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well what you think
like 77%  77%  [ 20 ]
dont like 12%  12%  [ 3 ]
other (plz reply) 12%  12%  [ 3 ]
Total votes : 26
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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jul 06, 2017 1:52 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
PLZ VOTE AND COMMENT :)

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Jul 21, 2017 12:09 am
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky

PICTURE UPDATE
United Nations Enlisted Soldier(N.A.T.O, Canada ,Europe,American )

01-15% Communications Expert

http://alexjjessup.deviantart.com/art/D ... -403795792
16-25% EOD/Demolitions Expert: Requires an I.Q. of 10 and a P.P. of 12 or higher.
http://lordhayabusa357.deviantart.com/a ... -400367573

26-50% Soldier/Infantry/grunt
http://superninjanub.deviantart.com/art ... -675711509

51-65% Point Man/Scout: Requires an I.Q. of 9 or higher; a high P.P. and Spd. are helpful.
http://alexjjessup.deviantart.com/art/P ... -393173027

66-80% Pigman/Heavy Weapons: Requires a P.S. of 22 and a P.E. of 12 or higher.
http://lordhayabusa357.deviantart.com/a ... -360145620

http://slim-charles.deviantart.com/art/ ... -307427275

81-90% Pilot Specialist:
(Air) rotor
(Air) fix wing
http://slim-charles.deviantart.com/art/ ... -628837629

(Sea)
Pilot: One of choice (+20%) robot or Power Armor
Giant robot /mech Pilot
http://meganerid.deviantart.com/art/Mec ... -272355371

91-00% Medic: Requires an I.Q. and P.P. of 11 or higher.
http://slim-charles.deviantart.com/art/ ... -267170541

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


Last edited by ZINO on Fri Jul 21, 2017 4:06 pm, edited 3 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Fri Jul 21, 2017 12:14 am
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
ARM TECH P.M.C/P.M.C Militia

PICTURE UPDATE
http://alexjjessup.deviantart.com/art/P ... -396120535

http://gtanoofa.deviantart.com/art/pmc- ... -280347673


As man of arms, many have had has basic MDC military training but most have physical skills and some weapons expertise. Volunteers / man of arms with M.O.S IN AREA LIKE medical, communications or other formal skills are put to work in other capacities, the ARM TECH /P.M.C Militia man's grunt. Mostly jocks, ex-military and OLD RETIRED apply for this position. Many are well intention and want to help defend and protect the community. Others are either glory hounds or angry vigilantes looking for the means to get a little payback. Most are reasonably good at following orders. Duty usually includes city, neighborhood and perimeter patrols, guard duty, armed escort duty, some assisting NEMA operatives in police and military operations, and defense, as well as assisting in manual labor such as loading and unloading supplies, construction, etc., and rescue work, namely hauling away debris, helping in digs, running for medical supplies, etc.

P.M.C/Militia

Attribute Requirements: A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders.
O.C.C. Skills: Math: Basic
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Military Etiquette (+5%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing or Spelunking (+5%)
Running
Swimming (+10%)
W.P. Knife (includes Vibro-Knives)
W.P. Automatic Pistol
W.P. Revolver
W.P. Automatic and W.P. Semi-Automatic Rifles
Hand to Hand: Expert only
Trained ARM TECH


O.C.C. Skills: Math: Basic
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Military Etiquette (+5%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing or Spelunking (+5%)
Running
Swimming (+10%)
W.P. Knife (includes Vibro-Knives)
W.P. three Ancient of choice (sword, blunt and Archery are most common).
W.P. Automatic Pistol and Revolver
W.P. Automatic and Semi-Automatic Rifles
W.P. Energy Pistol and Energy Rifle
Pick any two W.P.
Climbing (+5%)
Spelunking (+5%)
Martial Arts (only Assassin if Anarchist or evil)
O.C.C. Related Skills:

Select
Two Ancient W.P.,
Two Modern W.P.,
Twelve other skills.
NOTE :But if picking M.O.S only six skill and Requirements add automatically from that skill set add +15% onetime plus IQ if any

Plus select one additional skill at levels AFTER M.O.S ADD 3,4, 8, 10,12, and 15. All new skills start at level one proficiency.
Communications: any. But M.O.S allowed reduce Related Skills by have and only six skills plus required skills added
Domestic: Any
Electrical: Basic only. M.O.S Unless allowed reduce Related Skills by have and only six skills
Espionage: None. M.O.S Unless allowed reduce Related Skills by have and only six skills
Horsemanship: Any, except Cowboy.
Mechanical: Automotive and Basic Mechanics only (+5%). M.O.S Unless allowed reduce Related Skills by have and only six and get require skill need add nothing else
Medical: Brewing and First Aid only. M.O.S Unless allowed reduce Related Skills by have and only six and get require skill need add nothing else
Military: Any. Unless allowed reduce Related Skills by have and only six and get require skill need add nothing else
Physical: Any.
Pilot: Basic vehicle types only (+5%), M.O.S military vehicles, power armor, robots or no jet aircraft.
Pilot Related: Any.
Rogue: Any .
Science: Any, .
Technical: Any (+5%).
W.P.: Any
Wilderness: Any (+5%).

Secondary Skills:


The character also gets four Secondary Skills at level one, and one additional at levels 3, 4,8,10 and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.

Standard Equipment:


ARM TECH

Khaki fatigues for a uniform, M.D.C. armored vest (full overall 30 M.D.C., ), standard helmet 25 M.D.C., with visor and air filter (70 M.D.C.), ANY NEMA Laser Rifle and two extra E-Clips ( MAIN COBAT UNITS )BUT P.M.C conventional S.D.C./ M.D.C., assault rifle, and any approved weapon from the volunteer's own collection, two smoke grenades, two flares, one Vibro-Knife or Neural Mace, survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments.

PMC /militia

Khaki fatigues for a uniform, M.D.C. armored vest (full overall 30 M.D.C. , ), standard helmet 25 M.D.C., with visor and air filter (70 M.D.C.), NO NEMA energy Rifle BUT P.M.C conventional S.D.C./ M.D.C., M.D.C assault rifle, and any approved weapon from the volunteer's own collection, two smoke grenades, two flares, one Vibro-Knife or Neural Mace, survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments.

Money:

ARM TECH /P.M.C Militia

get paid, though they may enjoy the perks of free meals and medical treatment (the latter for them and their family members), and the occasional item given to them as a favor/reward. For most, the opportunity to fight alongside or against NEMA or to fight to defend their homes is payment enough. Character starts off with 5D6x100 credits.
M.O.S add 50%
Cybernetics:NONE


WEAPON UPDATE

http://alexjjessup.deviantart.com/art/R ... -395876654
http://alexjjessup.deviantart.com/art/HK-G56-390638785
http://alexjjessup.deviantart.com/art/AK337-393171376
http://unspacy.deviantart.com/art/Pmc-R ... 1500613071

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 11, 2017 3:02 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre03.deviantart.net/a6f9/th/pre ... 6jp0dq.jpg

http://alexjjessup.deviantart.com/art/R ... -395876654

Weapons systems PR87 RIFLE .Top picture . Anti-material rifle and auto cannon caliber, from this these are heavy calibers
Type
High End Ballistic Rifle caliber 0.50 inch or 12.7 mm round
Damage
Low end to high end rounds
100 S.D.C OR 1 MD one round

One round does 1d10x10 S.D.C ,
1D4 M.D four round burst,
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,

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

1D6 M.D Two round burst,
2D4+1 M.D three round burst,
3D4 M.D four round burst,
5D8X10 OR 4 M.D OR 1D4 M.D one round
2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,
5D10 X10 OR 5 M.D one round
1D10 M.D Two round burst,
5D6 M.D three round burst,
1D4X10 M.D four round burst,

DUR rounds :
1d6x10 ( cannot combine with Type of M.D.C Materials) Critical hit damage time 3 damage

Range 2 miles
Rate of fire: one shot double tap ,or four burst
Payload: four rounds
Bonus/note/ penalties:
1)PR87 RIFLE Targeting systems when
prone add + 4 to strike,
+3 kneeing ,
+2 standing ,
running moving fast +1 ,
fire from the hip add - 4
2)Also add knock down table
3)Round type

Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1 to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below Incendiary rounds
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 11, 2017 3:07 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre03.deviantart.net/a6f9/th/pre ... 6jp0dq.jpg

http://alexjjessup.deviantart.com/art/R ... -395876654

Weapons systems
Type 9MM S.M.G THE BUTTON Rifle
Damage
low end to high end damage /rounds
1d10 X10 S.D.C OR 1 M.D per round

1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round,

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

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

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

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

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

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

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

Range
900 FEET
Rate of fire:
burst
Payload:
CLIP 30 ROUNDS , CLIP 45 ROUNDS , CLIP 60 ROUNDS , CLIP 50 ROUNDS , CLIP 60 ROUNDS ,
Bonus/note/ penalties:
1) LIGHT WEIGHT ADD +1 TO burst., AIM burst +2
2) laser designator
3) I.F.F systems
Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1 to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below Incendiary rounds
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 11, 2017 3:15 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre01.deviantart.net/1931/th/pre ... 6gkqtd.jpg

https://alexjjessup.deviantart.com/art/HK-G56-390638785

Weapons systems
Type 6.8 MM round
Model HK G56 Combat Rifle ,
CQB Variant G56C ,
Sniper Variant MR56

Damage
1d10 X10 S.D.C OR 1 M.D per round
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round, and so

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

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

Range
Model HK G56 Combat Rifle , 3000
CQB Variant G56C , 3000
Sniper Variant MR56 6000 FEET

Rate of fire: ALL burst FIRE !!
Model HK G56 Combat Rifle ,
CQB Variant G56C ,
Sniper Variant MR56

Payload:
Model HK G56 Combat Rifle ,CQB Variant G56C , CLIP 30 ROUNDS , CLIP 45 ROUNDS , CLIP 60 ROUNDS , CLIP 50 ROUNDS , CLIP 60 ROUNDS ,
Sniper Variant MR56 : 45 ROUND CLIP

