This system is smaller, lighter, and requires less power than a system of fixed panels. If allowed by the horizon, the system can track out to 1000 miles and can simultaneously track and identify up to 1000 targets at one time. The system controls missile launched from the long range missile launchers and the system can track and guide each individual missile to an individual target for up to 1000 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.(A.I ADD +25%, +4 on initiative, and +3 to strike).
• SPS-88 Phased Array Radar System Unlike systems carried by larger naval vessels, the radar system is comprised of a single array on top of the main mast. This system is smaller, lighter, and requires less power than a system of fixed panels. If allowed by the horizon, the system can track out to 600 nautical miles and can simultaneously track and identify up to 1000 targets at one time. The system controls missile launched from the long range missile launchers and the system track and guide each individual missile to a individual target for up to 1000 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts.
• SPS-49 Air-Search Radar System Long-range air search radar system. The system has a range of 600 nautical miles the radar can track up to 1000 targets simultaneously.
• Command and Control Facilities: The carrier carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get a +1 on sensor rolls, +1 to strike on all weapons, and +10% on communications. (A.I ADD +10%, +2 on initiative, and +2 to strike , +25% on communications. ).
• Combination Radar Detectors and Active Jamming System: Combination of radar detection system (ESM) and an active jamming system. The system can detect another radar system at 125% of the range of the transmitting radar. In jamming mode, causes -50% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -6 penalty to all radar guided weapons.
Last edited by ZINO on Sun Oct 02, 2011 7:24 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

http://cghub.com/files/Image/092001-093 ... _large.jpg
http://cghub.com/images/view/92343/
artist comment Helicopter gunship concept
This was the replacement for the apache and cobras gun ships for the USA military. Simple love by crews for very easy repaired in the field and in the base to work inside the gunships as well. Extremely fast, maneuverable and due to this their been several accidents due to speed. This change when they add A.I systems avoid crash and collision from the ground to missiles, rail gun and even beam weapon systems. Standard model use 3 hard points but really has four. Variable nose gun pod, deadly movable anti ground and last recent missiles allow to fire and forget systems to take down even aircraft flying under mach 4!!! It has E.C.M and E.C.C.M thanks to the A.I has the features of A-10 warthog and apache (which too many was fly before the coming of the rifts). Has built in command and control to order new target or combat situational awareness. Heavy amour like a main battle tank and this put the fear of god to any tank crews in one event 500 soviet tanks refused to this military operation when they saw this gunship waiting for them to cross the border in Europe before the coming of the rifts!! N.A.AT is the only one that will have it and not sell it to no but you can rent !!!!

http://cghub.com/images/view/92343/

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

2. Combat computer: add +2 strikes main gun, +3 MDC auto cannons, +4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Communication suite ECCM and ECM (A.I have skills)plus all other know to rifts earths’ laser communication 450 miles at altitude 7 miles can be link or 7 miles higher 600 miles max can link any coms to laser coms look at #16

7. Ejection systems: none cargo ammo for itself (x3 payload) 1 ton or 1 ton for supplies for troops

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 1 tons look at 7 injured or remove two persons MDC 300

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 each
Weight add: 100 pounds

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

19. When crew compartment is add a second A.I and carries all the tool and supplies for medical aid equal to a MD (type human ) can be add additional programs for other races if need ( common ) max skills 98% but look up by GM the skill remember a whole new A.I for skill GM must look

General characteristics
Bonus : add +25% to piloting ,add +2 to all weapons systems , +6 to auto doge if fail then second roll for dodge +3 can add any other Bonus from pilots PP ,+ 9 roll , control shot is the gun pod able to fire at 70% beyond weapons range but add +3 to strike at half damage , +4 initiative

Crew:2
Length:30 feet
Height:9 feet
Empty weight; 10 tons
Loaded weight: varies
Powerplant: nuclear powered

Performance
Maximum speed; 180 M.P.H , booster 250 M.P.H
Armament
Guns: hyper ram jet rounds RAIL GUN ROUNDS, standard M.D.C , rail guns , heavy energy weapons systems

Missiles: hard points

Weapon system wings
Damage
Range
Rate of fire
Payload




WEAPON SYSTEMS
Nose gun pod:
just like the Apache gunship where the pilot look the gun pod aim at ,pick two weapon systems

1)VATL anti-tank -6 Variable heavy laser this on top of the head unit or better yet top rear section similar to hidden until fired .this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 3d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or mecha with reflection abilities


2)Heavy ION beam cannon
Damage: 5d4x10
Range: 3500 feet
Rate of fire: hand to hand plus robots/mecha
Payload: unlimited
Note: add +2 to strike at any range

3)Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 3 miles
Payload: 3000 rounds
note can be dual barrel ,triple barrel or quad barrel
.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: 2000 rounds
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Note can be dual barrel, triple barrel or quad barrel



4)Damage: note pick one 40 MM or 60 MM x1 or heavy laser cannon
H.E.A.P (the following is one cannon fired) pick one
40 mm -6d6 M.D, five round burst 3D6X10 M.D.C
L.E.A.P
40 mm -5d6 M.D, three round burst 4D4X10+10 M.D.C
A.P.F.S.D.S round
40 mm- 5d10 M.D, three round burst 4D6X10+10 M.D.C

H.E.A.P
60 mm -5D10 M.D, five rounds burst 4D6X10+10 M.D.C
L.E.A.P
60 mm -1d4x10/4d10 M.D, 5 five round burst 5d4x10 M.D.C
A.P.F.S.D.S round
60 mm -2d4x10, five rounds burst 5d8x100 M.D.C
Rate of fire: burst
Range:
40 mm -4000 feet
60 mm- 12,000 feet
Payload
40 mm -300 burst ( or 600 for both ) can transfer ammo from to the other in case one fail for any reason , can eject ammo drum and detonate too a very big kaboom )
60 mm- 120 burst
Bonus: add +2 to strike 40 mm, long range over 3000 feet + 5 to strike
note 40 MM can be dual barrel , can pick one weapons systems

Wings: hard points



1) Missile launcher packs pick two this is called the porcupine
• Short range missiles
• Medium ranges,
• T.O.W missiles
• Rockets Grenade Launcher
• Mini missiles
• Flare/Chaff Launchers look below
Damage
Mini missiles (N.A.A.T only)
Short range missiles any type
Medium range
Long range
T.O.W missiles any long range missiles
Range all missiles varies but T.O.W missiles 2 miles
Rate of fire: 1, 2,3,4,5 or 6
Payload: look below
Mini missiles (N.A.A.T only 32)
24 short range missiles,
12 medium ranges
6 T.O.W missiles
Bonus:
+ 2 to strike Mini missiles (N.A.A.T only)
+3 to strike short range missiles
+6 to strike medium ranges
+ 6 to strike long range miles
+8 to strike T.O.W missiles
Note :
Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 each
Weight add: 100 pounds empty
Weight missiles look below

2) Heavy Auto-rotary long range missiles
Damage: varies
Long range missiles: varies
Range: varies
Rate of fire: one, any or all
Payload: 10
Note: add +6 to strike
Empty 100 pounds
Weight missiles 1000 pounds each !!

3) Auto-rotary medium range missiles or short range missiles
Damage:
Medium range missiles: varies
Short range missiles: varies
Range:
Medium range missiles: varies
Short range missiles: varies
Rate of fire: one, any or all
Payload: short range missiles 24/ medium range missiles12
Note: short range missiles add + 3 to strike, medium range missiles add +6 to strike
Weight missiles short range missiles 30 pounds each, medium range missiles 100 pounds each

4) Unguided Rockets launchers are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
Heavy explosive 1d6 M.D.C
Range 5000 FEET
Rate of fire volleys of 10 shot fired, 10 shot or 20 shot and so on or all 100 Rockets
Payload: dedicated launchers 500 Rockets, if combine with other weapons systems 200 Rockets
Weight: 2 pounds ( lds),
Bonus: under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size
Note for every 1 feet in Height add 20 more rockets

5) Grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenades Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage use only amour piercing grenade 3d6x10 for a 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 900 grenades each add 10 per every 2 feet
Bonus: add +1 to hit
Weight: 100 lds empty



7) Medium range missiles recently started to use WI-40 M fire and forget
Damage: 5d6x10 N.A.A.T, standard 2d6x10, or short range missiles any type, or any mini-missiles
Range: 10 miles, N.A.A.T 40 miles
Rate of fire 1 or any or all counts as one attack
Payload: 16
Weight missiles 100 pounds each empty 100 pounds
8) Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 3 miles
Payload: 6000 rounds
Weight 1000 pounds
note can be dual barrel ,triple barrel or quad barrel
.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: 4000 rounds
Weight 2000 pounds or one ton
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Note can be dual barrel, triple barrel or quad barrel

Hand to hand:
Rotor blades 5d4x10 M.D.C if catch one rotor (a natural 20 both blades 1d4x100), these blades are design to cut, maid and chop any
Kamikaze attack use any long rang missiles blast radius double
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

692 seen this hum what up any ideas or is that bad???
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 here to announced my husband has fallen very ill due to allergies , when he is better he will continue putting stuff up. hopefully by Monday
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

thank you I am back been down with Asama like allergic plus flu like illness ( turn out to be the Dame allergic related ) which was case by mold in my bed room that cover two wall of mold !!!! cloud net see the dame thing till my started to poke around the bedroom and no pun intended .and I have some toy coming in to post
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 are very common in small man mercenary unit or security defense in north America

No worries, I have been preoccupied with end of the semester finals during the past week.

If I understand you correctly, I don't think I would have a problem with you reposting my work. Generally, I release artwork under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License (details here: http://pyrosity.deviantart.com/
)



http://th02.deviantart.net/fs70/PRE/f/2 ... 37b108.jpg
ARTIST COMMENT
Much, much happier this time around. This is the second time I've redesigned this thing, and I think I've hit it where I want it to be now.
The VTOL-6 Claymore is a big, heavy helicopter, somewhat similar to the Hind but not explicitly a military chopper. It began its life as a multi-role utility chopper. It served the ITG most prominently in search and rescue, long range maintenance, and general transport roles. Regular Civilian versions lacked the ventral machine gun position, which was installed specifically for the ITG so that they could operate more safely in conflict-heavy environments around the world.
After the forming of the Coalition, most of the ITG Claymores were pressed into service as military transports. Not long after that, the "Bastard" variant was developed, which was designed to mount a rapid 80mm cannon along with hardpoints for some secondary missile armament, generally consisting of two 24-round rocket pods. The Bastard utilized secondary and tertiary cargo holds for storing munitions, so personnel transport capability remained.
Though lacking the tactical flexibility of an attack helicopter's wide-tracking turret gun, the Bastard proved to be useful as a long range "sniper" unit, able to accurately engage targets several kilometers away, due to the cannon's gyro-stabilized mounting. All Claymores also enjoyed a sturdy airframe with decent armor, though they were a bit maintenance-heavy for their class. They are also reportedly awkward to fly, requiring special training to effectively pilot - especially in combat. Their worst drawback, though, was the cost of construction - the Claymore was an expensive helicopter to build. Fortunately for the ITG, their immediate access to deep fossil fuel deposits gave them the buying power to field an exceptional number of Claymores, such that they became an iconic part of the ITG's public face.



For the curious, previous iterations (first, then second):


Kingdom of Tarnow for been surrounded by the Brodkil Empire doesn’t help from NGR , N.A.A.T is the loop hole able to work something out a dedicated gunship from rift earth past or it seem( earth alright but not rifts earths).this gunship The VTOL-6 Claymore as it call is the most heavy armored gunship on rifts earth no expense was made for the first prototype which one mass produce( already been made and done ) it will be cheaper to make and Maybe on the market. This gunship is design to stand alone and give support from air to ground as well as air to air will make the terror for Brodkil Empire troops and any monster army that attack Kingdom of Tarnow. They either act as main defense network or hold the line for retreat. N.AA.T has made sure they have in North America in their hidden base since they are help Kingdom of Tarnow built there defenses and to avoid or slow down the Brodkil Empire monster army and avoided the massacre in Wroclaw. Which is in the minds of many citizen of Kingdom of Tarnow which has help N.A.A.T set a base of operation and several out post as well , it also decided not to have the third base of operation in Kingdom of Tarnow and look else where in Europe . For N.A.A.T has set base in NGR and in Kingdom of Tarnow but need thirds base of operations to run in Europe. Due to VTOL is able to hide better than an aircraft but it becomes high target for any fly monster in Europe.



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

2. Combat computer: add +2 strikes main gun, +3 MDC machineguns, also add +2 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. N.A.A.T Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 80 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the back of legs and rear total look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240(x3)
Weight add: 1 tons

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

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

20. Laser guided anti missile systems: one in front, sides, rear and top each does 1d4x10+8 per hit range 3500 feet roll to shot down missiles of ant type from any sides +9 to shot down only .

M.D.C

Main body 250 military 350
Reinforce cockpit (2) 120
Main rotor 150 each (4)
Tail 250
Tail rotor 50
Side doors (2) 120
Side /under belly amour 250 (x3)
80 MM cannon 200 each(2)
Wing ( not shown ) 100 each (2)
N.A.A.T force filed 600 - Kingdom of Tarnow 240

Stats
Height: 20 feet
Length: 89 feet, 120 with cannon
Depth rotor 50 feet , fuselage 15 feet
Range: commercial 500 miles , military battery powered 2 weeks , nuclear 1 or more
Speed:
Flying 200 MPH


Four per wings hard points plus 80mm cannon
Weapon system 80mm cannon
Range 2 miles
Rate of fire: single shot or dual burst ( from one 80 mm cannon can fire both )
Payload: 100 round each
Bonus : at ranges 0f 2000 feet or better add +4 to strike
Damage look below
80mm cannon standard rounds
H.E.A.P
80 mm -2D4x10 M.D
L.E.A.P
80 mm -1d6x10 M.D
A.P.F.S.D.S round
80 mm -2d6x10


70MM 3D4X10
80MM 2D6X10
90MM 4D4X10
100 MM 3D6X10
110 MM 5D4X10
120MM 4D6X10
130mm 5d6x10

RAIL GUN TECH
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!!!! Can do air burst but half damage !!!
80MM 2D6X10

LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better, always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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






Wings extended: add four hard point plus 80 MM cannon
Plus pick one below
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 1000

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

Standard in wings Weapon system unguided Rockets are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
First generation M.D.C unguided Rockets 1D6
Second generation M.D.C unguided Rockets look below
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 3000 FEET Second generation M.D.C unguided Rockets 12,000 feet
Rate of fire:
Volleys of 10 shot fired First generation M.D.C unguided Rockets
Second generation M.D.C unguided Rockets one or any or all
Payload: 24 PER POD (x4 N.AA.T) OTHERS (X2)
Weight: 2 pounds ( lds), For a 1d6 M.D.C , Second generation M.D.C unguided Rockets
5 pounds each
Bonus: First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size , Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties, blast radius time three use mini missiles blast radius

Weapons systems: only N.A.A.T has these weapon systems
grenade Launcher (x4) is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the Mecha a total 12 Automatic grenade Launcher
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 500 grenades each TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Standard
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 each (x2) plus in main body (x2)


Rear weapon systems pick one above




No worries, I have been preoccupied with end of the semester finals during the past week.

If I understand you correctly, I don't think I would have a problem with you reposting my work. Generally, I release artwork under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License (details here: http://pyrosity.deviantart.com/
)


http://fc08.deviantart.net/fs70/f/2011/ ... 36uku9.jpg


Description
N.AA.T was using this poor man tank for over 100 year’s heavily armored vehicles. However many were lost during the years of service in North America, Europe and South America many been replace by other vehicles , bot ands so on. However and many other private security forces, many call it battle truck. They are fast heavily armored and able to give direct fire support or indirect fire support and vital in the massacre in Wroclaw.
That where Kingdom of Tarnow come into play.
Kingdom of Tarnow for been surrounded by the Brodkil Empire doesn’t help from N.G.R , N.A.A.T was able to work something out a dedicated mecha from rift earth past or it seem( earth alright but not rifts earths).this battle truck as it call is the mostly heavy armored on rifts earth not expense for mass production ( already been made and done ) it will be cheaper to make and Maybe to sell in the market. This battle truck is design to stand alone and give support from air to ground as well as air to air will make the terror for Brodkil Empire troops and any monster army that attack Kingdom of Tarnow. They either act as main defense network or hold the line for retreat. N.AA.T has made sure they have in North America in their hidden base since they are help Kingdom of Tarnow built there defenses and to avoid or slow down the Brodkil Empire monster army and avoided the massacre in Wroclaw. Which is in the minds of many citizen of Kingdom of Tarnow which has help N.A.A.T set a base of operation and several out post as well , it also decided not to have the third base of operation in Kingdom of Tarnow and look else where in Europe . For N.A.A.T has set base in NGR and in Kingdom of Tarnow but need thirds base of operations to run in Europe. The battle truck is been sold in Germany, North America and South America as well as cheap tank but does a great job doing it role .

Features
1. can add Radar: 5 miles or 45 miles Weight add: 1 to 2 tons cost 2000 credit

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton cost 1000 credit

3. Laser targeting add +1 to all weapons systems cost 1000 credit

4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 1 to 2 tons cost 1000 credit

5. External audio pick up: same as robots cost 1000 credit

6. Spotlight range 1 mile optional cost 500 credit

7. Ejection systems: 1 ton add cost 4000 credit

8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons cost 5000 credit

9. Voice actuated locking systems cost 5000 credit

10. Complete environmental pilot and crew compartment Weight add: 2 tons cost 5000 credit

11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons cost 4000 credit

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

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

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so cost 100000 credit


15.Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level
Need cyber jack cost 1000 credit

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!!!! cost 10000 credits

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons cost 2000 credit each



18. 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 !!!

19. basic EVA systems cost 20000 credits( back up for some)




Stats
Height 16 feet
Length 20 feet
Width 11 feet
Weight: 6 tons empty
Cargo: up to 20 tons fully loaded 26 tons max (speed reduce by 45% ,-10 piloting, -1 dodge

M.D.C Stats
Pilot cabin- 250
Crew compartment -250
Main body:350
Front bumper:200
Turret;350
Culpa (remote control) 50
Armored wheels (6)- 50
Side doors (2)100
Rear hatch (1)100
Belly/Under armored 240
Front engine armored 300
Engine 200
Head lights 10 (2)
NA.A.T force filed 600 other 240
NA.A.T force filed generator 100




Turret main gun
First generation 120 MM
Damage: 1d6x10
R.O.F: single shot, dual shot 2d6x10
Range: auto reloader systems; single shot, dual shot
Payload: 300 rounds

Turret main gun
Second gernartion
L.E.A.P

80 mm -5D10 M.D( max damage 50 ) dual shot 1d10x10
90 mm -1D6X10( max damage 60 ) dual shot 2d6x10
100 mm -2D4X10 M.D( max damage 80) dual shot 4d4x10
120 mm- 1D10x10M.D ( max damage 100) dual shot 5d4x10
130 mm -2D6X10M.D( max damage 120 ) dual shot 4d6x10

H.E.A.P
80 mm -1d6x10 M.D (max damage 60 ) dual shot 2d6x10
90 mm- 2d4x10 (max damage 80) dual shot 4d4x10
100 mm -1d10x10 M.D (max damage 100) dual shot 5d4x10
120 mm -2d6x10 or 3d4x10 M.D (max damage 120 ) dual shot 4d6x10
130 mm -4d4x10 or 2d8x10 M.D (max damage 160) dual shot 4d8x10

A.P.F.S.D.S round
80 - mm -2d6x10( max damage 120 ) dual shot2d6x10
90 mm -4d4x10 ( max damage 160) dual shot 4d8x10
110 mm -3d6x10 M.D( max damage 180) dual shot 6d6x10
120 mm -4d6x10 ( max damage 240 ) dual shot 8d6x10
130 mm -5d6x10 M.D( max damage 300 ) dual shot 1d6x100

Rail cannon
80MM 2D6X10 dual shot 4d6x10
90MM 4D4X10 dual shot 4d8x10
100 MM 3D6X10 dual shot 6d6x10
110 MM 5D4X10 dual shot 4d8x10
120MM 4D6X10 dual shot 8d6x10
Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better, always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range
First generation 120 MM : 2 miles direct line of fire , 3 indirect line of fire
Second gernartion
80 mm 5000 feet direct line of fire , 2miles indirect line of fire
90 mm miles 1.5 miles direct line of fire , 3 miles indirect line of fire
100 mm miles 2 miles direct line of fire , 3 miles indirect line of fire
120 mm miles 2.5 direct line of fire, 4 miles indirect line of fire
130 mm miles 3 direct line of fire, 4 miles indirect line of fire
R.O.F: single shot, dual shot
Range: auto reloader systems; single shot, dual shot
Payload: 300 rounds, plus 200 more
Other round : smoke ( any color) ,tear gas , sensory warheads allows to read an area while fly a 5 miles radius ,on the ground 2.5 miles for each look at features above
Note can not fire and move at the same time must stop ( there is a saying among these combat truck drivers or battle trucks pilots “ stop and shot ,always stop and go, this is life just like a sniper!!!!!!! )


Weapons systems culpa (1)
One to main gun (5) front 30 calibers and (5) .50 calibers
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Weapons systems
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »


from *Q-tan-chan
to ~unspacy
Sure

http://q-tan-chan.deviantart.com/




http://fc05.deviantart.net/fs29/f/2008/ ... n_chan.jpg

I am telling that NOT A P51 but a!!!!..... Then radio silence
Last word of a coalition sky cycle pilots


Description
The first change able robot to plane simple easy to make this has thrown a game changer in Europe and N.A.A.T was able to do with the help of NGR retired engineers and help from Japan secretly without Triax known any better. This is a classified mecha that no one tell about or your six feet under or the pilot of this wonder weapon .