Bonus/note/ penalties:
1)Combat Rifle Scope ,large clip size ,
2)Sniper Variant MR56
prone add + 3 to strike,
+2 kneeing ,
+1 standing ,
running, moving fast -1 ,
fire from the hip add - 6


Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below Incendiary rounds
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 11, 2017 3:20 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre05.deviantart.net/7ce2/th/pre ... 6i30z4.jpg

http://alexjjessup.deviantart.com/art/AK337-393171376
SNIPER VARIANT MR-337
Weapons systems top rifle AK-337/ bottom rifle Squad Support Variant MG - 337
Type 7.62 mm
Damage
For top rifle AK-337/ bottom Squad Support Variant MG - 337
1d10 X10 S.D.C OR 1 M.D PER ROUND
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round,

5D4 X10 S.D.C or 2 M.D PER ROUND
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst, 4D4
M.D eight round burst, 3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D PER ROUND
1D6 M.D Two round burst,
2D4+1 M.D three round burst,
3D4 M.D four round burst,
2D6+3 M.D five round burst,
3D6 MD six round burst,
4D6 M.D eight round burst,
4D6+3M.D nine round burst ,
5D6 M.D ten round burst ,
1D6X10 M.D twenty round burst ,
2D4X10+10 M.D thirty round burst,
2D6X10fourth round burst

5D8X10 OR 4 M.D 1D4 M.D PER ROUND
2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,
5d4 M.D five round burst,
4d6 MD six round burst,
4d8 M.D eight round burst,
6d6 M.D nine round burst ,
1d4x10 M.D ten round burst ,
2d4x10 M.D twenty round burst ,
2d6x10 M.D thirty round burst,
4d4x10 fourth round burst ,
Range
Rate of fire: burst
Payload: STANDARD CLIP 30 TO 50 round top rifle AK-337/ but bottom Squad Support Variant MG – 337 a75 round drum clip
Bonus/note/ penalties: GM choice


http://pre05.deviantart.net/7ce2/th/pre ... 6i30z4.jpg

http://alexjjessup.deviantart.com/art/AK337-393171376
Weapons systems middle rifle SNIPER VARIANT MR-337
Type 7.62 mm
Damage

1d10 X10 S.D.C OR 1 M.D PER ROUND
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,

5D4 X10 S.D.C or 2 M.D PER ROUND
1D4 M.D Two round burst,
1D6 M.D three round burst, 2D4 M.D
four round burst,
1D10 M.D five round burst,
2D6 MD six round burst, 4D4
M.D eight round burst, 3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
2D6X10fourth round burst

5D8X10 OR 4 M.D 1D4 M.D PER ROUND
2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,
5d4 M.D five round burst,
4d6 MD six round burst,
4d8 M.D eight round burst,
6d6 M.D nine round burst ,
1d4x10 M.D ten round burst ,
2d4x10 M.D twenty round burst ,

Range SNIPER VARIANT MR-337 is 2500 feet

Rate of fire: burst
Payload: STANDARD CLIP 30 TO 50 round in middle of picture SNIPER VARIANT MR-337

Bonus/note/ penalties:
prone add + 2 to strike,
+2 kneeing ,
+1 standing ,
running, moving fast -6 ,
fire from the hip add - 9

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 11, 2017 3:23 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
http://img03.deviantart.net/86c3/i/2017 ... bh3jz4.png

http://unspacy.deviantart.com/art/Pmc-R ... 1500613071

Weapons systems fames rifle MK 1,MK 2,MK 3
Type 6.5 mm
Damage
fames rifle MK 1,MK 2,MK 3

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

Fames MK1 rifle : Under barrel 1 Mini missiles: one shot any varies
Fames MK 2 rifle :Under barrel Grenade launcher : any varies
Fames MK 3 rifle: Under barrel Auto shot gun : 3d6 MDC per shot ,two shot burst only 6d6 plus knock down table
Range
Fames MK1 rifle : 2000 feet
Under barrel 1 Mini missiles: one shot any varies 1 mile
Fames MK 2 rifle :
Under barrel Grenade launcher : any varies : 1000 feet line of sight
Fames MK 3 rifle:
Under barrel Auto shot gun140 feet
Rate of fire: burst round
Payload:
Fames MK1,2,3 rifle : all have 50 round clip ,internal chamber 30 total 80 rounds !!!
Fames MK1 rifle :
Under barrel 1 Mini missiles: one shot only
Fames MK 2 rifle :
Under barrel Grenade launcher burst round
Fames MK 3 rifle: Under barrel Auto shot gun burst round
Bonus/note/ penalties:
IFF systems Infrared /night vision /laser designator combine in scope
Low recoil systems + 2 to burst and aim ,



Weapons systems 4 AK - M2
Type 10 mm
Damage

1d10 X10 S.D.C OR 1 M.D one round
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round, and so
5D4 X10 S.D.C OR 2 M.D one round
2 M.D 1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D one round
1D6 M.D Two round burst,
2D4+1 M.D three round burst,
3D4 M.D four round burst,
2D6+3 M.D five round burst,
3D6 MD six round burst,
4D6 M.D eight round burst,
4D6+3M.D nine round burst ,
5D6 M.D ten round burst ,
1D6X10 M.D twenty round burst ,
2D4X10+10 M.D thirty round burst,
2D6X10fourth round burst
5D8X10 OR 4 M.D OR 1D4 M.D one round
2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,
5d4 M.D five round burst,
4d6 MD six round burst,
4d8 M.D eight round burst
6d6 M.D nine round burst ,
1d4x10 M.D ten round burst ,
2d4x10 M.D twenty round burst ,
2d6x10 M.D thirty round burst,
4d4x10 fourth round burst , and so on

5D10 X10 OR 5 M.D or 1d4+1 M.D one round
1D10 M.D Two round burst,
2D4+1 M.D three round burst,
5D4 M.D four round burst,
4D6+1 M.D five round burst,
1D6X10 MD six round burst,
2D4X10 M.D eight round burst,
2D4X10+10 M.D nine round burst,
1D10X10 M.D ten round burst,
1D10X10 M.D twenty round burst,
5D4X10 fourth round burst , and so on
Range 600 feet
Rate of fire: burst round
Payload: 30 or 40 or 60 round clip
Bonus/note/ penalties: heavy recoil need PS 12 or higher and PE 10 or better

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Aug 13, 2017 2:28 am
  

User avatar
Knight

Joined: Tue Mar 19, 2013 8:20 pm
Posts: 4905
Location: Right behind you.
Comment: Don't waste your time gloating over a wounded enemy. Pull the damn trigger.
You been busy again, i see. I like the rifles and the variable ammunition. There isn't always enough detail in gear these days, so it's nice to see you're still working on this.

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

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Aug 13, 2017 1:39 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
Alrik Vas wrote:
You been busy again, i see. I like the rifles and the variable ammunition. There isn't always enough detail in gear these days, so it's nice to see you're still working on this.

thank you anything you see O.P let me know as well i been working before the fall 2098 there a lot of items i want to post but been busy let me know what you think and let other know and vote as well thnak you

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Aug 13, 2017 5:45 pm
  

User avatar
Hero

Joined: Tue Jan 27, 2004 12:34 am
Posts: 1460
Location: Mary Esther, Florida
Comment: Living in Florida, soon to be Dinosaur Swamp
You have been busy, nice job on the new equipment stats. I can definitely see a lot of this equipment being used by the different military branches, not so much NEMA since they like their energy weapons.

_________________
The Dragon Has Spoken


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Aug 13, 2017 7:40 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
Snake Eyes wrote:
You have been busy, nice job on the new equipment stats. I can definitely see a lot of this equipment being used by the different military branches, not so much NEMA since they like their energy weapons.

thank you anything you see O.P let me know as well

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


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Aug 24, 2017 1:31 am
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
the following are Russian made post CE
The T-72

https://unspacy.deviantart.com/art/Rift ... -700596105

The T-72 is a Soviet second-generation main battle tank that entered production in 1971. About 20,000 T-72 tanks were built, making it one of the most widely produced post–World War II tanks, second only to the T-54/55 family. The T-72 was widely exported and saw service in 40 countries and in numerous conflicts. In Chaos earth they became refit to M.D.C to T-72MK-0002 for fast retro-fits from S.D.C to M.D.C the number when up for middle east ,Africa, some parts of Europe ,parts of South America and ASIA.
The development of the T-72 was a direct result of the introduction of the T-64 tank. The T-64 (Object 432) was a very ambitious project to build a competitive tank with a weight of not more than 36 tons under the direction of Alexander Morozov in Kharkov. To achieve that goal, the crew was reduced to three soldiers, saving the loader by introducing an automated loading system. This and other steps allowed a reduced weight, but caused problems when looking for a reliable engine to fit in the smaller hull.
The production of the T-64 with a 115-mm gun began in 1964, but plans to build the T-64A with a more powerful 125-mm gun had already been made back in 1963.[
Problems with the first batch of T-64 tanks were centered on the 5TDF 700 HP engine and the auto loading mechanism. The engine was unreliable, was difficult to repair and had a guaranteed life span of only a World War 2-era tank engine.
However this was just a cannon fodder tank low MDC and base weapons package we given to all tank .Still easy to mass produce and maintain and surprise of this new metal alloys made easy to make many tank division for any poor country or the need to Bossler it military this became like the AK -47 rifle .on top the looks it has made appealing to eye .Also they add extra amour base to the hull to improve combat endurance ,still a well place shot from a S.A.M.A.S could disable the tank even cripple the T 72MK 0002.From 2031 to 2039 there were over 199,999 T72 MK0002 worldwide ,while in Russian NATO border over 90,000 combat ready. The last item was reduction of crew of three due to automation systems it still can carry three but to save time it mainly one driver , turret gunner ,tank commander.
Weight
The original T-72 is extremely lightweight, at forty-one ton now 39 ton , and very small compared to Western main battle tanks. Some of the roads and bridges in former Warsaw Pact countries were designed such that T-72s can travel along in formation, but NATO tanks could not pass at all, or just one-by-one, significantly reducing their mobility. The basic T-72 is relatively underpowered, with a 780 hp (580 kW) supercharged version of the basic 500 hp (370 kW) V-12 diesel engine originally designed for the World War II-era T-34. The 0.58 m (1 ft 11 in) wide tracks run on large-diameter road wheels, which allows for easy identification of the T-72 and descendants (the T-64/80 family has relatively small road wheels).all these were fix in MK0002
The T-72 is designed to cross rivers up to 5 m (16.4 ft) deep submerged using a small diameter snorkel assembled on-site. The crew is individually supplied with a simple rebreather chest-pack apparatus for emergency situations. If the engine stops underwater, it must be restarted within six seconds, or the T-72's engine compartment becomes flooded due to pressure loss. The snorkeling procedure is considered dangerous, but is important for maintaining operational mobility.


Vehicles features
1. Nuclear Powered: none , MK 0002 fossil fuel, later battery powered –fossil fuel range double, and last battery power cell 90 day on continuous, intermittent 9 months no more than 20 running
2. Radar: none
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the tracking and identification of enemy targets. 5 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
9. Ejector Seats: none
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2 people and has no reinforced to protect the occupants from Mega-Damage reach zero to main body .however even if one M.D.C It is airtight, pressurized and suitable for use in all hostile environments, NO underwater as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.


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

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

3. Enviro-Sensors: An external and internal sensor system that monitors the environment outside and inside the vehicle. This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases, smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000 elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes or crew is in body armored) to protect crew and passengers.

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

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


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

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

8. Radar: none



9. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unless stated otherwise, the vehicle cannot propel itself under water nor move along the bottom of a lake or sea floor. The following features are common on all larger Russian vehicles.
10. Computer controlled life support system. In Russian vehicles, this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stations of the vehicle.
11. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation (cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 25 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
12. Air purification filters and circulation system, and gas filtration, humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply unit’s inmost vehicles.
13. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear, plasma, and magic fires do full damage.
14. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make a character ill almost instantly).
15. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
16. Heads Up Display (HUD).Design





Quote:
artist comment NOT MY FROM Wikipedia



Stats
Height: 11 ft 3 in
Width: 11 ft 1 in
Length 23 ft 7 in
Weight 39 tons
Cargo: rifle , extra body armor,
Power System: LOOK ABOVE
speed on land 60 MPH on land ,on water 5 MPH
Cost: mk0002 cost military version new 350,000 credits
Black Market Cost mk0002 cost military version new 500,000 credits , knock off 125,000 credits (low end weapon systems ) ,rebuilt knock off 200,000 credits





M.D.C
*Main body 125
***Optional extra armored Main body 50
**Treads/tracks (2) 10 each
*Main turret 40
***Optional extra armored Main turret 50
****125 MM Main gun 30
****Machines gun(x2) 15
****Grenade launcher systems (x2) 15
* IF MAN Body take 100 point of damage the TANK IS DISABLE BUT THE REST 25 M.D ARE 25,000 S.D.C passing this tank blow up it has no reinforce cockpit compartment , IF Main turret take 40 point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank Main turret blow up it has no reinforce cockpit compartment
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
*** Optional extra armored Main body takes first damage then that location (look at links below )
https://unspacy.deviantart.com/art/T-72-700596166

https://unspacy.deviantart.com/art/Rift ... -700596187

https://unspacy.deviantart.com/art/T-72-1b-700596213

https://unspacy.deviantart.com/art/Rift ... -700596235



**** reduce this section to zero systems are disable


Weapon systems summary
• 125 MM Main gun
• Machines gun(x3)
• Grenade launcher systems (x2)




Weapons systems 125 MM tank rifle
Type ballistic
Damage
Russian elite units 1d6x10 M.D.C these are H.E.A.P: Heavy Explosive armor piercing rounds, A.P.F.S.D.S round NO blast radius 1D4X10 M.D.C

Commercial knock off /Black Market 1d4x10+5 M.D.C H.E.A.P: Heavy Explosive armor piercing rounds, 6d6 M.D.C A.P.F.S.D.S round NO blast radius
Range 6000 feet
Rate of fire: auto reloader equal hand to hand
Payload: 30 round of each

Weapons systems 12.55 MM machine gun (x3), note Black Market double the burst
Type ballistic
Damage
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
, any higher barrel melts !!!
Range 6000 feet
Rate of fire: burst
Payload: Each has 1000 round

Weapons systems Grenade launcher systems
Type ballistic
Damage first generation M.D.C Grenade launcher rounds
H.E ( heavy explosive )5D4 M.D.C single shot
HEAT (H.E.A.P: Heavy Explosive armor piercing rounds)5D6 MDC single shot
AP 3d6 (Armor-piercing rounds )MDC single shot
Smoke rounds
Range INDIRECT FIRE 1000 FEET
Rate of fire: TWO ROUNDS burst, THAT ONE SET
Payload: 300 OR ONE HUNDRED EACH

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


Last edited by ZINO on Thu Aug 31, 2017 1:37 pm, edited 4 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Aug 24, 2017 1:36 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
the following are Russian made post CE
BMPT Terminator MK 0003


https://unspacy.deviantart.com/art/BMPT ... 1503595609

https://pre05.deviantart.net/e889/th/pr ... bl5soi.jpg

https://www.youtube.com/watch?v=99C317xEsmU


The BMPT Terminator mk 0003 is a post-Cold war armored fighting vehicle (AFV) , designed and manufactured by the Russian company Uralvagonzavod. This vehicle was designed for supporting tanks and other AFVs in urban areas. The BMPT is unofficially named the "Terminator" by the manufacturers. It is heavily armed and armored to survive in urban combat. This AFV is armed with four 9M120 Ataka missile launchers, two 30 mm 2A42 autocannons, two AG-17D grenade launchers, and one coaxial 7.62 mm PKTM machine gun.
The BMPT is built on the chassis of the T-72 main battle tank which is used in large numbers by the Russian Army and has been manufactured under license by many other countries. The BMPT was designed based on combat experience gained during the Soviet war in Afghanistan and the First Chechen War. Multiple prototypes of a tank support combat vehicle were created prior to the design of the current BMPT. The Object 199 "Ramka" was the prototype later to be known as the modern BMPT with the official producer being Uralvagonzavod. A small number were delivered to the Russian Ground Forces for evaluation beginning in 2005. As of late 2013, the only operator of the BMPT was Kazakhstan. Russia appears to have foregone procurement of the BMPT in favor of the T-15 IFV based on the Armata Universal Combat Platform to fill the role.
TOS-1 (Russian: тяжёлая огнемётная система (ТОС-1), Heavy Flamethrower System) is a Soviet 220mm 30-barrel (original system, Ob.634 or TOS-1M) or 24-barrel (Ob.634B or TOS-1A) multiple rocket launcher and thermobaric weapon mounted on a T-72 tank chassis. TOS-1 was designed for defeating enemy personnel in fortifications, in open country, and in lightly armoured vehicles and transport. First combat tests took place in 1988–1989 in the Panjshir Valley during the Soviet war in Afghanistan. The TOS-1 was shown for the first time in public in 1999 in Omsk.
TOS-1 is not assigned to the artillery units of the Russian Armed Forces but is found in Russian CBRN defense units RKhBZ
(Russian: войскa радиационной, химической и биологической защиты (войска РХБЗ), Radiological, Chemical and Biological Defence Troops). That is why it does not have a GRAU index, but rather an RKhBZ index .

The BMPT "Terminator MK0003" is a post-Cold war armored fighting vehicle (AFV) retro fit to M.D.C capability was done in the same time of T-72 battle tank .All Russian at the time to keep up with Germany, NATO and USA so it wouldn’t fall behind in MDC race . From 2031 to 2039 there were over made at least from 100 to 400 in the European front, still a death trap when the armored was gone .IT use in urban combat over sea in middle east ,Africa ,south America and Asia gave alot of information need for the next model .It was late replace with the T-15 .


Vehicles features
1. Nuclear Powered: none , MK 0002 fossil fuel, later battery powered –fossil fuel range double, and last battery power cell 90 day on continuous, intermittent 9 months no more than 20 running
2. Radar: none
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the tracking and identification of enemy targets. 5 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radio with a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
9. Ejector Seats: none
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 people and has no reinforced to protect the occupants from Mega-Damage reach zero to main body .however even if one M.D.C It is airtight, pressurized and suitable for use in all hostile environments, NO underwater as well as outer space. now if main body is brought down to zero The environmental are disable. following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable. [/u]

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

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

3. Enviro-Sensors: An external and internal sensor system that monitors the environment outside and inside the vehicle. This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases, smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000 elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes or crew is in body armored) to protect crew and passengers.

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

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


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

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

8. Radar: none

9. Computer controlled life support system. In Russian vehicles, this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stations of the vehicle.
10. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation (cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 25 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
11. Air purification filters and circulation system, and gas filtration, humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply unit’s inmost vehicles. now if main body is brought down to zero The Air purification filters and circulation system are disable
12. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage. The Insulated and circulation system are disable

13. Radiation shielded ]to at least 1,000 rads (enough to make a character ill almost instantly).
14. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
15. Heads Up Display (HUD).Design

Stats
Height: 7 feet
Width: 11 feet
Length 31 feet
Weight 45.3 tons
Cargo: rifle , extra body armor,
Power System: LOOK ABOVE
Cost: mk0003 cost military version new 250,000 credits
Black Market Cost mk0003 cost military version new 500,000 credits , knock off 125,000 credits (low end weapon systems ) ,rebuilt knock off 200,000 credits
Crew 3
M.D.C
*Main body 125
**Treads/tracks (2) 10 each
*Main turret 40


* IF MAN Body take 100 point of damage the TANK IS DISABLE BUT THE REST 25 M.D ARE 25,000 S.D.C passing this tank blow up it has no reinforce cockpit compartment , IF Main turret take 40 point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank Main turret blow up it has no reinforce cockpit compartment also all weapon systems are destroy
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time

Weapon systems summary
• Two 20 MM rapid fire cannon
• Four single shot short range missiles systems
• grenade launchers
• one coaxial 7.62 mm replace with 12.5 MM