Features

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

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a three long range missile war head the most powerful in that part of rifts earths Weight add: 3 tons

9. Voice actuated locking systems

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

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so


15.Any female pilot or partial Borg get a plus 1d4 to initiative plus a +3 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +6 total 5 Arm shields
Male pilots get this at third level

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240( one per leg and two in main body )
Weight add: 500 pounds

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


19. None: A.R.A.M advance radar absorption material reduces radar cross get -20 to detecting

20. None: ECCM attacks: by using microwave burst
Damage: none just Electronics will be
1) Destroyed if they are harden equipment roll 1 to 10 harden equipment , destroyed must be replace or repairs on 11 to 20 ,
2) if harden equipment 1 to 10 reduce by -1d10 X10 % range or get negative skill roll penalty 11 to 17 disable 18 to 20 critical hit must be replace or repairs if you can fix on the air or the ground

Bonus: add + 9 to strike due not seen plus weapon systems, W.P , plus pilots strike range attacks
Penalties: takes half all the attacks
Range: 40 miles

Bonuses and penalties for Combat Stealth mecha , add +3 initiative for conventional radar , and other E.C.M combat or E.C.C.M combat , add +4 roll , ADD +9 to dodge to missiles ,add +2 attacks to surprise attacks , when under attack by using missiles against Combat Stealth Harrier mecha get -4 to strike but not to mini-missiles!!! Add + 35 to piloting skills plus pilot skills and Bonuses as well can go over 100% add 2 attacks plus 1 more attack at level 5 , helmet-mounted display system (H.M.D.S) displays and selects targets add+2 to strike with all missiles , add +3 initiative with helmet ,when doing a surprised attack the F-24 can not be found for 1d4 +1melee, the Combat Stealth mecha can do E.C.C.M attacks by using microwave burst to a target at long distance , to be detected -2d4x10+10% convectional , or alien , but allies -1D4X10

21. Special jammer systems: this a new recovered these that USA had able to jam any video recoding devises and are the frits anti – TOW systems able to jam video link (-8) to any missiles add this as well

22. None: Special adaptive camouflage systems: similar to N.E tech this work in the fly or standing still at 90% if walking /running at a 50%

21. Must have the following skills Airplane, Jet Aircraft, Airplane /Fighter Combat Elite, Air-to-Air Combat, Jet Packs (for solider mode) , Robots & Power Armor, Robot Combat: Elite (SPECIAL) and get only 10% plus IQ (if any) plus base skills

22. A.I IQ 30 plus add skill Rifts - Sourcebook 1 - Rifts Sourcebook get standard program but replace pilot automobile with pilot Jet Aircraft, plus gets general military skills , two Communication programs all at 94 % plus IQ but help negates penalties add 15% Cryptography. Electronic Countermeasures, Laser Communications, Microwave Communications, Optic Systems, Radio: Advanced, Radio: Scramblers, Sensory Equipment, Surveillance Systems and get pilot related in rifts earths plus Weapon Proficiencies program all W.P. Heavy energy weapons and gets the following W.P. Grenade Launcher, Heavy, Sword, W.P. Heavy M.D weapons , blunt and shields



Stats
Fighter mode
General characteristics
Crew: 1
Length: 32 ft 3 in (9.83 m)
Wingspan: 37 ft
Height: 13 ft 4½ in tail wheel on ground, vertical propeller blade.
Wing area: 235 ft
Empty weight: 8000 pounds
Max takeoff weight: 28000 pounds
Power plant: nuclear powered N.A.A.T, fossil full 1,650 miles with external tanks featured wingtip fuel tanks to increase combat range or 2 week battery powered
Maximum speed: 550 mph
Cruise speed: 362 mph
Stall speed: 60 mph

Solider mode
General characteristics
Height 28 feet
Length 18 feet
Width 12 feet

Speed
Walking: 5 to 15 MPH
Running: 150 MPH
Hover yes
Fly: 220 MPH

Mecha / robot Stats
Main body: N.A.A.T: 450, other knocks off: 250
N.A.A.T Force field Main body: 600 other 240
Arms upper: 250
Fore arms: 200
N.A.A.T Force field Arms: 600 other: 240
Upper Legs: 250
Lower Legs: 200
N.A.A.T Force field Legs: 600 other: 240
Feet” 150
Propeller: 75 each
Reinforce cockpit compartment 200
N.A.A.T Force field Reinforce cockpit compartment: 600 other 240


Armament
• 6× M.D.C Heavy machine guns optional 2 per side in main body 4 total or 10 M.D.C Heavy machine guns
• 4× hard points for up to 2,000 pounds per hard point ( that 20,000 pounds total or half per wing) plus one at the tip total per wing 5 both wings 10
Weapons systems wings pick one weapon systems from #1 to #6
Type Damage:
Varies look below
The famous .30 caliber and 50 caliber machine gun famous for fire powered and been cheap
M.D.C Heavy machine guns
Heavy M.D Machinegun: pick one below
#1).30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
short burst TWO FIRED 4d8 ,FOUR FIRED 8D8 , SIX FIRED 2d4X10 ,TEN FIRED 4D4X10
medium burst, TWO FIRED 5d10 +2, FOUR FIRED1d10x10+4, SIX FIRED 4d4x10 , TEN FIRED 4d6x10+20
long burst TWO FIRED 2d4x10, FOUR FIRED 4d4x10 SIX FIRED 4d6x10TEN FIRED 5d8x10
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 3 miles
Payload: 800 each x6 4800 or 8000

#2).50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
Short burst TWO FIRED 6d6, FOUR FIRED 1d6x10+12 , SIX FIRED 1d10x10+8 TEN FIRED 3d6x10
Medium burst TWO FIRED 1d6x10+12 FOUR FIRED 3d4x10 SIX FIRED 5d4x10TEN FIRED 6d6x10
Long burst TWO FIRED 2d6x10, FOUR FIRED 4d6x10 , SIX FIRED 6d6x10 TEN FIRED 10d6x10
R.O.F: as above
Range : 3 miles
Payload: burst as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun


#3)This weapon will be the most hated weapon for coalition /alien/monster in rift earth .BUT will be the simplest M.D.C weapon to make and use against to a coalition /mecha/ alien/monster forces. They are capable of doing damage to infantry all the way to a mecha. This will be the bane for coalition /alien/monster in rift earth and later will be used by private companies which will be copied by other companies as well. They will be hated and needed at the same time.

Below the AK series this type the one on top is a standard AK MG light (AK light machinegun) .
It shows standard two drum clip and it will first used by the N.A.A.T elite squads. And by Allies forces later called N.A.A.TAND Allies will call the AK light machine gun simple and effective; however the down fall is reloading the dame thing takes two 30 seconds to reload, after that well it can take a punch and give it back. Final some companies in 1 year will copy this simple weapons systems and the rest will be history

http://i686.photobucket.com/albums/vv23 ... 1295581178


Length: 4 feet
Range: 3500 feet
Damage: AK MG LIGHT varies
R.O.F: varies
L.E.A.P round
• 1D4 M.D.C single shot ( 1) TWO FIRED 2d4 ,FOUR FIRED 4d4 , SIX FIRED 4d6 ,TEN FIRED 1d4x10
• 3d4 M.D.C three(3) round burst TWO FIRED 4D6 ,FOUR FIRED 8D6 , SIX FIRED 2D4X10 ,TEN FIRED 4D6X10
• 4d6 M.D.C six(6) round burst TWO FIRED 8d6 ,FOUR FIRED 2d4x10 , SIX FIRED 3d4x10 ,TEN FIRED 4D6X10
• 1d4x10 +8 twelve (12)round TWO FIRED 2d4x10, FOUR FIRED 4d4x10, SIX FIRED 4d6x10 TEN FIRED 5d8x10

H.E.A.P
• 1D6 M.D.C single (1) ) TWO FIRED 2d6 ,FOUR FIRED 4d6, SIX FIRED 6d6 ,TEN FIRED 1d6x10
• 2D6 M.D.C (3)-short burst TWO FIRED 4d6 ,FOUR FIRED 8d6 , SIX FIRED 1d6x10 ,TEN FIRED 2D6X10
• 3d6 M.D.C three (3) round burst TWO FIRED 6D6 ,FOUR FIRED 1d6x10 , SIX FIRED 2D4X10 ,TEN FIRED 3D6X10
• 5d6 M.D.C six (6) round burst TWO FIRED 1d6x10 ,FOUR FIRED 2d6x10 , SIX FIRED 4d6X10 ,TEN FIRED 5D6X10
R.O.F: single shot, or varies burst
Payload: AK MG
Standard clip : two barrel clip 280 rounds total 560 x6 3360 x10 5600
Weight 20 pounds fully loaded

#4)RAIL GUN TECH
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!!!!

15 MM 5d6 EACH 5d6 M.D ( max damage 30 ) TWO FIRED 1D6X10 ,FOUR FIRED 2D6X10 , SIX FIRED 4D6X10 ,TEN FIRED 5D6X10

Range: 1 mile
Rate of fire single shot only
Payload: 500 x6 3000 x10 5000
Note: 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/ rounds(incendiary S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

#5) STANDARD
L.E.A.P10 mm -3d4 M.D ( max damage 12 )
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
H.E.A.P10- mm -3d6 M.D (max damage 18)
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
A.P.F.S.D.S round10 mm -5d6 M.D ( max damage 30 )
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
Range: 1 mile
Rate of fire single shot only
Payload: 500

#6) Weapon system:
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage use only amour piercing grenade 3d6x10 for a 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 900 grenades each add 100 per every 2 feet
Bonus: add +1 to hit
Weight: 100 lds empty



Leg weapon systems
Weapon system hidden hip missiles (x2)
Damage: varies
Range: varies
Rate of fire1 any all
Payload: 24 each orb short range missile 12 or 6 fire and forget medium range missiles
Bonus: varies

Or #6


Weapon systems any handle rail gun / beam gun can have up to four
Damage: varies
Range: varies
Rate of fire: varies
Payload: any ballistic x4 payload, nuclear powered or battery unlimited, fossil fuel payload as is but will have 4 clip for each hand gun/rifle


Optional nose cannon
L.E.A.P10 mm -3d4 M.D ( max damage 12 )
Burst: two round Burst 4d6 , three round Burst 1d6x10+, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
H.E.A.P10- mm -3d6 M.D (max damage 18)
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
A.P.F.S.D.S round10 mm -5d6 M.D ( max damage 30 )
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
Range: 1 mile
Rate of fire single shot only or Burst:
Payload: 500

Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst

Or Weapon system:
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage use only amour piercing grenade 3d6x10 for a 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 900 grenades each add 100 per every 2 feet
Bonus: add +1 to hit
Weight: 100 lds empty


Gun pod
L.E.A.P10 mm -3d4 M.D ( max damage 12 )
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
H.E.A.P10- mm -3d6 M.D (max damage 18)
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
A.P.F.S.D.S round10 mm -5d6 M.D ( max damage 30 )
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
Or
Any rail gun can be add payload foe any beam types time 10, ballistic type payload time three
Range: 1 mile
Rate of fire single shot only
Payload: 500

Hand to hand P.S robotic 30
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

http://i686.photobucket.com/albums/vv23 ... 1303941492


if anyone know who is this let me , if you wish remove picture will do



Description
This was once the king of the battle in per-rifts earth, before the glitter bot was made this robot severe the U.S.A, Germany and Canada in the Middle East war. This was due to new technology made them less dependent of fossil fuel. And Middle East organization OPEC a well known Global organization dedicated to stability in and shared control of the petroleum markets at that tire to stop new technology from emerging at any cost was the cause of a global war for a short time of 3 years . it cover the deserts of the middle east to African Congo to south American jungles to the panama canal to urban combat to fight and on top of the world . This mecha was there covering battlefield after battle battlefield. It stops many frontal attacks and indirect attacks. The only thing this could do was stop terrorism attacks to a certain degrees it was not design for but it mange to do so back MDC infantry it made a staple name for it self and to the world . But good thing must come to an end even this mech or robot was replace by the S.A.MA.S and glitter bot robot , still left forgot only to be found by a desperate mercenary army for transportation call N.A.A.T found deep somewhere in northern Americas ,Europe and even south America and to the coalition surprise knowing this was the first robot design to come into the age of the M.D.C A age .