Weapon systems Two 20 MM rapid fire cannon
Type ballistic
Damage 1d4 per round solid slug rounds
THE FOLLOINT IS ONE BARREL FIRE
2D4 M.D Two round burst,
3D4 M.D three round burst,
4D4 M.D four round burst,
5D4 M.D five round burst,
4D6 MD six round burst,
4D8 M.D eight round burst,
9D6 M.D nine round burst ,
1D4X10 M.D ten round burst ,
1D4X10+8 M.D twenty round burst ,
2D6X10 M.D thirty round burst,
2D8X10 M.D fourth round burst OR 4D4X10 M.D

Range 6000 FEET
Rate of fire: burst
Payload: 1000 ROUND FOR BOTH CANNON

Weapon systems summary Four single shot short range missiles systems

Type ballistic H.E.A.T
Damage 1d6x10 M.D
Range 5 miles
Rate of fire: one ,two, three or all four
Payload: FOUR
NOTE: FOR SURFACE TO SURFACE targeting +1 to strike , surface to air /shooting down missiles /targeting +3

Weapon systems grenade launchers
Type balística
Damage 5D4 single shot, dual shot only 1d4x10MD
Range 3000 feet
Rate of fire: single shot, dual shot only
Payload: 200 rounds

Weapons systems 12.55 MM machine gun (x3), note Black Market double the burst
Type balística
Damage
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
, any higher barrel melts !!!
Range 6000 feet
Rate of fire: burst
Payload: Each has 1000 round

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


Last edited by ZINO on Thu Aug 31, 2017 12:45 pm, edited 2 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Aug 24, 2017 6:25 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
heavy short-range MLRS

T 72 variant
https://pre06.deviantart.net/534b/th/pr ... 6hm5.jpg?1

https://unspacy.deviantart.com/art/TOS- ... 1503607837

The idea of a heavy short-range MLRS to launch rockets equipped with incendiary and thermobaric warheads arose in the late 1970s. The combat system consisting of the combat vehicle, rockets, and loading vehicle was developed in early 1980s at KBTM in Omsk and was named TOS-1, remaining a secret development for a long time.
The TOS-1 is intended to engage military personnel, equipment, and buildings, including fortified constructions. The combat vehicle acts within the combat order of infantry and tanks. The large mass of the launcher and the need for a high-level of protection (due to the relatively short range of 3,500 m (11,500 ft)) helped determine the use of the chassis of the T-72 main battle tank. The TZM reloading vehicle was built on the chassis of a KrAZ-255B cross-country truck and equipped with a crane for loading/unloading of the launcher.
In 2001, the improved TOS-1A system entered service. The improved system's range has been extended to 6 kilometers and its ballistic computer has been upgraded.
The nickname "Buratino" originates with the name of the hero of a Russian retelling of the Pinocchio tale (by Alexey Tolstoy), given the perception of the big "nose" of the launcher.
In September 2016, Russia was developing a new shell for the TOS-1A with range increased to 10 km, achieved in part by a new FAE mixture. However, minimum range is extended from 400 m to 1.6 km, so the shorter-range M0.1.01.04M shell will be retained for close combat environments.
TOS-1A system MK 0004, was also retro-fit form S.D.C to M.D.C alloys and add replace to M.D Rockets, later mini missiles, to short range missiles .design to stay away from the battle line it can be deadly war machine. Even with the M.D armored it very weak but mass production it been look for ASAP, when found either it an easy kill or can be dangerous weapon platform.

Vehicles features
1. Nuclear Powered: none , MK 0002 fossil fuel, later battery powered –fossil fuel range double, and last battery power cell 90 day on continuous, intermittent 9 months no more than 20 running
2. Radar: none
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the tracking and identification of enemy targets. 2 mile range Laser Targeting/Rangefinder System 41,333 feet (12,400 meters).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
9. Ejector Seats: none
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!and don't forget add missiles
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 people and has no reinforced to protect the occupants from Mega-Damage reach zero to main body .however even if one M.D.C It is airtight, pressurized and suitable for use in all hostile environments, NO underwater as well as outer space. now if main body is brought down to zero The environmental are disable. following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.


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

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

18. Enviro-Sensors: An external and internal sensor system that monitors the environment outside and inside the vehicle. This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases, smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000 elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes or crew is in body armored) to protect crew and passengers.

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

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

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

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

23. Radar: none

24. Computer controlled life support system. In Russian vehicles, this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stations of the vehicle.
25. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation (cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 25 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
26. Air purification filters and circulation system, and gas filtration, humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply unit’s inmost vehicles. now if main body is brought down to zero The Air purification filters and circulation system are disable
27. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear, plasma, and magic fires do full damage. The Insulated and circulation system are disable

28. Radiation shielded to at least 1,000 rads (enough to make a character ill almost instantly).
29. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
30. Heads Up Display (HUD).Design


Stats
Height: 15 feet
Width: 11 feet
Length 31 feet
Weight 45.3 tons
Cargo: rifle , extra body armor,
Speed 50MPH fully load after 50% of missiles deploy goes to 75MPH
Power System: LOOK ABOVE
Cost: cost military version new 350,000 credits
Black Market Cost cost military version new 500,000 credits , knock off 125,000 credits (low end weapon systems ) ,rebuilt knock off 200,000 credits
M.D.C
*Main body 125
**Treads/tracks (2) 10 each
*Main turret 30


* IF MAN Body take 100 point of damage the TANK IS DISABLE BUT THE REST 25 M.D ARE 25,000 S.D.C passing this tank blow up it has no reinforce cockpit compartment , IF Main turret take 30point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank Main turret blow up it has no reinforce cockpit compartment also all weapon systems are destroy in addition to missiles or rockets in turret.
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time


Weapons systems summary multiple rocket launcher (MRL) or multiple launch rocket system (MLRS)
Weapons systems
Type rocket
Damage
Weapon package A
Standard rockets
Heavy M.D Explosive 5D4 EACH
Weapon package B
Mini-missiles plasma only 1d6x10 M.D
Weapon package c
Short range missiles 1d6x10 M.D
Weapon package D
Medium range missiles 5d6x10
All have blast radius 20 feet
Range
Weapon package A 30000 feet or 5 miles
Weapon package B one mile
Weapon package C 5 miles
Weapon package D 40 miles

Rate of fire:
Any 1 to 24
Payload: 24
NOTE
reloading varies
Weapon package A 1d4 + 5minutes
Weapon package B 1d5 + 5minutes
Weapon package C 5d4 + 5minutes
Weapon package D 6d6 + 5minutes
NOTE
Weapon package A Strike surface to surface +1,surface to air -3
Weapon package B Strike surface to surface +1,surface to air +1
Weapon package c Strike surface to surface +3,surface to air +3
Weapon package D Strike surface to surface +4,surface to air +6

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


Last edited by ZINO on Tue Aug 29, 2017 9:05 am, edited 2 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Aug 24, 2017 9:42 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
T-80


https://unspacy.deviantart.com/art/T-80 ... 1503624728


https://pre03.deviantart.net/1b4f/th/pr ... bl7fj9.jpg

Description
Quote:
NOT MY PICTURE STOCK FOOTAGE

The T-80 is a third-generation main battle tank (MBT) designed and manufactured in the Soviet Union. When it entered service in 1976, it was the first MBT in the world to feature a powerful multifuel turbine engine as its main propulsion engine. The T-80U was last produced in a factory in Omsk, Russia, while the T-80UD and further-developed T-84 continue to be produced in Ukraine. The T-80 and its variants are in service in Belarus, Cyprus, Egypt, Kazakhstan, Pakistan, Russia, South Korea, and Ukraine. The chief designer of the T-80 was the Russian engineer Nikolay Popov.
The project to build the first Soviet turbine powered tank began in 1949. Its designer was A. Ch. Starostienko, who worked at the Leningrad Kirov Plant (LKZ). The tank was never built because available turbine engines were of very poor quality. In 1955 two prototype 1,000 hp (746 kW) turbine engines were built at the same plant under the guidance of G. A. Ogloblin. Two years later a team led by the famous heavy tank designer Josef Kotin constructed two prototypes of the Ob'yekt 278 tank. Both were hybrids of the IS-7 and the T-10 heavy tanks, powered by the GTD-1 turbine engine, weighing 53.5 tonnes and armed with the M65 130 mm tank gun. The turbine engine allowed the tank to reach a maximum speed of 57.3 km/h (35.6 mph) but with only 1950 liters of fuel on board, range was a mere 300 km (190 mi). The two tanks were considered experimental vehicles and work on them eventually ceased. In 1963, the Morozov Design Bureau designed the T-64 and T-64T tanks. They used a GTD-3TL turbine engine which generated 700 hp (522 kW). The tank was tested until 1965. At the same time at Uralvagonzavod a design team under the guidance of L. N. Kartsev created the Ob'yekt 167T tank. It used the GTD-3T turbine engine which supplied 801 hp (597 kW).[14]
In 1966 the experimental Ob'yekt 288 rocket tank, powered by two aerial GTD-350 turbine engines with a combined power of 691 hp (515 kW), was first built. Trials indicated that twin propulsion was no better than the turbine engine which had been in development since 1968 at KB-3 of the Kirov Plant (LKZ) and at WNII Transmash. The tank from LKZ equipped with this turbine engine was designed by Nikolay Popov. It was constructed in 1969 and designated Ob'yekt 219 SP1. It was renamed the T-64T, and was powered by a GTD-1000T multi-fuel gas turbine engine producing up to 1,000 hp (746 kW). During the trials it became clear that the increased weight and dynamic characteristics required a complete redesign of the vehicle's caterpillar track system. The second prototype, designated Ob'yekt 219 SP2, received bigger drive sprockets and return rollers. The number of wheels was increased from five to six. The construction of the turret was altered to use the same compartment, 125 mm 2A46 tank gun, auto loader and placement of ammunition as the T-64A. Some additional equipment was scavenged from the T-64A. The LKZ plant built a series of prototypes based on Ob'yekt 219 SP2. After seven years of upgrades, the tank became the T-80.

The T-80 is similar in layout to the T-64; the driver's compartment is on the centre line at the front, the two-man turret is in the center with gunner on the left and commander on the right, and the engine is rear mounted. Overall, its shape is also very similar to the T-64. The original T-80 design uses a 1,000 horsepower gas turbine instead of a 750-horsepower diesel engine, although some later variants of the T-80 revert to diesel engine usage. The gearbox is different, with five forward and one reverse gear, instead of seven forward and one reverse. Suspension reverts from pneumatic to torsion bar, with six forged steel-aluminium rubber-tyred road wheels on each side, with the tracks driven by rear sprockets. The glacis is of laminate armour and the turret is armoured steel. The turret houses the same 125 mm 2A46 smoothbore gun as the T-72, which can fire anti-tank guided missiles as well as regular ordnance. The tracks are slightly wider and longer than on the T-64 giving lower ground pressure.
The main gun is fed by the Korzina automatic loader. This holds up to 28 rounds of two-part ammunition in a carousel located under the turret floor. Additional ammunition is stored within the turret. The ammunition comprises the projectile (APFSDS, HEAT or HE-Frag) plus the propellant charge, or the two-part missile. The autoloader is an effective, reliable, combat tested system which has been in use since the mid-1960s. The propellant charge is held inside a semi-combustible cartridge case made of a highly flammable material – this is consumed in the breech during firing, except for a small metal baseplate.
A disadvantage highlighted during combat in Chechnya was the vulnerability of the T-80BV to catastrophic explosion.The reason given by US and Russian experts is the vulnerability of stored semi-combustible propellant charges and missiles when contacted by the molten metal jet from the penetration of a HEAT warhead, causing the entire ammunition load to explode. This vulnerability may be addressed in later models. When Western tank designs changed from non-combustible propellant cartridges to semi-combustible, they tended to separate ammunition stowage from the crew compartment with armored blast doors, and provided 'blow-out' panels to redirect the force and fire of exploding ammunition away from the crew compartment.
The autoloader takes between 7.1 and 19.5 seconds to load the main weapon (28 rounds), depending on the initial position of autoloader carousel.
The T-80's armor is made of composite armor on the turret and hull, while rubber flaps and sideskirts protect the sides and lower hull. The later T-80 models use explosive reactive armor and stronger armor, like the T-80U and T-80UM1. Other protection systems include the Shtora-1 and Arena APS, as well as the discontinued Drozd APS (though a limited number of T-80Us have them installed).
The latest T-80 variant in service, the T-84 Oplot, has an entirely new turret with armored ammunition compartment to help prevent accidental detonation.

Vehicles feature
1. Nuclear Powered: NONE , fossil fuel, later battery powered –fossil fuel range double, and last battery power cell 90 day on continuous, intermittent 9 months no more than 20 hour running
2. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).28. Laser Targeting/Rangefinder System 41,333 feet (12,400 meters).
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
9. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
10. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.



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

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

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



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


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

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

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

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


19. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtight and pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unless stated otherwise, the vehicle cannot propel itself underwater nor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
20. Computer controlled life support system. In Russian vehicles, this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious conditions will be instantly red-lighted in the cockpit and all control stationsof the vehicle.
21. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 25 M.D.C.
22. Air purification filters and circulation system, and gas filtration, humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
23. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
24. Radiation shielded to at least 1,000 rads (enough to make acharacter ill almost instantly).
25. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
26. Heads Up Display (HUD).Design

T-80 models
https://unspacy.deviantart.com/art/t-80 ... -700662512

https://img05.deviantart.net/5670/i/201 ... bl5mnk.jpg

T-80 (1976): Initial model, with 1,000-hp gas turbine engine, coincidence rangefinder, and no missile capability. This model does not have fittings for explosive reactive armor. The turret is from the T-64A, and thus retains the use of the old coincidence rangefinder. Characteristics of this type are the V shaped water deflector on the front glacis, coincidence rangefinder in front of the commander's cupola, and Luna searchlight mounted in the same position as a T-64. Around 250 were produced, as the tank's armour was essentially obsolete when introduced. Turret vs APFSDS - 380 mm, Hull vs APFSDS - 500 mm (without reactive armor).Was in effect a pre-production model. Reportedly was fitted with an early version of the Shtora APS.
T-80B (1978): This model had a new turret, laser rangefinder, fire-control, and autoloader allowing the firing of 9M112-1 Kobra antitank guided missile (80% hits in the places and on the move), and improved composite armour. An improved 1,100-hp engine was added in 1980, a new gun in 1982, and fittings for reactive armour in 1985. Reactive armor adds protection of 400 mm equivalent armor to defend against HEAT warheads. The largest sighting range for T-80B kinetic energy ammunition and by heat ("cumulative") ammunition - 4000 m, high-explosive fragmentation - 5000 (using the "side level" - 10,000 m). A night sight TPNZ-49 in active mode they reach 1300 and passive - 850 m. Complex "Reflex" guided missiles with laser beam allows them launch missiles at any speed tank (speed affects the pointing accuracy).
T-80BV (1985): T-80B with explosive reactive armour Kontakt-1.
T-80UM : Russian version, with new Buran Thermal Imaging sight in place of Luna IR.
• Object 219A : Early T-80U (Object 219AS) variant. It has T-80U's turret, but not the Kontakt-5 ERA. Instead, it uses the old Kontakt-1/3 system; some 219As did not have ERA at all. Often misnamed T-80A.
T-80U (1985): Further development with a better turret, Kontakt-5 explosive reactive armor, improved gunsight, and 9K119 Refleks missile system. In 1990 a new 1,250-hp engine was installed. Overall protection with Kontakt-5 against APFSDS/HEAT is 780/1320 mm RHAe.9K119M with antitank guided missile 9M119M since 1990. Some of the tanks in of commander version (T-80UK) equipped with Shtora-1 APS, and thermal imaging night sight TO1-PO2T (detection range / target classification = 6400/4600 meters at night). Basic thermal night sight T-80U within the limits 1750/1500 meters.
T-80UD Bereza (1987): Ukrainian diesel version with 1,000-hp 6TD engine and remote-controlled antiaircraft machine gun.
• T-84 (1999): Further Ukrainian development of T-80UD with 1,200-hp diesel and new welded turret.
T-80BVD (2002): KMDB's upgrade standard for Ukrainian T-80BVs. Changes include the 6TD diesel engine, remote-controlled commander's machine gun, and better optics. None were produced.
T-80UM2/Black Eagle tank (prototype: cancelled): Several Russian prototypes shown at trade shows, with a longer chassis and extra pair of road wheels, and very large turret with separate ammunition compartment
T-80BV (after 2016 plane): up to 3000 pcs, install "Relikt" ERA, PNM Sosna-U gunner view (as T-90, T-72B3), great upgrade of various other systems
T-80MK 0005 replace retro Mega Damage ,FROM 2035 to 2041 ,The main gun is fed by the Korzina automatic loader; takes between .001 and 1 seconds to load the main weapon (28 rounds), depending on the initial position of autoloader carousel. MODEL FROM t-80 to T-80 BV 125 mm 2A46-2 smoothbore gun, 36 rounds T-80B, 2A46M-1 with 45 rounds, MK 0005 HAS 60 ROUNDS, 12.7 mm (X2)

Stats
Height: 12 FEET
Width: 11 FEET
Length 24 FEET
Weight 40 tons
Cargo: rifle , extra body armor,
Power System: LOOK ABOVE
speed on land 60 MPH on land ,
RANGE VARIES LOOK ABOVE IN Vehicles feature POWER
Cost: cost military version new 350,000 credits
Black Market Cost cost military version new 400,000 credits , knock off 125,000 credits (low end weapon systems ) ,rebuilt knock off 200,000 credits


M.D.C
*Main body 145
***Optional extra armored Main body 60
**Treads/tracks (2) 10 each
*Main turret 40
Reinforce cockpit compartment 75
***Optional extra armored Main turret 60
****120 MM Main gun 30
****Machines gun(x2) 15
****Grenade launcher systems (x2) 15
* IF MAN Body take 125 point of damage the TANK IS DISABLE BUT THE REST 20 M.D ARE 20,000 S.D.C passing this tank blow up it has reinforce cockpit compartment, IF Main turret take 40 point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank Main turret blow up it has reinforce cockpit compartment and blow away munition systems
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
*** Optional extra armored Main body takes first damage then that location
https://unspacy.deviantart.com/art/T-80 ... 1503625306
**** reduce this section to zero systems are disable


Weapon systems summary
• 125 MM Main gun
• Machines gun(x3)
• Grenade launcher systems (x2)

Weapons systems 125 MM tank rifle
Type ballistic
Damage
Russian elite units 1d6x10 M.D.C these are H.E.A.P: Heavy Explosive armor piercing rounds, A.P.F.S.D.S round NO blast radius 1D4X10 M.D.C

Commercial knock off /Black Market 1d4x10+5 M.D.C H.E.A.P: Heavy Explosive armor piercing rounds, 6d6 M.D.C A.P.F.S.D.S round NO blast radius
Range 6000 feet
Rate of fire: auto reloader equal hand to hand
Payload: 30 round of each

Weapons systems 360 degree remote control 12.55 MM machine gun (x3), note Black Market double the burst
Type ballistic
Damage
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
, any higher barrel melts !!!
Range 6000 feet
Rate of fire: burst
Payload: Each has 1000 round

Weapons systems Grenade launcher systems
Type ballistic
Damage first generation M.D.C Grenade launcher rounds
H.E ( heavy explosive )5D4 M.D.C single shot
HEAT (H.E.A.P: Heavy Explosive armor piercing rounds)5D6 MDC single shot
AP 3d6 (Armor-piercing rounds )MDC single shot
Smoke rounds
Range INDIRECT FIRE 1000 FEET
Rate of fire: TWO ROUNDS burst, THAT ONE SET
Payload: 300 OR ONE HUNDRED EACH