Features all feature are rift earth updated
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons

9. Voice actuated locking systems

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

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

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

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

14. N.A.A.T ADD Special reactive amour and N.A.A.T add force field: able to reflect any beam or physical attack range weapons (no damage) 250 or less to any location this applies to Force field as well. On the second hit is 245 M.D.C and third hit 240 M.D.C and so


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

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

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

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

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

20. Basic EVA systems (back up)

21. This the only mecha that come with heavy combat armored, which is deign to protect and very comfortable as 7 light basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x5 , jump add 22 feet ,prowled - 5% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 120 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only

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

23. Special coms suite for 7 heavy basic exo-suit must be at least 1000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%


Stats
Height 26 feet
Width 21 feet
Length 15 feet
Empty 30 tons
Speed
Walking 5 to 9 PMH
Running 50 MPG
Jump 120 feet max with thruster 500 feet
Limited fight : 100 MPH max height 3000 feet
Legs upper 450 each(2)
Lower leg 500 each (2)
Feet 275 each (2)



M.D.C Stats

Main body -750
Arm weapon (2) 250
Shielded mounted 250 each weapon
Grenade Launcher 120 each
Optional Left arm HEAVY Solid LASER 200 each
Right shoulder mounted missiles systems or Unguided Rockets 200 each
Rear pack missiles systems: short range 300 each
Rear heavy M.D.C Machine gun systems 120 each
Left mounted shoulder missiles systems 220
Groined mounted missiles systems (Triax design) 230
Optional hip mounted heavy M.D.C Machine gum systems120
Robot arms 120 each (2)
Heavy reinforce cockpit 450 (1)
Heavy reinforce crew cockpit 350(1)
Thruster built into the robot N/A
N.A.A.T add force field 600 primary systems
N.A.A.T add force field 300 secondary systems
N.A.A.T add force field 150 auxiliary systems
N.A.A.T add force field 100 emergency systems
Weapon system
Right arm heavy rail gun and under barrel particle bean cannon ,it most powerful weapon is not the beam but the extreme rapid fire this auto cannon it has, which will make any robot pilot wet their pants . when they heard the roar of these rapid fire auto cannon can do.
Purpose anti-fortifications
Purpose anti tank
Damage
Third generation
RAIL GUN TECH
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!!!!

50MM 2D4X10 OR 1D8X10
burst: two round Burst 4d4x10, three round Burst 4d6x10, four round Burst4d8x10. Five round Burst 5d8x10 , six round Burst 6d8x10 , 10 round Burst 2d4x100 or 1d8x100

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 that 5d4 x 1 to 4 melee per hit or 1d4 melee per hit !!!!

Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
Range: 2 miles
Rate of fire: Burst
Payload: 1000 rounds


2 generation auto-cannon standard rounds
L.E.A.P
50 mm -5d6 MD( max damage 30 )
Burst: two round Burst 1d6x10 , three round Burst 2d4x10+10 , four round Burst 2d6x10. Five round Burst 4d4x10, six round Burst 3d6x10, eight round Burst 4d6x10 , 10 round Burst 5d6x10 , 20 round Burst10d6x10 or 1d6x100 , 40 round Burst 2d6x100 , 60 round Burst 3d6x100

H.E.A.P
50 mm -6d6 MD (max damage 36)
Burst: two round Burst 1d6x10+12 , three round Burst 1d10x10+8 , Five round Burst 3d6x10 , six round Burst 5d4x10+16 , 10 round Burst 6d6x10 , 20 round Burst 1d6x100+120 , anything higher jams

A.P.F.S.D.S round
50 mm -1d6x10 MD( max damage 60 )
Burst: Two rounds Burst 2d6x10, three round Burst 3d6x10, four round Burst 4d6x10. Five round Burst 5d6x10, six round Burst 6d6x10 , eight round Burst 8d6x10 , 10 round Burst 1d6x10 , 20 round Burst 2d6x100 , 40 round Burst 4d6x100 , 60 round Burst 6d6x100


First generation auto-cannon
RAIL GUN TECH
50MM 1D4X10
Burst: two round Burst 2d4x10, three round Burst 3d4x10 , four round Burst 4d4x10 . Five round Burst 5d4x10 , six round Burst4d6x10 , eight round Burst 4d8x10, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
L.E.A.P
5d4 MD
Burst: two round Burst 1d4x10 , three round Burst 3d4x10 , four round Burst 4d4x10 . Five round Burst 5d4x10, six round Burst4d6x10, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst
H.E.A.P
3d6 MD
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst

A.P.F.S.D.S round
50 mm -5d6 MD
Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst


Right Under barrel particle bean cannon
Damage: 5d6x10
Range: First generation and 2 generation standard rounds auto-cannon 19,000 feet Under barrel particle bean cannon 3 miles
Rate of fire: hand to hand plus robot as well
Payload: unlimited
Bonus: if the damage exceeds or passes the MDC or EVEN SDC target then it goes right thru the target to anything behind until it reach equal or higher stats of damage
Plus 50 of short out military vehicle with 250 MDC or less
The auto-canon take the glitter boys boom penalties and triple it fire a burst
Can fired both at the same time!!!1


Optional Left arm
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube PICK TWO
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 400 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following standard
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total



Optional Left arm
HEAVY Solid LASER
Damage: 5d6x10
Range: 2 miles
Rate of fire: hand to hand by pilots
Payload: unlimited
Bonus: if the damage exceeds or passes the M.D.C or EVEN S.D.C target then it goes right thru the target to anything behind until it reach equal or higher stats of damage. Example A target has 200 M.D.C to main body but the damage natural roll 210 then damage hit the main body blow up but goes right thru target if it doesn’t have a reinforce cockpit , but let say it does has a reinforce cockpit of 150 M.D.C sorry still goes thru if pilots has MDC amour (of 50 M.D.C) take full damage sorry still goes thru and hit a glitter boy first half damage but get full knock down table of 210 M.D.C. critical hit standard so if it had a critical that 210 M.D.C now becomes 420 M.D.C same rules applies

Weapon system
Mini missiles
Right shoulder mounted missiles systems
Damage
Mini missiles any type
Rocket look below
Range: varies
Rate of fire: one or any or all
Payload: Mini missiles 24
or rockets
Unguided Rockets
Are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
First generation M.D.C unguided Rockets 1D6
Second generation M.D.C unguided Rockets look below
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 3000 FEET Second generation M.D.C unguided Rockets 12,000 feet
Rate of fire:
Volleys of 10 shot fired First generation M.D.C unguided Rockets
Second generation M.D.C unguided Rockets one or any or all
Payload: 24 PER POD (x4 N.AA.T) OTHERS (X2)
Weight: 2 pounds ( lds), For a 1d6 M.D.C , Second generation M.D.C unguided Rockets
5 pounds each
Bonus: First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size , Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties, blast radius time three use mini missiles blast radius

Weapon system
Rear pack missiles systems: short range
Damage: any type
Damage: varies
Range: varies
Rate of fire: one, any or all
Payload: 24

Rear heavy M.D.C Machine gun systems : (x3)

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

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

Weapon system
Left mounted shoulder missiles systems
Standard medium range missiles, or fire and forget or N.A.A.T
Damage
Any rifts missile
N.A.A.T 5D6 X10
Range :Any rifts missile VARIES
N.A.A.T 10 MILES
Tow 6 MILES
Rate of fire :ONE OR ANY OR ALL 8
Payload 24
Bonus : VARIES

Groin mounted missiles systems (Triax design)
Type short range missiles, mini missiles or rockets
Damage; ANY TYPE
Range: VARIES
Rate of fire: ONE ANY OR ALL
Payload;24
Rockets look above

Optional hip mounted heavy M.D.C Machine gum systems : (x3)
Heavy M.D Machine gun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

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

Hand to hand P.S 30 robotic
This is the small arms
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

Artist comment
An idea I had about a mercenary raiding a genetics facility for a crate of modified cats for some reason. Probably a lump sum of cash from a rival group.
Mostly though i just thought it'd be funny to have a whole lot of ruckus over a box o cats and worked in a mech theme.



for the following alert
free Quebec coalition states Ishpeming Columbia Arzno The Great Trade Road Combat Medical services Air Superiority ,Inc King dale Northern gun , Tolkeen
German Black market (G.B.M)
D-bee militia force (or DMF)

Attention ….. Attention…. This is a level one ALERT!!!!! This is not a drill …. Attention ….. Attention…. This is a level one ALERT!!!!! We found unknown rebel force in North American, they attacking high level targets in Canada, North America, and new west and as far as Columbia. They have mostly coalition targets at first, they very trained fighter on land, air, and even at sea. However the sea operation are unconfirmed as of yet, still we notified the coalition, free Quebec a and other a local governments .Finally to merc town if you find any information and can confirm bases of operations or military operations in the areas with the following vehicles . You must have video and audio confirmation to be study and analyzed to confirm data; IF it is true then we paid just for the data 100,000 credits, shot down a jetfighter 250,000 credits, and capture a pilot alive 500,000 credits, find base of operations 1,000,000 credits , any land military vehicles 400,000 credits , capture any crew 350,000 all transaction are final and any disable robot vehicles 1,000,000 alive add 1,000,000 . Attention…. This is a level one ALERT!!!!! This is not a drill …. Attention ….. Attention…. This is a level one ALERT!!!!!”



This alert is come from coalition states, free Quebec, Northern gun, King dale, Air Superiority ,Inc, Combat Medical services, The Great Trade Road, Arzno, Columbia and to allied N.A.A.T forces call A.F ,and Europe allies.