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


Last edited by ZINO on Tue Aug 29, 2017 9:02 am, edited 3 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 25, 2017 12:22 am
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
T-90

https://unspacy.deviantart.com/art/T-90 ... 1503634483

https://pre14.deviantart.net/b093/th/pr ... 7xv3.jpg?1

The T-90 is a third-generation Russian battle tank that entered service in 1993. The tank is a modern variation of the T-72B and incorporates many features found on the T-80U. Originally called the T-72BU, but later renamed to T-90, it is an advanced tank in service with Russian Ground Forces and the Naval Infantry. The T-90 uses a 125 mm 2A46 smoothbore main gun, the 1A45T fire-control system, an uprated engine, and some vehicles thermal sights. Standard protective measures include a blend of steel and composite armour, smoke grenade dischargers, Kontakt-5 explosive-reactive armour and the Shtora infrared ATGM jamming system. It was designed and built by Uralvagonzavod, in Nizhny Tagil, Russia. Since 2011, the Russian armed forces have ceased any further orders for the T-90, and are instead increasing their numbers of the T-14 Armata that began production in 2016.
T-90 – The first production version. Object 1989, production 1992
o T-90K – Commander's version of the T-90, with additional communication (station R-163-50K) and navigation equipment (TNA-4-3).
o T-90A – Russian army version with welded turret, V-92S2 engine and ESSA thermal viewer. Sometimes called T-90 Vladimir.
o T-90AK – Command version of T-90A.
o T-90AM – Latest version of the T-90A.The main features include the modernization of the old turret design, which is equipped with a new advanced fire control system "Kalina" (with integrated combat information and control systems), a new automatic loader and a new upgraded gun 2A46M-5, as well as a remote-controlled anti-aircraft gun "UDP T05BV-1". The new version also includes the Relikt (Реликт (динамическая защита) ERA bricks instead of the Kontakt-5 ERA bricks.Other improvements include a new 1130 hp engine, an enhanced environmental control system, and satellite navigation systems.
o Т-90M — New modernised version of Т-90А. It's a program of modernization of Vladimir tanks and will include 400 tanks currently in service. Tanks will receive 2А82-1М gun (same as in T-14) and fire control system Kalina. It will be upgraded with Afghanit APS. Relikt ERA.The upgrades are also aimed at improving network-centric warfare capabilities and coordination with Armata project vehicles.
T-90S – Export version of the T-90, later adopted by the Russian Armed Forces as the T-90A. These tanks were made by Uralvagonzavod and were updated with 1,000 hp (750 kW) engines made by Chelyabinsk Tractor Plant. These tanks carry a leaner version of the Shtora-1 passive/active protection system which lacks the infra-red dazzlers carried on the turret. Sometimes called T-90C (Cyrillic letter es looks like a Latin c). These were initially supplied with cast turrets of the early T-90, and when stocks were depleted, new, welded turrets were fabricated.
o T-90SK– Commander's version of the T-90S, with additional communication and navigation equipment. It differs in radio and navigation equipment and Ainet remote-detonation system for HEF rounds.
o T-90S "Bhishma" – modified T-90S in Indian service.
T-90MS – https://www.youtube.com/watch?v=Gj_B9VDu8xs Also known as T-90SM is a new modernized (M) version of the export tank T-90S, with a 1130 hp engine, a PNM Sosna-U gunner view - system surpasses the world analogues, effective defeat of the target in any weather (in the movement itself and in the movement of the target), a 7.62 mm turret UDP T05BV-1 RWS, GLONASS, inertial navigation systems, new explosive reactive armour (ERA) and steering wheel. A new removable turret bustle is included, which provides storage for eight additional rounds. T-90MS is ready for serial production.4 video cameras of a circular view, full coverage of ERA Relikt (Area under the protection of Relikt ~twofold greater than Kontakt-5 of the T-90 A/S/M).The management is united up to the division command. Wheel is used for steering.Thermal imaging sight. The minimum range of night detection of a tank through a thermal imager 3300 meters Tower rotation speed 45 degrees per second.
T-90 MK 0006 Retro fits model From T-90 – to T-90MS – date of refits/ production 2039 to 2042 new M.D alloys ,new vehicle features ,new weapons M.D.C abilities ,new power systems ,M.D.C. 125 mm TANK RIFLE , M.D.C HEAVY machinegun , M.D.C Grenade launcher systems , 1A45T fire-control system, communication (station R-163-50K) and navigation equipment, ESSA thermal viewer, modernization of the old turret design

Vehicles feature
1. Nuclear Powered: NONE , fossil fuel, later battery powered –fossil fuel range double, and last battery power cell 90 day on continuous, intermittent 9 months no more than 20 hour running
2. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).28. Laser Targeting/Rangefinder System 41,333 feet (12,400 meters).
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
9. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
10. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.



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

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

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



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


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

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

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

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


19. Full environmental pilot and crew compartment: Russian robot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtight and pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unless stated otherwise, the vehicle cannot propel itself underwater nor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
20. Computer controlled life support system. In Russian vehicles, this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious conditions will be instantly red-lighted in the cockpit and all control stationsof the vehicle.
21. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 25 M.D.C.
22. Air purification filters and circulation system, and gas filtration, humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
23. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
24. Radiation shielded to at least 1,000 rads (enough to make acharacter ill almost instantly).
25. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
26. Heads Up Display (HUD).Design


Stats
Height: 12 FEET
Width: 11 FEET
Length 24 FEET
Weight 40 tons
Cargo: rifle , extra body armor,
Power System: LOOK ABOVE
speed on land 60 MPH on land ,
RANGE VARIES LOOK ABOVE IN Vehicles feature POWER
Cost: cost military version new 350,000 credits
Black Market Cost cost military version new 400,000 credits , knock off 125,000 credits (low end weapon systems ) ,rebuilt knock off 200,000 credits


M.D.C
*Main body 155
***Optional extra armored Main body 60
**Treads/tracks (2) 10 each
*Main turret 40
Reinforce cockpit compartment 75
***Optional extra armored Main turret 60
****125 MM Main gun 30
****Machines gun(x2) 15
****Grenade launcher systems (x2) 15
* IF MAN Body take 135 point of damage the TANK IS DISABLE BUT THE REST 20 M.D ARE 20,000 S.D.C passing this tank blow up it has reinforce cockpit compartment, IF Main turret take 40 point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank Main turret blow up it has reinforce cockpit compartment and blow away munition systems
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
*** Optional extra armored Main body takes first damage then that location
**** reduce this section to zero systems are disable


Weapon systems summary
• 125 MM Main gun
• Machines gun(x3)
• Grenade launcher systems (x2)

Weapons systems 125 MM tank rifle main gun fires explosive shells at visible targets (line up in the targeting sights and fire and control is only +1 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-4 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 50 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -6 to hit flying targets moving faster than 80 mph/128 km). The gun is controlled by a gunner inside the turret compartment.
Type ballistic
Damage
Russian elite units 1d6x10 M.D.C these are H.E.A.P: Heavy Explosive armor piercing rounds, A.P.F.S.D.S round NO blast radius 1D4X10 M.D.C

Commercial knock off /Black Market 1d4x10+5 M.D.C H.E.A.P: Heavy Explosive armor piercing rounds, 6d6 M.D.C A.P.F.S.D.S round NO blast radius
Range 8000 feet
Rate of fire: auto reloader equal hand to hand
Payload: 30 round of each

Weapons systems 360 degree remote control 12.55 MM machine gun (x3), note Black Market double the burst
Type ballistic
Damage
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
, any higher barrel melts !!!
Range 6000 feet
Rate of fire: burst
Payload: Each has 1000 round

Weapons systems Grenade launcher systems
Type ballistic
Damage first generation M.D.C Grenade launcher rounds
H.E ( heavy explosive )5D4 M.D.C single shot
HEAT (H.E.A.P: Heavy Explosive armor piercing rounds)5D6 MDC single shot
AP 3d6 (Armor-piercing rounds )MDC single shot
Smoke rounds
Range INDIRECT FIRE 1000 FEET
Rate of fire: TWO ROUNDS burst, THAT ONE SET
Payload: 300 OR ONE HUNDRED EACH


Weapons systems 360 degree remote control 12.55 MM machine gun (x3), note Black Market double the burst
Type ballistic
Damage
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
, any higher barrel melts !!!
Range 6000 feet
Rate of fire: burst
Payload: Each has 1000 round

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


Last edited by ZINO on Tue Aug 29, 2017 3:40 pm, edited 2 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 25, 2017 5:24 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
T-14 Armata

https://unspacy.deviantart.com/art/T-14 ... 1503695920

The T-14 Armata (Russian: Т-14 «Армата»; industrial designation "Ob'yekt 148") is a Russian main battle tank based on the Armata Universal Combat Platform. It is the first series-produced next generation tank. The Russian Army plans to acquire 2,300 T-14s in the period 2015–2020 and last production model 2043 . The first batch of T-14 Armata tanks will be deployed to the Taman division 2020, tanks will be transferred only after the completion of all state tests.
The main armament of the T-14 is the 2A82-1M 125 mm (4.92 in) smoothbore cannon,a replacement for the 2A46 125 mm gun of previous Russian and Soviet tanks. Its muzzle energy is greater than one of the world’s previously considered best cannons: the German Leopard 2 Rheinmetall 120 mm gun. The 125 mm gun has 15–20% improved accuracy and its rolling fire angular dispersion has improved 1.7 times. Features include an absence of a fume extractor (due to the unmanned turret), a firing rate of 10–12 rpm (rounds per minute), left side casing ejection port for the 125 mm gun and a maximum effective-penetration range of 8 km with ATGMs. The detection range of the tank's optical sensors is more than 5 km for tank-sized targets in daylight, and at least 3.5 km at night through the thermal imaging channel. The gunner sight's optical channel is equipped with 4× and 12× optical zoom.The laser rangefinder has a theoretical maximum range of 7.5 km. These systems are duplicated; in addition there is a weaker third system that can fire on the move. The crew uses a high-definition camera with a 360-degree field.
The 2A82-1M 125 mm cannon can fire high-powered munitions, including armor-piercing discarding sabot projectiles, guided missiles, shaped-charges and other types of munitions.The Vacuum-1 sabot round, developed for the 2A82-1M gun, has a penetrator that is 900 mm long. and is capable of penetrating 1 m of RHA equivalent at a distance of 2 km.The new controlled-detonation Telnik HE-Frag shell is also available and has entered service. The gun is also capable of firing guided missiles like the 9M119M1 Invar-M which has an effective range of 100 m to 5 km and can penetrate about 900 mm (35.4 in) of steel armour and can also engage low-flying air targets such as helicopters. a feature first implemented on 1960s Soviet tanks, with a new 3UBK21 Sprinter ATGM developed specifically for it. These missiles can be used for air defense.
The secondary armament consists of a 12.7 mm Kord (GRAU index 6P49) machine gun with 300 rounds (not observed during the 2015 parade) and a 7.62 mm PKTM (6P7К) machine gun with 1,000 rounds. All guns are remotely controlled. In addition, another 1,000 rounds can be stored separately. A 12.7 mm machine gun is installed above the turret roof-mounted commander's sight, which avoids visual obstructions, while the turret front has a peculiar slit that is speculated to be intended for the coaxial 7.62 mm machinegun. The tank’s turret might also be fitted with a 30 mm sub-caliber ranging gun to deal with various targets, including low-flying aerial targets, such as attack planes and helicopters.
In the future, the T-14 may use the 2A83 152 mm gun instead of its current 2A82 125 mm gun.This gun, created around 2000 for the T-95 prototype, has a high-speed A.P.F.S.D.S shell with a 1,980 m/s muzzle velocity, only dropping to 1,900 m/s at 2 km. However, Russian engineers have so far kept the 125 mm-size gun, assessing that improvements in ammunition could be enough to increase effectiveness, while concluding that a larger bore weapon would offer few practical advantages.
The T-14 can use anti-aircraft missiles. A 30 mm anti-aircraft gun may be installed in the near future along with the 12.7 machine gun.