This picture cam was taken 24 hours ago location northern America medium size mech , but carries the most heavy weapon systems a paradox robot for size and damage that was denied by NGR to be made but rebel force in Europe have the designs from the robot plan in city of Pozan Europe 9 month ago . But as the attacks happen North American, as you can see North American Armored Transport was able to take action faster then local armed force (coalition forces) in less 60 seconds of the rebel attack or terrorist attacking base in Texas. Also this robot has heavy weapon systems and light systems. Plus it has an advanced artificial intelligence defense systems as seen above, for it able to shot down any incoming missiles at the this mech plus in been know to shot down even rail gun fire and ANY ballistic been at . However it can not shot down any beam weapons fire. They are extremely fast, deadly in combat have it seems several force field systems like N.A.A.T unit plus T.W magic. They have been seen in Germany and in Triax raids in the last 48 hours hitting target from the coalition base, and recently to NGR base as well to obtain weapon systems by force. Now NGR and the coalition as well as N.A.A.T shot and ask question later when these mecha are seen, for they a they in packs . It will be the most hated robot to fight and the most infamous robot for they always do terrorist attacks both in North America and later NGR. Now believe the main base of operations ( more than one ) is north America.


http://fc09.deviantart.net/fs40/i/2009/ ... debris.jpg


Mecha / robot Stats Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,+8 dodge when in flight at max, also add +3 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

8. Self-Destruct systems note use a two long range missile war head the most powerful in that part of rifts earths Weight add: 2 tons

9. Voice actuated locking systems

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

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

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

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

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 125 or less to any location this applies to Force field as well. On the second hit is 120 M.D.C and third hit 115 M.D.C and so. Note heavily insulated for energy and heat attacks of any type ( this feature was add by rebels ) take have 40% from any laser ( and variable take three time to over come but fro 1d6 melees then must recalibrate !!! Thank to A.I super computer installed) all other energy weapons only do 50%!!! This applies to force filed systems as well!!!


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

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

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

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

19. Advanced artificial intelligence defense systems or A.A.I.D.S is to stop all ballistic weapons missiles +9 to strike down, plus 89% to shot incoming rail gun fire and any Ballistic fire when the mech take damage roll -1d10% for each hit, if roll is successful no damage, A.I will fix but can not be engage in combat for 1d6 melees look pick above shooting down incoming missiles. this will be hated by pilots fight this robot.

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

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

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

Stats
Height: 25 feet with optional top turret
Length: 15 feet
Depth: 18 feet
Range: unlimited
Speed
Flying 250 MPH or hover
Max height 2500 feet
Running: 400 MPH
Walk10 to 15 MPH
Powered systems nuclear powered


M.D.C Stats
Main body 450
Force field Main body 250 (2) secondary Force field 150 (2)
Force field Legs250 secondary Force field 150
Upper Legs (2) 350
Lower Legs (2) 300
Feet (2) 180
Arms upper (2) 175
Fore arms (2) 100
Weapon mounts (2) 250
Weapon mounts Force field 250 secondary Force field 150
Arms Force field 250 secondary Force field 150
Reinforce cockpit compartment
Force field Reinforce cockpit compartment
Sensory unit ( left chest red eye) 100 ( note -12 to while moving )


Weapons systems
HEAVY Solid LASER Right weapon mount

Damage: 5d6x10
Range: 2 miles
Rate of fire: hand to hand by pilots
Payload: unlimited
Bonus: if the damage exceeds or passes the MDC or EVEN SDC target then it goes right thru the target to anything behind until it reach equal or higher stats of damage. Example A target has 200 M.D.C to main body but the damage natural roll 210 then damage hit the main body blow up but goes right thru target if it doesn’t have a reinforce cockpit , but let say it does has a reinforce cockpit of 150 M.D.C sorry still goes thru if pilots has MDC amour (of 50 M.D.C) take full damage sorry still goes thru and hit a glitter boy first half damage but get full knock down table of 210 M.D.C. critical hit standard so if it had a critical that 210 M.D.C now becomes 420 M.D.C same rules applies



Weapons systems
Unguided Rockets

Rift chest area hidden
Are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
First generation M.D.C unguided Rockets 1D6
Second generation M.D.C unguided Rockets look below
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 3000 FEET Second generation M.D.C unguided Rockets 12,000 feet
Rate of fire:
Volleys of 10 shot fired First generation M.D.C unguided Rockets
Second generation M.D.C unguided Rockets one or any or all
Payload: 24 PER POD (x4 N.AA.T) OTHERS (X2)
Weight: 2 pounds ( lds), For a 1d6 M.D.C , Second generation M.D.C unguided Rockets
5 pounds each
Bonus: First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size , Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties, blast radius time three use mini missiles blast radius


Weapons systems
hyper rail gun ram jet rounds auto cannon RAIL GUN ROUNDS located left

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!!!!

Type
Damage: 190 MM 10D6X10
Range: 10 mile for direct fire, indirect fire 50 miles away
Rate of fire: single shot or dual shot
Payload: 200 rounds
Note: Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

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



Weapons systems hip mounted mini-missiles launcher
Type any type
Damage: any type
Range: varies
Rate of fire: one or any or all 24
Payload: 24 plus two reloads 24
Note: in hip hidden till fired plus armored 250 M.D.C








grenade Launcher optional top turret is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube pick 2
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Plus Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

sorry but waiting from artist reply on what they think will be awhile so post something for me also found about the infection hasn't wanted to leave yet so i be down for a little while
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

ZINO wrote:sorry but waiting from artist reply on what they think will be awhile so post something for me also found about the infection hasn't wanted to leave yet so i be down for a little while

So something with Military, School or Household level - Bio-Hazard, Chemical Warfare, Science Class experiments, counter measures or gear to deal with them?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

Or not.

How you are starting to fill better.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4083
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 »

abtex wrote:Or not.

How you are starting to fill better.

THNAK YOU
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

working on new stuff lots of but slow due illness
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

ZINO, is this something that you have done or are working on?
http://loboto.deviantart.com/art/Uchron ... -190217593
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

ZINO wrote:working on new stuff lots of but slow due illness

As long as you are working on getting better. Not on sick stuff done to illness. Just get better.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

ZINO wrote:yes I have a few more (6 more )which go hand by hand with my ideas
but dont know if I should post the art first and then the stats and other data what you think abtex?

If you have art and being sick post the art in separate postings then add the stats and other data later.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

What is the most important part? The question might be same vehicle build in how many different ways. Just something to think about, Something else to add to the list is the mission.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4083
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 »

abtex wrote:ZINO, is this something that you have done or are working on?
http://loboto.deviantart.com/art/Uchron ... -190217593

yes ! thank you
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

http://fc01.deviantart.net/fs32/f/2008/ ... rmwood.jpg

1. General Purpose-
Standard issue, and with a universal application in mind, this frame presents a basic weapon for infantry use.
2. Black Ops Role-
This rifle is intended for clandestine and internationally illegal roles in assassination and hostile territory reconnaissance. A large, baffled sound suppressor surrounds the shortened barrel. The magazine in question is actually an under-barrel helical system housing 50 rounds. A padded brass catcher covers the whole ejection port, functionally silencing even the action of the bolt, and collecting bullet casings to lessen forensic evidence.
3. CQB/ Security Role-
This version has been rechambered for pistol rounds, and the barrel has been drastically shortened. A slanted fore grip has been installed to control climb, and a sliding stock has been fitted (seen unextended here). This version of the weapon would be used with concealment in mind, for close quarters security roles, or for use by tank and artillery crews.
4. Heavy Support Role-
A large box feed of belted, tumbling rounds replaces the old magazine, and a downwards directed flash suppressor and bipod are fitted to the end of the barrel. A carrying handle is fixed to the top of the frame.
5. Close Support Role-
An independent, under-barrel 40mm grenade launcher has been attached to this rifle for use by grenadiers. An extended iron grenade sight points up from the gun frame. An opened trigger frame extends down to the base of the grip, allowing the weapon to be used by gloved hands.
6. Sniper Role-
An extended barrel offers more rifling for enhanced accuracy, and the scope jacks straight into a primary processor (then fed into a goggle’s HUD). The magazine has been shortened to better facilitate prone shooting, and the standard grip has been replaced with a robotic fixture for the sake of immediate and enhanced trigger pulls. The hand fixture would attach straight to the wrist of the user.
7. Paratrooper Role-
A ceramic bayonet is affixed to the front of the shortened barrel, and a folding stock can dramatically shorten the overall length of the rifle when needed.





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.
1mm to 5 mm 5d4
6Mm to 10 mm 4d6
11MM to15 Mm 5d6
16 to19MM 6d6
20MM 1d4x10
30MM 5D10
40MM 1D6X10

Standard M.D.C round
H.E.A.P
40 mm -6d6 M.D
L.E.A.P
40 mm -5d6 M.D
A.P.F.S.D.S round
40 mm- 5d10 M.D





General Purpose
Standard issue, and with a universal application in mind, this frame presents a basic weapon for infantry use.
Weapon system hyper rail gun ram jet rounds RAIL GUN ROUNDS 5mm
Damage: 5 mm 5d4 single shot, two round burst 1d4x10 three round burst 1d6x10 M.D.C
Range: 3000 FEET
Rate of fire: single shot, three rounds
Payload: 30 ROUNDS
Bonus: add + 1 to strike

Hyper rail gun ram jet rounds

L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better, always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15




Black Ops Role-
This rifle is intended for clandestine and internationally illegal roles in assassination and hostile territory reconnaissance. A large, baffled sound suppressor surrounds the shortened barrel. The magazine in question is actually an under-barrel helical system housing 50 rounds. A padded brass catcher covers the whole ejection port, functionally silencing even the action of the bolt, and collecting bullet casings to lessen forensic evidence.
Weapon system hyper rail gun ram jet rounds RAIL GUN ROUNDS 5mm
Damage: 5 mm M.D.C rounds 5d4 single shot, two round burst 1d4x10, four burst 2d4x10 or ten rounds burst 5d4x10!!!! ten rounds burst take full 15 seconds
Range ; 2500 feet
Rate of fire single shot, two round burst, three burst
Payload: 50 rounds
Bonus: when hidden add + 1 to all under 500 feet, over 500 feet +3 strike to all , can only be heard under 5 feet

Hyper rail gun ram jet rounds

L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better, always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15





CQB/ Security Role-
This version has been rechambered for pistol rounds, and the barrel has been drastically shortened. A slanted fore grip has been installed to control climb, and a sliding stock has been fitted (seen unextended here). This version of the weapon would be used with concealment in mind, for close quarter’s security roles, or for use by tank and artillery crews.
Weapon system hyper rail gun ram jet rounds RAIL GUN ROUNDS 5mm
Damage:5 mm 5d4 single shot ,1d6x10 three rounds burst,1d4x10 two round burst, 2d4x10 four rounds burst
Range: 2000 feet
Rate of fire single shot single shot, three rounds two round burst, three burst
Payload: 30 rounds
Bonus: grip add +2 to strike with sliding stock total +3 strike

Hyper rail gun ram jet rounds

L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better, always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and In night as well
A.S.A.S.P bonus as above but critical 15





Heavy Support Role-
A large box feed of belted, tumbling rounds replaces the old magazine, and a downwards directed flash suppressor and bipod are fitted to the end of the barrel. A carrying handle is fixed to the top of the frame
Weapon system hyper rail gun ram jet rounds RAIL GUN ROUNDS 5mm
Damage: 5 mm M.D.C rounds 5d4 single shot , 1d4x10 two round burst, 1d6x10 three burst, 2d6x10 six rounds burst, 5d4x10 ten rounds burst, 5d8x10 twenty rounds burst ,
Range: 5000 feet
Rate of fire single shot single shot, two round burst, three burst, six rounds burst, ten rounds burst, twenty rounds burst , forty rounds burst
Payload: 100 round clip, 200 drum, 400 box, and belt feed 600, ammo bin 12000
Bonus

Hyper rail gun ram jet rounds

L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better, always use knock down table too
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 for 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15



Close Support Role-
An independent, under-barrel 40mm grenade launcher has been attached to this rifle for use by grenadiers. An extended iron grenade sight points up from the gun frame. An opened trigger frame extends down to the base of the grip, allowing the weapon to be used by gloved hands.