The T-14 is equipped with 26.5–40 GHz radar, which has a range of 2-3 km and is used mainly by the APS. The tracking system provides an automatic firing solution for the destruction of the target, which can then be transferred to either the APS or the main gun control computers. The tank will be able to give target designation for artillery and serve in air defence and reconnaissance roles. The T-14 uses highly protected communication channels that connect a group of T-14s and the command post.
The commander and gunner have largely identical multispectral image sights, with visible electromagnetic spectrum and thermography channels and laser rangefinders. The commander's sight is installed on the turret top and has a 360° field of view, while the gunner's, situated in the turret's niche to the gun's left,is slaved to it and is additionally equipped with a direct-vision periscopic channel and laser designator for the T-14's gun-launched, SACLOS anti-tank missiles. The detection distance of tank-sized objects for both sights is 7,500 m (8000) in daylight, through the TV/periscopic channel, and ≈3,500 m at night through the thermal channel. There is also a backup night-vision capable sight, with 2,000/1,000 m respective detection distances. In addition to traditional vision periscopes, the driver has a forward looking infrared camera and a number of zooming closed-circuit television cameras. Video cameras are installed for all-round vision for the crew, since it lacks the normal vantage point of turret roof hatches. This 360-degree camera coverage is perhaps one of the T-14's most unusual features, made necessary because of extremely limited visibility without them. The crew, clustered in the front of the hull, would have poor situation awareness if the camera setup and video feeds were to fail.
Although the T-14 is touted as an entirely Russian-made next-generation tank, some components may not be entirely domestically made. Cybersecurity analysts have stated that Russian industries have had difficulty producing critical components of night-vision systems which are standard on the tank, and have attempted to buy them from Western or Chinese suppliers in the past. This means components of the T-14 could have originated outside of Russia, and may be more difficult to obtain or produce due to sanctions against Russia for its involvement in Crimea and eastern Ukraine.

Vehicles feature
1. Nuclear Powered: NONE , fossil fuel 310 miles , later battery powered –fossil fuel range double, and last battery power cell 90 day on continuous, intermittent 9 months no more than 20 hour running
2. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radio with a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
9. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
10. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.


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

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

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

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

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

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

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

18. Radar: An active electronically scanned array (AESA), is a type of phased array antenna, that is a computer-controlled array antenna in which the beam of radio waves can be electronically steered to point in different directions without moving the antenna.
Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km). The AESA is a more advanced, sophisticated, second-generation of the original PESA phased array technology. PESAs can only emit a single beam of radio waves at a single frequency at a time. The AESA can radiate multiple beams of radio waves at multiple frequencies simultaneously. AESA radars can spread their signal emissions across a wider range of frequencies, which makes them more difficult to detect over background noise, allowing ships and aircraft to radiate powerful radar signals while still remaining stealthy. Most of the radar systems used in modern combat aircraft are AESA systems. This systems is used for anti-missile strike and then target other ground to air or surface to surface targets


19. Full environmental pilot and crew compartment: Russian robot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtight and pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a few hours (300 -400 feet/91-122 m maximum depth). However, unless stated otherwise, the vehicle cannot propel itself underwater nor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
20. Computer controlled life support system. In Russian vehicles, this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious conditions will be instantly red-lighted in the cockpit and all control stationsof the vehicle.
21. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 25 M.D.C.
22. Air purification filters and circulation system, and gas filtration, humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
23. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
24. Radiation shielded to at least 1,000 rads (enough to make a character ill almost instantly).
25. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
26. Heads Up Display (HUD). Design
27. radar damping skin allows to masks IR heating , 90% Undetectable if completely still.70% Undetectable if moving slow . 20% Undetectable if moving 6 feet (1.8 m) per melee round.
Totally ineffective if moving any faster. Duration: ] Indefinite
However due to this systems it cannot add external armored or put addition armored look at video
https://www.youtube.com/watch?v=xPaNSKFY4DM

sadly there will many who will be able to beat this systems via motion detection and eye balling them via experience pilots ,and gunner get familiar with these damping IR systems .

Stats
Height: 11 FEET
Width: 11 FEET
Length 29 FEET
Weight 48 tons
Cargo: rifle , extra body armor,
Power System: LOOK ABOVE
speed on land 56 MPH on land ,
RANGE VARIES LOOK ABOVE IN Vehicles feature POWER
Cost: cost military version new 350,000 credits
Black Market Cost cost military version new 400,000 credits , knock off 125,000 credits (low end weapon systems ) ,rebuilt knock off 200,000 credits


M.D.C
*Main body 160
**Treads/tracks (2) 10 each
*Main turret 50
Reinforce cockpit compartment 75
****125 MM Main gun 30
****Machines gun(x2) 15
****Grenade launcher systems (x1) 15
* IF MAN Body take 140 point of damage the TANK IS DISABLE BUT THE REST 20 M.D ARE 20,000 S.D.C passing this tank blow up it has reinforce cockpit compartment, IF Main turret take 40 point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank Main turret blow up it has reinforce cockpit compartment and blow away munition systems ,note missiles in Main turret add damage
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
**** reduce this section to zero systems are disable

Weapon systems summary
• 125 MM Main gun
• Machines gun(x2) replace with 12.5 MM Machine guns
• Grenade launcher systems
• ATGMs replace with short range missiles systems



Weapons systems 125 MM tank rifle main gun fires explosive shells at visible targets (line up in the targeting sights and fire and control is only +1 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-4 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 50 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -4 to hit flying targets moving faster than 80 mph/128 km). The gun is controlled by a gunner inside the turret compartment.
Type ballistic
Damage
Russian elite units
1d6x10 M.D.C these are H.E.A.P: Heavy Explosive armor piercing rounds, A.P.F.S.D.S round NO blast radius 1D4X10 M.D.C

Commercial knock off /Black Market /knock off
1d4x10+5 M.D.C H.E.A.P: Heavy Explosive armor piercing rounds, 6d6 M.D.C A.P.F.S.D.S round NO blast radius
Range 8000 feet
Rate of fire: auto reloader equal hand to hand
Payload: 30 round of each

Weapons systems 360 degree remote control 12.55 MM machine gun (x3), note Black Market double the burst
Type ballistic
Damage
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
, any higher barrel melts !!!
Range 6000 feet
Rate of fire: burst
Payload: Each has 1000 round

Weapons systems Grenade launcher systems
Type ballistic
Damage first generation M.D.C Grenade launcher rounds
H.E ( heavy explosive )5D4 M.D.C single shot
HEAT (H.E.A.P: Heavy Explosive armor piercing rounds)5D6 MDC single shot
AP 3d6 (Armor-piercing rounds )MDC single shot
Smoke rounds
Range INDIRECT FIRE 1000 FEET
Rate of fire: TWO ROUNDS burst, THAT ONE SET
Payload: 300 OR ONE HUNDRED EACH


Weapons systems A.T.G.M.S replace with short range missiles systems
Type H.E WARHEAD
Damage 2D4X10 M.D
Range 5 MILES
Rate of fire: ONE AT A TIME
Payload: 12
NOTE thanks to active electronically scanned array (A.E.S.A), is FOR Surface to Surface strike +2 ,surface to air strike +3

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Aug 25, 2017 11:45 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
T-15 Armata
https://unspacy.deviantart.com/art/T-15 ... -700943068
https://img05.deviantart.net/8063/i/201 ... blbn4s.jpg
The T-15 Armata (Russian: T-15 Армата), with industrial designation "Object 149", is a Russian heavy infantry fighting vehicle first seen in public (initially with its turret covered) in 2015 during rehearsals for the Moscow Victory Day Parade. The T-15 is expected to replace the BMP-2 and MT-LB based platforms of the Russian Ground Forces.
Background

The infantry fighting vehicle concept was first conceived of in the 1960s during the Cold War, where a confrontation between NATO and Warsaw Pact countries was expected to be dominated by tanks, so infantry required transport to sustain the pace of advance while having armament to fight tanks and armor to withstand machine gun and artillery fire; the Soviet Union created the BMP-1/BMP-2 and the United States the M2 Bradley. While IFVs provided troops with heavier mounted firepower, the amount of anti-tank rockets and guided missiles made it impractical and uneconomical to protect them from such weapons. Post-Cold War, rather than maneuver warfare, most fighting took place in urban areas, such as the battles for Grozny by Russia. While heavy losses could be tolerated in a superpower war, insurgent ambushes with anti-tank weapons easily killing whole squads at once by destroying their IFV have become unacceptable. In an effort to field better protected troop carriers, some countries have experimented with converting tank hulls to carry dismounts.
https://unspacy.deviantart.com/art/T-14 ... -700885152
https://pre05.deviantart.net/77a2/th/pr ... blaeg0.jpg
The Russian T-15 is based on the T-14 tank hull, with its engine relocated to the front to accommodate a passenger compartment in the rear, which adds the engine as a type of shield against frontal hits; passenger capacity is estimated at between seven and nine troops. At 48 tons, the vehicle is slightly heavier than the T-90 main battle tank. It has several features, including a built-in entrenching blade and the T-14's numerous cameras and sensors.
https://unspacy.deviantart.com/art/T-15 ... -700943210
https://unspacy.deviantart.com/art/T-15 ... -700943210