Weapon system hyper rail gun ram jet rounds RAIL GUN ROUNDS 5mm
Damage:
5 mm 5d4 single , 1d4x10 two round burst, 1d6x10 three burst

Hyper rail gun ram jet rounds

H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well

Under-barrel 40mm grenade launcher pick one

1)Hyper rail gun ram jet rounds RAIL GUN ROUNDS

40MM 1D6X10
Rate of fire varies two shot 2d6x10,three shot 3d6x10 , four shot 4d6x10 and all 5d6x10
NOTE: Under-barrel 40mm grenade launcher
Hyper rail gun ram jet rounds
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well

Or

2) Standard Under-barrel 40mm grenade launcher
Standard M.D.C round
H.E.A.P-
40 mm -6d6 M.D, burst 3d6x10
L.E.A.P-
40 mm -5d6 M.D 4d4x10
A.P.F.S.D.S round-
40 mm- 5d10 M.D 4d6x10+10

Range:
Rifle: 30
Under-barrel 40mm grenade launcher
Rate of fire
Rifle
Under-barrel 40mm grenade launcher
Payload
Rifle
under-barrel 40mm grenade launcher

Bonus

Hyper rail gun ram jet rounds

L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better, always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15





Sniper Role-
An extended barrel offers more rifling for enhanced accuracy, and the scope jacks straight into a primary processor (then fed into a goggle’s HUD). The magazine has been shortened to better facilitate prone shooting, and the standard grip has been replaced with a robotic fixture for the sake of immediate and enhanced trigger pulls. The hand fixture would attach straight to the wrist of the user.
Weapon system hyper rail gun ram jet rounds RAIL GUN ROUNDS 5mm
Damage 5 mm 5d4 single shot, double tap 1dx10 or only in Prone position can fired the full 10 round clip 5d4x10
Range: extended barrel 6500 feet
Rate of fire: single shot, double tap or only in Prone position can fired the full 10 round clip
Payload: 10 rounds
Bonus: look below
Standard grip + 2 to strike add
Enhanced accuracy + 2 to strike add
Prone + 2 to strike if in this position sniper can fired the full 10 round clip!!! But at a + 1 to strike
Goggle’s HUD + 2 to strike counter wind condition ,temperature , add infrared and thermo sights , invisible laser sight ( also act like a T.A.G systems) target acquired gear
Rounds: 10

Hyper rail gun ram jet rounds

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 for 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15





Paratrooper Role-
A ceramic bayonet is affixed to the front of the shortened barrel, and a folding stock can dramatically shorten the overall length of the rifle when needed.
Weapon system hyper rail gun ram jet rounds RAIL GUN ROUNDS 5mm
Damage
5 mm 5d4 single shot, 1d4x10 two round burst, 1d6x10 three burst

Hyper rail gun ram jet rounds

H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well

Bayonet M.D.C plasma 4D6
Range :3000 FEET
Rate of fire :look at damage
Payload:40 rounds
Bonus

Hyper rail gun ram jet rounds

H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

artist comment This is the mech thats supposed to be the corporate answer to the government heavy mech.

http://th00.deviantart.net/fs13/PRE/i/2 ... debris.jpg
Description
This first true robot been sold not by traix but on sale by DMZ for the private sector. This robot is been on sale in Europe and North America as a legal mecr company and security company. It been making a kill in this market
Who need a medium assault robot are the best to stand up to heavier robots and other duties. In North America this is anther staple of N.A.A.T able to sale robots and mecha but staying behind the companies. this applies the same tactics using DMZ forces and other smaller robot companies to survive Triax hold it has over Europe
Features

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

2. Combat computer: add +2 strikes rail gun, +3 auto cannon, +4 dodge when in flight at max, also add +3 attacks, +5 to dodge weight 1 ton

3. Laser targeting add +1 to all weapons systems weight 1 ton

4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 1 ton

5. External audio pick up: same as robots weight 1 ton

6. Spotlight range 1 mile optional weight 1 ton

7. Ejection systems: weight 1 ton

8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths weight 1 ton

9. Voice actuated locking systems weight 1 ton

10. Complete environmental pilot and crew compartment weight 1 ton

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

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

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

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


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24
Weight 1 ton

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

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

20. Basic EVA systems (back up)

21. This the only mecha that come with heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only

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

23. Special coms suite for 7 heavy basic exo-suit must be at least 1000n feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%

24. N.A.A.T Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time ,each weight 1000 pounds ,others 2000 pounds


M.D.C

Main body
N.A.A.T Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Other force field 150 to 240
Left shoulder mount weapons 450
Right shoulder mount weapons 450
Upper Arms (2)150
Lower Arms (2)150
Upper Legs (2)450
Lower Legs (2)450
Feet (2) 200
Head (sensory unit) 100
Reinforce cockpit compartment: 450
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100 each
Stats

Height 40 feet
Length 19 feet
Depth 22 feet
Weight empty 45 tons

Speed
Range: unlimited
Flying 60 MPH
Running: 90 MPH
Walk 5 to 20 MPH


Hand to hand: Use super natural P.S 60

Weapons systems a 10 MM to 30 MM cannon or heavy plasma cannon ( left arm sided )


Rate of fire: Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst, 40 round Burst, 60 round Burst


Type 10MM / 20 MM/30 MM
Damage
2 generation auto-cannon standard rounds
L.E.A.P
10 mm -3d4 M.D ( max damage 12 )
4d6 two round Burst, 6d6 three round Burst, 1d4x10+8 four round Burst, 1d6x10 Five round Burst, 2d4x10+10 eight round Burst, 10 round Burst that a 2d4x10 , 20 round Burst 4d6x10

20 mm – 3d6 M.D ( max damage 18 )
two round Burst 6d6 , three round Burst 5d10+4 , Five round Burst 2d4x10+10 , 10 round Burst 3d6x10 , 20 round Burst 6d6 x10

30 mm-5d4 M.D( max damage 20)
two round Burst 1d4 x10, three round Burst 3d4x10, four round Burst 4d4x10, Five round Burst 5d4x10, six round Burst 4d6x10 , 2d8x10 eight round Burst, 10 round Burst 5d4x10 , 20 round Burst 5d8x10
H.E.A.P

10mm -3d6 M.D (max damage 18)
two round Burst 6d6 , three round Burst 5d10+4 , Five round Burst 2d4x10+10 , 10 round Burst 3d6x10 , 20 round Burst 6d6 x10

20 mm -5d4 M.D (max damage 20)
two round Burst 1d4 x10, three round Burst 1d6x10 , four round Burst 2d4x10, Five round Burst 1d10x10, six round Burst 2d6x10 , 2d8x10 eight round Burst, 10 round Burst 5d4x10 , 20 round Burst 5d8x10

30 mm -4d6 M.D (max damage 24)
Burst: two round Burst 8d6 , four round Burst 2d4x10+14 . Five round Burst 2d6x10, eight round Burst 5d4x10, 10 round Burst 4d6x10 , 20 round Burst 8d6x10 ,

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

10 mm -5d6 M.D ( max damage 30 )
Burst: two round Burst 1d6x10 , three round Burst 2d4x10+10 , four round Burst 2d6x10 . Five round Burst 4d4x10 , six round Burst 3d6x10 , eight round Burst 4d6x10 , 10 round Burst 5d6x10 , 20 round Burst 1d6x100

20 mm- 6d6 MD( max damage 36 )
Burst: three round Burst1d10x10+8 , Five round Burst 3d6x10 , 10 round Burst 6d6x10 , 20 round Burst 12d6x10

30 mm -1d4x10 M.D( max damage 40
Burst: two round Burst 2d4x10 , three round Burst 3d4x10, four round Burst 4d4x10 . Five round Burst 5d4x10 , six round Burst 4d6x10, eight round Burst 4d8x10 , 10 round Burst 5d8x10 , 20 round Burst 2d4x100

Range 2 miles
Rate of fire: Burst: two round Burst, three round Burst, four round Burst. Five round Burst, six round Burst, eight round Burst, 10 round Burst, 20 round Burst
Payload: 2500 rounds
Bonus:

OR PICK THIS

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!!!!

10 Mm 5d6
Burst: two round Burst 1d6x10 , three round Burst 2d4x10+10 , four round Burst 2d6x10 . Five round Burst 4d4x10 , six round Burst 3d6x10 , eight round Burst 4d6x10 , 10 round Burst 5d6x10 , 20 round Burst 1d6x100

20MM 1d4x10
Burst: two round Burst 2d4x10 , three round Burst 3d4x10, four round Burst 4d4x10 . Five round Burst 5d4x10 , six round Burst 4d6x10, eight round Burst 4d8x10 , 10 round Burst 5d8x10 , 20 round Burst 2d4x100

30MM 5D10

Burst: two round Burst 1D10X10 , three round Burst 2D6X10+30 , four round Burst 5D4X10 . Five round Burst 4D6X10+10 , six round Burst 5D6X10 , eight round Burst 5D8X10 , 10 round Burst 5D10X10, 20 round Burst 1D10X100( AHHHHHHHH)
Bonus:
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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



Weapons systems Heavy Rotary rapid fire medium range missiles or short range missiles ( right arm sided) or N.A.A.T Unguided Rockets
Type missiles
Damage any type pick short range missiles or medium range missiles
Range: varies by type
Rate of fire: 1 or any or all
Payload: max weight 6000 pounds or 3 tons
Standard short range missiles 33 pounds each, or Standard medium range missiles 250 pounds each ,N.A.A.T medium range 125 pounds each
Bonus:
N.A.A.T medium range missiles add fir and forget +8 to range attacks at 2 miles or more

Or

N.A.A.T Unguided Rockets are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
First generation M.D.C unguided Rockets 1D6
Second generation M.D.C unguided Rockets look below
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 3000 FEET Second generation M.D.C unguided Rockets 12,000 feet
Rate of fire:
Volleys of 10 shot fired First generation M.D.C unguided Rockets
Second generation M.D.C unguided Rockets one or any or all
Payload: a lot max weight 6000 pounds or 3 tons
Weight: 2 pounds ( lds), For a 1d6 M.D.C , Second generation M.D.C unguided Rockets
5 pounds each
Bonus: First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size , Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties, blast radius time three use mini missiles blast radius





Weapons systems side chest grenade Launcher (x2)
grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total






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

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



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

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








Weapons systems Heavy particle Beam cannon (left arm or right arm)
Type beam
Damage 3d4x10
Range; 1 mile
Rate of fire: hand to hand
Payload: unlimited
:



[ u] Weapons systems [/u] heavy laser cannon (left arm or right arm)
Type beam
Damage 5d6x10
Range: 2 miles
Rate of fire: as above
Payload: as above
Bonus: as above



Weapons systems hip mounted missiles (x2)
Type mini missiles
Damage any type but pick one
Range:n varies
Rate of fire:1 or any or all
Payload: 24 per leg (x 5 reloads )
Bonus: time to reloads 1 attack to reload 1 or any or all
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

Nice convert to gaming stats.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4083
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 OK
I got like over 300 E mail asking me for a time line for N.A.A.T in my hotmail
Unspacy@hotmail.com
ahhhhhhhhhhhh !!!!!my email account

well I had to stop what I was doing so here a small time you ask
you can any ideas but post them

N.A.A.T history

December 24 2098 the largest heavy logistical contingent military force Canadian/ USA and N.E.M.A military Personal was assemble from all branches reach due to a DEFCON 1 alert has been reach for the first time in Canadian/ USA history . Situation at most 50% loss on civilian area (estimate were wrong up to at the time 70% to 80% in many areas of the US continent).it will take 4 four day to get ready and assemble with military hardware of all types and OCC and thousands of Cyber -humanoids and all types cybors as well
Location classified

Book needed Rifts - Chaos Earth, Core Book
OCC
NEMA Chromium Guardsman
NEMA silver eagle pilots
NEMA armored sentinel
NEMA solider
NEMA field engineer
NEMA fire and rescue
NEMA spy
NEMA military commando
NEMA militia

Rifts - World Book 07 – Underseas
Navy Seaman (were station in the main land) all page 111
Marine OCC 111
Army O.C.C/Air Force O.C.C can not help you there

From British
there was a small fores units doing tactical operations as well
yes join in to see what is the spoiler for army and air Force those who are members already know

personally there should be a rifts Air Force and Army O.C.C

Spoiler:
British Marines OCC by Kitsune & Mischa.
British Navy Sailor OCC by Kitsune.
British SAS (Special Forces) by Kitsune.
http://www.kitsune.addr.com/Rifts/Rifts-OCCs.htm
Air Force
Air Force OCC's
Air Force Officer
Air Force Airman
Army
Army OCC's
Army Soldier
Army Officer
http://unsd.macrossroleplay.org/rpg.php

Weapons
Rifts - World Book 07 – Underseas
M-20 as is no change

Vehicles
add the following
(they are found in north America and N.G.R as well )
Marine/navy combat armor And powered armored page 118
Merovingain amphibious tank page 120
Iwo-jima class MIFV page 121
Striker attack helicopter page 124


December 28 2098

the largest heavy contingent logistical of Canadian/ USA and NEMA ready and assemble is rifted heavy logistical of the Canadian/ USA military to 2285. In the USA Canadian/ USA and NEMA hunker down for 2 years , recover many lost military hardware and were getting recon believe at the time they thought they were engaged with alien races took over the planet earth this intel was wrong for about 2 year location near Canadian/ USA border classified


2287
meet a squad cyber knights N.A.A get the best intell and are shock to see a nazi like reign to establishes in north America know as the coalition and dont have the manpower to fight this new government, only choice hunker down and fight another day


N.A.A see coalition as the future powered bloc of north America N.A.A.T decide to become North American Amour Transport service .the idea came from N.A.A.T North American alliance transport backing up N.E.M.A To handle any legal transportation and not nailed to the ground can be send to town to town ,even house to House to major kingdom ,security forces ,public transportation with in city limits, it help many mercenaries services at the time . they stay alive during that time and getting hands on all M.D.C tech from north America most M.D.C military vehicles and transport and at a cut rate cost sometime for free ( could afford it) at the time .
Later known as N.A.A.T as North American Armored transport in North America with the rise of the coalition states and in Europe N.G.R

O.C.C
Later NEMA demon & witch hunter ( this class was view by the coalition as accepted able during the early stage of the coalition states )which view as a positive used and are found in Germany as well



Triax 2 book

Has a fleet
RRK super -armored hover truck page 84
Waffen Tec BlitzSchnell pg 84
All features
But hover vehicle conversion ,monster truck tires unless it a truck
All gimmick vehicular weapons systems all
Common weapon systems for vehicles

All Triax weapon from pg 96 to
And 106 to
109 to 100

No SAMAS robot or coalition robots only in North America
All available Triax products and any robot from North America northern gun and chip well product for DMZ Forces

this was very bold move by N.A.A.T which now traix is surprised by these fores found in the DMZ areas and how fast N.A.A.T is able to absorbed so many Wroclaw civilians that lost everything getting homes , schools small hospitals and help the lost the injured physical and mentally scared ,lost or hurt . N.A.A.T has in a way open a door of aided where d-bee and human are working together to thing sided as hate but getting to used hope and time to heal . due to this and the need for new hardware need where traix and NGR would have over tax again N.A.A.T and the d-bee training has help Wroclaw civilians find love one and gave shelter food as well as protection even at the cost of loss N.A.A.T robot and many vehicles . Wroclaw civilians and many in Europe have seen what they can do to begin mass production OCC and hardware has help . even the president of NGR has allowed them to built this one lost tech, however they Banned only one robot vehicle N.E.M.A silver eagles (Chaos Earth, Core Bookpage 95) still the rest are allowed in North America now and the coalition is now looking at N.A.A.T Handle weapons to see if they can get some but N.A.A.T is holding back thanks to the NGR /traix help as well. N.A.A.T is now finding itself walking a tight rope in North America with the coalition .

Now in NAAT Germany have abilities to make the following OCC
NEMA Chromium Guardsman human only
NEMA silver eagle pilots human only
NEMA armored sentinel human only
NEMA solider any race
NEMA field engineer- human only in America but nay in Europe
NEMA fire and rescue -any race
NEMA spy -any race
NEMA military commando -any race
NEMA militia (any MDC weapon now but D-bee from the DMZ forces is SDC ) - Europe any race
Navy Seaman (were station in the main land) all page 111- human only
Marine OCC page 111 -human only

Hardware
Book needed Rifts - Chaos Earth, Core Book
Neural mace page 50
All Vibro blades page 51
Plasma torch page 52
All fusion blocks page 52
All Grenades page 53
N.E.M.A automage page 53
N.E.M.A 5.56 MM assault rifle page 54
N.E.M.A PLP -20 police special laser pistol page 55
N.E.M.A MIP-21 crime stopper Maxi ion pistol page 56
N.E.M.A laser sharpshooter laser rifle page 56
N.E.M.A LGR 360 terror stopper laser rifle and grenade launcher N.E.M.A 57
N.E.M.A hot seat plasma rifle page 57
N.E.M.A Incinerator plasma cannon page 58
N.E.M.A thunderer grenade rifle page 58
N.E.M.A destroyer mini missiles rifle page 59
N.E.M.A R-660 striker rail gun page 59
N.E.M.A R-670 lighting rail gun page 60
N.E.M.A body armor pages 63 – 66
N.E.M.A HX 288 street tornado hovercycle page 64
N.E.M.A HX 355 hover platform page 66
N.E.M.A MX 144 combat bike page 67
N.E.M.A combat ATV page 68
N.E.M.A MX 422 armored personnel carrier page 69
N.E.M.A combat drones soldiers page 71
N.E.M.A combat hounds page 75
N.E.M.A pup scout page 77
N.E.M.A spider probe page 78
N.E.M.A flying probe page 79

N.E.M.A robots

Features all same but and can have Drone program added as well
Self-destruct systems Man size robots use a medium range missiles warhead
Self-destruct systems large robots use the most powerful long range missiles warhead

N.E.M.A Bull dog page 81 and 82
Can add 200 MDC to main body and 100 to arms ,legs , reinforced pilots compartment plus force filed 240 main and secondary 150 force filed generator 100 each same rules apply add 2 tons

N.E.M.A Mastiff page 84 and 85
Can add 200 MDC to main body and 100 to arms ,legs , reinforced pilots compartment plus force filed 240 main , secondary 150 emergency force filed , force filed generator 100 each same rules apply add 3 tons

N.E.M.A Big dog super page 86 Mastiff as above
Can add 200 MDC to main body and 100 to arms ,legs , reinforced pilots compartment plus force filed 240 main , secondary 150 emergency force filed , force filed generator 100 each same rules apply add 3 tons

N.E.M.A Chromium Guardsman page 88 to 91
Can add 200 MDC to main body and 100 to arms ,legs , reinforced pilots compartment plus force filed 240 main , secondary 150 emergency force filed , force filed generator 100 each same rules apply add 3 tons

N.E.M.A gun buster all purpose workhorse page

Can add 200 MDC to main body and 100 to arms ,legs , reinforced pilots compartment plus force filed 240 main and secondary 150 force filed generator 100 each same rules apply add 2 tons
Weapons can have dual modular weapons systems or quad modular weapons systems with two ammo drums carrying 1500 rounds each plus any energy weapon payload is x10, to recharger system take 1 hour

N.E.M.A silver eagles page 95 are used only in Germany and are allowed by NGR and Triax industries
Can add 200 MDC to main body and 100 to arms ,legs , reinforced pilots compartment plus force filed 240 main and secondary 150 force filed generator 100 each same rules apply add 2 tons
Weapon dual barrel weapon systems
#1 )modular weapons systems USA -40R SAMAS rail Gun as is but add one beam weapon under barrel heavy Ion cannon 2d4x10 range 3000 feet ROF hand to hand only Payload unlimited but if used for more than 1d6 minutes it drain nuclear engine for 1d4 hours or any N.E.M.A weapons that follows
N.E.M.A MIP-21 crime stopper Maxi ion pistol page 56
N.E.M.A laser sharpshooter laser rifle page 56
N.E.M.A hot seat plasma rifle page 57
N.E.M.A Incinerator plasma cannon page 58
All same but energy weapons payload x20 no drain problem’s

#2)1 mini missiles launchers payload 2 in each forearm total 4



Rifts – Mercenaries all rifts earth hand weapons and tanks / APC, helicopters

Rifts - World Book 14 - New West all wilk weapons pages 203 to (and experimental weapons) 213

Only found in Europe SAMAS sidewinder and wild weasel SAMAS

Bandito arms pages 172 to 179
All Bandito body armor
All northern gun products

Rifts - World Book 13 –
Lone Star all hovercycle page 54 to 64 yes all

Rifts - World Book 15 – no one how or when N.A.A.T got these military vehicles and are been produce
Spirit West page Thunderbird robot 192
U.S.A. S.A.M.A.S power armor page

Rifts - World Book 5 South America book 2
Weapons and equipment of S.R.R

Pages 163 to 166
Puma class medium tank page 180
Hussar APC pages 182
Rifts - World Book 5 South America book
Weapons and equipment Colombia
Page 22 to 24

Colombia robots and power armor
D-29 light exo suit page 25
Lancvero light tank/APC page 31
Zancudo transport and attack chopper page 33

Rifts Merc Ops
Chip wells sky power armor page 72
All northern gun/wellington/wilks products
No titan products!!!!!!!! None they are banned ( more later )
All construction equipment and diving equipment all field equipment


Rifts Mercenary adventure book
OCC tin-soldier page 32
Paratrooper page 30
Battle Mage OCC page 6

Rifts Sourcebook 05 - Bionics
Cyber –humanoids page 75
full cyborgs pages 77

Ok send your hate mail to me or post something down thank you and enjoy
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

come tell me how I did in time line some have email they like and told me of my misspelling after well it good from the email but members what you think to over the top
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

next TOMCAT II
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4083
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 »

This bird is a dream and you want us to get 144 of them at this low cost with supplies and ammo!!!!!!! You’re joking right
Said Air Superiority, Inc Rep to NAAT rep
This does not run on fly by wire systems but on a digital motors controlling surface, which get you lots more room far more other features. Keeping cost down and adding many features which allow to be a fighter boomers able to carry lots of missiles and handles very well. After all we help your company before we just need some to room but allowing keeping cost down for us and you company will help us both
Said NAAT rep Rep to Air Superiority, Inc
Well we in wher we sign up!!!
Said Air Superiority, Inc Rep to NAAT rep

http://fc03.deviantart.net/fs70/i/2010/ ... 2yelxq.jpg

This tomcat II was a pre rift design for the US air force and allied nation with the new cold war ,it came out just in time .it serve well a 4.5 generation combat jet fighter bomber and 3500 world wide were made only 250 were recover . this tomcat II has advance S.T.O.L feature need only 100 feet for landing and take off and design to be rugged for those not so nice runways ,easy to repair and maintain it pay for itself and all the features of a F-22 raptor it loved by all who piloted it and a bane to those that go against them. Even nuclear power jet will have a hard time in combat endurance. Now in rifts earth this old war bird is considered rediscover lost tech and many are o warn pilots afraid what it can do and carry, the coalition has told Air Superiority to warn coalition of it location ( which they always do ) first and state intentions. The removal of flyby wired systems was and still is revolutionary, which was replace with computer digital motor systems to control flight making more room for more armored , engines, weapons systems, and other features. This fighter is also been added to the new navy as well this surplus that ere given to Air Superiority to test against the coalition pilots and has made a name for itself aiding coalition in tow event one against a elder dragon and unknown alien ships rifted for Chicago it took over 250 jet fighters and all Air Superiority plane and other mercenary company’s.


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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots range x10

6. Spotlight range 1 mile optional below cockpit with 260 degrees range 1 mile blinds other pilots

7. Ejection systems: 1 ton

8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 ton add 1d4x100,000 credits

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add 1 to 2 tons

11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons add 1d4x100,000 credits

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

13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 to 2 tons add 1d4x100,000 credits

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


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

16. N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!add 1d4x100,000 credits

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

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 !!!add 1d4x100,000 credits

20. Basic EVA systems (back up)

21. This the only mecha that come with heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only add 1d4x100,000 credits

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting add 1d4x100,000 credits

23. Special coms suite for 7 heavy basic exo-suit must be at least 1000n feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
Range 159 miles
add 1d4x100,000 credits

24. AESA radars unidirectional radar system
http://www.youtube.com/watch?v=d6ZXsXwpGfg (warning boring but wow )
An Active Electronically Scanned Array (AESA), also known as active phased array radar is a type of phased array radar whose transmitter and receiver functions are composed of numerous small solid-state transmit/receive modules (TRMs). AESAs aim their "beam" by broadcasting radio energy that interfere constructively at certain angles in front of the antenna. They improve on the older passive electronically scanned radars by spreading their broadcasts out across a band of frequencies, which makes it very difficult to detect over background noise. AESAs allow ships and aircraft to broadcast powerful radar signals while still remaining stealthy.
Advantages

AESAs add many capabilities of their own to those of the PESAs. Among these are: the ability to form multiple beams, to scan without mechanical steering, to use each TRM for different roles concurrently, like radar detection, and, more importantly, their multiple wave and scanning frequencies create multiple difficulties for traditional, correlation-type radar detectors.
Low Probability of Intercept
See also Low Probability of Intercept Radar
Radar systems work by sending out a signal and then listening for its echo off distant objects. Each of these paths, to and from the target, is subject to the inverse square law of propagation. That means that a radar's received energy drops with the fourth power of distance, which is why radar systems require high powers, often in the megawatt range, in order to be effective at long range.[1]
The radar signal being sent out is a simple radio signal, and can be received with a simple radio receiver. It is common to use such a receiver in the targets, normally aircraft, to detect radar broadcasts. Unlike the radar unit, which has to send the pulse out and then receive its reflection, the target's receiver does not need the reflection and thus the signal drops off only as the square of distance. This means that the receiver is always at an advantage over the radar in terms of range - it will always be able to detect the signal long before the radar can see the target's echo. Since the position of the radar is extremely useful information in an attack on that platform, this means that radars generally have to be turned off for lengthy periods if they are subject to attack; this is common on ships, for instance.
Turning that received signal into a useful display is the purpose of the "radar warning receiver" (RWR). Unlike the radar, which knows which direction it is sending its signal, the receiver simply gets a pulse of energy and has to interpret it. Since the radio spectrum is filled with noise, the receiver's signal is integrated over a short period of time, making periodic sources like a radar add up and stand out over the random background. Typically RWRs store the detected pulses for a short period of time, and compare their broadcast frequency and pulse repetition frequency against a database of known radars. The rough direction can be calculated using a rotating antenna, or similar passive array, and combined with symbology indicating the likely purpose of the radar - airborne early warning, surface to air missile, etc.
This technique is much less useful against AESA radars. Since the AESA can change its frequency with every pulse, and generally does so using a pseudo-random sequence, integrating over time does not help pull the signal out of the background noise. Nor does the AESA have any sort of fixed pulse repetition frequency, which can also be varied and thus hide any periodic brightening across the entire spectrum. Traditional RWRs are essentially useless against AESA radars.

High jamming resistance

amming is likewise much more difficult against an AESA. Traditionally, jammers have operated by determining the operating frequency of the radar and then broadcasting a signal on it to confuse the receiver as to which is the "real" pulse and which is the jammer's. This technique works as long as the radar system cannot easily change its operating frequency. When the transmitters were based on klystron tubes this was generally true, and radars, especially airborne ones, had only a few frequencies to chose among. A jammer could listen to those possible frequencies and select the one being used to jam.
Since an AESA changes its operating frequency with every pulse, and spreads the frequencies across a wide band even in a single pulse, jammers are much less effective. Although it is possible to send out broadband white noise against all the possible frequencies, this means the amount of energy being sent at any one frequency is much lower, reducing its effectiveness. In fact, AESAs can then be switched to a receive-only mode, and use these powerful jamming signals instead to track its source, something that required a separate receiver in older platforms.
AESAs are so much more difficult to detect, and so much more useful in receiving signals from the targets, that they can broadcast continually and still have a very low chance of being detected. This allows such radar systems to generate far more data than traditional radar systems, which can only receive data periodically, greatly improving overall system effectiveness.

Other advantages

Since each element in a AESA is a powerful radio receiver, active arrays have many roles besides traditional radar. One use is to dedicate several of the elements to reception of common radar signals, eliminating the need for a separate radar warning receiver. The same basic concept can be used to provide traditional radio support, and with some elements also broadcasting, form a very high bandwidth data link. The F-35 uses this mechanism to send sensor data between aircraft in order to provide a synthetic picture of higher resolution and range than any one radar could generate.
AESAs are also much more reliable than either a PESA or older designs. Since each module operates independently of the others, single failures have little effect on the operation of the system as a whole. Additionally, the modules individually operate at low powers, perhaps 40 to 60 watts, so the need for a large high-voltage power supply is eliminated.
Replacing a mechanically scanned array with a fixed AESA mount (such as on the F/A-18E/F Super Hornet) can help reduce an aircraft's overall radar cross-section (RCS), but some designs (such as the Eurofighter Typhoon) forgo this advantage in order to add the limits of mechanically scanning to the limits of electronic scanning and provide a larger angle of coverage.






M.D.C

Main body 450
Wings (2) 250
Tail wing (2) 150
Twin engine (2) 300
Front carnal wing (2) 100
Reinforce cockpit compartment:145
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field
Generators 100Add 2 tons for each

Stats
Height 16 feet
Length 50 feet
Width 69 feet wing to wing tip
Weight empty 25 tons
Speed
Range: unlimited
Altitude: 75,900 feet
Flying: 80 MPH low speed mach 2.9, on a dive mach 3.5
cost 1.5 million starting at :shock:

Weapons systems
Locations:
four hard per wing can 4
Plus hard point in tail wing
and four more in main body
Type
Main wing hard point has the abilities to carry 3 long range missiles per hard point
Main body hard point 2 long range missiles per hard point
Tail wing 1 long range missiles long range missiles per hard point x4 two outer and two inner wing hard points for a total of 8 tons for tail wing
Standard missiles 2000 pounds each or 3 tons each for main wing and main body total 36 !!!
It can handle a total of tons plus 44 tons
Note N.A.A.T long range missiles 1000 pounds that a total of 72!!!!!
Medium range missiles per hard point 6 for each Main wing hard point and Main body hard point total 72
N.A.A.T fire and forget rift mercenary book has 8 Medium range missiles 96
Tail wings two Medium range missiles each total 16

Short-range missiles per hard point 10 weight 33 pounds each
Mini missiles per hard point 20 weight 10 pounds each

Damage: varies with missiles
Range: varies with missiles note all N.A.A.T Medium range missiles is 10 miles
Rate of fire: one or any or all
Payload: can carry different type missiles per hard point one hard point short range the second hard point long range the third hard point mini missiles the fourth hard point medium range and so on
Bonus: it does not loss any none of it maneuverability

rail guns
type X2 rail gun for dogfights
Damage: 2d4x10 each or both 4d4x10
Range: 2 miles
Rate of fire:hand to hand
Payload:259 burst each gun can trans fer ammo if on jams up
note : deflection shots ,this on a high G-turn to able curved a shot range 4 miles -1d4 to strike

ECCM pod attacks: by using microwave burst
Damage: none just Electronics will be
1) Destroyed if they are harden equipment roll 1 to 10 harden equipment , destroyed must be replace or repairs on 11 to 20 ,
2) if harden equipment 1 to 10 reduce by -1d10 X10 % range or get negative skill roll penalty 11 to 17 disable 18 to 20 critical hit must be replace or repairs if you can fix on the air or the ground
Bonus: add + 5 to strike due not seen plus weapon systems, W.P, plus pilots strike range attacks
Penalties: takes half all the attacks
Self destruct systems will eject first 5d6x10 blast radius 50 feet
Range: 20 miles
Weight 2 tons
add 1d4x100,000 credits

Bonuses and penalties for tomcat II,
add +3 initiative for conventional radar , and other E.C.M combat or E.C.C.M combat , add +4 roll , ADD +9 to dodge to missiles ,add +2 attacks to surprise attacks , when under attack by using missiles against tomcat II get -4 to strike but not to mini-missiles!!! Add + 35 to piloting skills plus pilot skills and Bonuses as well can go over 100% add 2 attacks plus 1 more attack at level 5 ,

Helmet-mounted display system (H.M.D.S)

Lightning II DAS system
http://www.youtube.com/watch?v=ZiNMio9zN2Q

displays and selects targets add+2 to strike with all missiles , add +3 initiative with helmet ,when doing a surprised attack the tomcat II can not be found for 1d4 +1melee, the tomcat II can do E.C.C.M attacks by using microwave burst to a target at long distance , to be detected -2d4x10% convectional , or alien , but A.N -1D4X10
Last edited by ZINO on Mon May 23, 2011 10:08 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
Post Reply

Return to “Rifts®”