Armament

The T-15 features the Bumerang-BM (Epoch) remote control turret with its 2A42 30 mm auto cannon, a 7.62 mm coaxial PKT and a bank of two Kornet-EM anti-tank guided missiles on both sides. Also in development is the AU-220M Baikal remote turret that features the AK-257 57 mm semi-automatic naval gun and the 9M120 Ataka anti-tank missile.
Mobility
Like the T-14, the T-15 is based on the Armata Universal Combat Platform, but unlike the T-14 it has its engine in the front. It is powered by a new generation 1,500 hp multifuel diesel engine coupled with a hydro-mechanical automatic transmission, has a combat weight of about 48 tons, a maximum road speed of 65–70 km/h (40–43 mph), an operational range of 550 km (340 mi), and a power-to-weight ratio of over 30 h.p./t
Protection
Like the T-14, the T-15 is protected by reactive armour and the Afganit (Russian: Афганит) active protection system. While the T-14 has its Afganit launch tubes at the base of its turret, the T-15 has them arrayed along the top sides of its hull.It uses four soft-kill launchers to deploy smoke grenades that disrupt visual and infrared guidance systems, and five hard-kill launch tubes on top of the hull, compared to the T-14's ten hard-kill tubes on the turret which automatically turns to face a threat.The T-15 has "an unprecedented level of armor protection," including improved passive steel and ceramic composite plate armor and a slat armor cage at the rear. Its new Malakhit (Malachite) ERA is claimed to protect against ATGMs like the FGM-148 Javelin and Missile Moyenne Portée (MMP) and 120 mm tank rounds like the German DM53/DM63 and American M829A3 APFSDS sabots. In addition to hard-kill and soft-kill APS, the developer uses a special paint that significantly reduces the vehicle's infrared signature. The floor is reinforced with an additional armor plate for counter-mine and counter-IED protection, and it has a jamming system to detonate radio-controlled anti-tank mines. The T-15 has an NBC protection system.

Vehicles feature
1. Nuclear Powered: NONE , fossil fuel 310 miles , later battery powered –fossil fuel range double, and last battery power cell 90 day on continuous, intermittent 9 months no more than 20 hour running
2. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radio with a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
9. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
10. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:

• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed. Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.


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

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

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

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

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

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

17. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interference from the latter two is common to all ground vehicles, not just Russian designs).

18. Radar: An active electronically scanned array (AESA), is a type of phased array antenna, that is a computer-controlled array antenna in which the beam of radio waves can be electronically steered to point in different directions without moving the antenna.
Can identify and track up to 56 aerial targets simultaneously at a range of 30 miles (48 km). The AESA is a more advanced, sophisticated, second-generation of the original PESA phased array technology. PESAs can only emit a single beam of radio waves at a single frequency at a time. The AESA can radiate multiple beams of radio waves at multiple frequencies simultaneously. AESA radars can spread their signal emissions across a wider range of frequencies, which makes them more difficult to detect over background noise, allowing ships and aircraft to radiate powerful radar signals while still remaining stealthy. Most of the radar systems used in modern combat aircraft are AESA systems. This system is used for anti-missile strike and then target other ground to air or surface to surface targets

19. Full environmental pilot and crew compartment: Russian robot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtight and pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a few hours (300 -400 feet/91-122 m maximum depth). However, unless stated otherwise, the vehicle cannot propel itself underwater nor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
20. Computer controlled life support system. In Russian vehicles, this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious conditions will be instantly red-lighted in the cockpit and all control stations of the vehicle.
21. Automated blast doors. These will close and lock without being given a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 25 M.D.C.
22. Air purification filters and circulation system, and gas filtration, humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
23. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
24. Radiation shielded to at least 1,000 rads (enough to make a character ill almost instantly).
25. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
26. Heads Up Display (HUD). Design

Stats
Height: 11 FEET
Width: 11 FEET
Length 29 FEET
Weight 48 tons
Cargo: rifle , extra body armor,
Power System: LOOK ABOVE
speed on land 56 MPH on land ,
RANGE VARIES LOOK ABOVE IN Vehicles feature POWER
Cost: cost military version new 350,000 credits
Black Market Cost cost military version new 400,000 credits , knock off 125,000 credits (low end weapon systems ) ,rebuilt knock off 200,000 credits


M.D.C
*Main body 150
**Treads/tracks (2) 10 each
*Main turret 50
Reinforce cockpit compartment 75
# Reinforce side armored (3)75
@ Frontal armored
****125 MM Main gun 30
****Machines gun(x2) 15
****Grenade launcher systems (x1) 15
* IF MAN Body take 140 point of damage the TANK IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank blow up it has reinforce cockpit compartment, IF Main turret take 40 point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 10,000 S.D.C passing this tank Main turret blow up it has reinforce cockpit compartment and blow away munition systems ,note missiles in Main turret add damage
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
**** reduce this section to zero systems are disable
https://pre14.deviantart.net/1045/th/pr ... blbn8q.jpg
https://unspacy.deviantart.com/art/T-15 ... -700943210

# This cover side left and right side and bottom against I.E.D or mines IS THE FRIST TO TAKE Damage then Main body
@ Frontal armored 75, IS THE FRIST TO TAKE Damage then Main body

Weapon systems summary
• Remote control turret 20MM Main gun
• Remote control turret Machines gun(x2) replaces with 12.5 MM Machine guns
• Remote control turret Grenade launcher systems
• Remote control turret ATGMs replace with short range missiles systems



Weapons systems 20 MM tank rifle main gun fires explosive shells at visible targets (line up in the targeting sights and fire and control is only +1 to strike if the target is "painted" with a laser designator). The 20MM auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 50 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -5 to hit flying targets moving faster than 80 mph/128 km). The gun is controlled by a gunner inside the turret compartment.
Type ballistic
Damage
Russian Heavy Slug

5D6X10 S.D.C OR 3 M.D M.D per round ,Heavy slug

Two rounds burst 1d6 M.D
Three rounds burst 2d4+1 M.D
Four rounds burst 2d6 M.D
Five rounds burst 4d4 +1 M.D
Six rounds burst 3d6 M.D
Seven rounds burst 5d4+1 M.D
Eight rounds burst 4d6 M.D
Nine rounds burst ten round burst 5d6 M.D
Twenty rounds burst 1d6x10 M.D
Forty rounds burst 2d6x10 M.D

Commercial knock off /Black Market /knock off
Commercial over stock Medium Slug
200 S.D.C or 5d4x10 S.D.C or 2 M.D per round


Two round burst 1D4 M.D
Three round burst 1D6 M.D
Four round burst 2D4 M.D
Five rounds burst 1D10 M.D
Six round burst 2D6 M.D
Seven round burst 4D4 M.D
Eight round burst 3D6 M.D
Nine rounds burst ten round burst 5D4 M.D
Twenty round burst 1D4 X10 M.D
Forty rounds burst 2D4X10 M.D
60 Forty rounds burst 2D6X10
NOTE RANGE ADD 50%
Black Market /knock off

Double range and rate of fire
1D10X10 OR 1 M.D M.D per round


Two rounds burst 5D4X10 S.D.C OR 2 M.D
Three rounds burst 5D6X10 S.D.C OR 3 M.D
Four rounds burst 1D4X100 S.D.C OR 1D4 M.D
Five rounds burst 1D4X100 PLUS 100 S.D.C OR 1D4+1 M.D
Six round burst 1D6 X100 S.D.C OR 1D6 M.D
Seven round burst 1D6 X100 PLUS 100 S.D.C OR 1D6 +1 M.D
Eight round burst 2D4 M.D OR 2D4 M.D
Nine rounds burst 9D6 X100 S.D.C OR 9D6 M.D
Ten rounds burst 9D6 X100 PLUS 100 S.D.C OR 9D6 M.D+1 M.D
Twenty rounds burst 5D4 M.D
Forty rounds burst 1d4x10 M.D
80 rounds burst 2d4x10
180 rounds burst 4d4x10
360 rounds burst 4d8x10
Range 6000 feet
Rate of fire: burst
Payload: 2000 rounds

Weapons systems replace 360 degree remote control 12.55 MM machine gun (x2), note Black Market double the burst
Type ballistic
Damage
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
, any higher barrel melts !!!
Range 6000 feet
Rate of fire: burst
Payload: Each has 1000 round

Weapons systems Grenade launcher systems
Type ballistic
Damage first generation M.D.C Grenade launcher rounds
H.E ( heavy explosive )5D4 M.D.C single shot
HEAT (H.E.A.P: Heavy Explosive armor piercing rounds)5D6 M.D.C single shot
AP 3d6 (Armor-piercing rounds )M.D.C single shot
Smoke rounds
Range INDIRECT FIRE 1000 FEET
Rate of fire: TWO ROUNDS burst, THAT ONE SET
Payload: 300 OR ONE HUNDRED EACH

Weapons systems smoke Grenade launcher systems
Type ballistic( x5 per side) or 10 total
Damage NONE!!!!CAN REPLACE WITH TEAR GAS
Smoke rounds
Range INDIRECT FIRE 1000 FEET ,blast radius 30 each
Rate of fire: one or TWO ROUNDS burst, THAT ONE SET
Payload: each launcher 4 each or 40
Note temporary block IR systems thermos image foe 1d4 Melee unless strong winds reduce by10% duration

Weapons systems A.T.G.M.s replace with short range missiles systems
Type H.E WARHEAD
Damage 2D4X10 M.D
Range 5 MILES
Rate of fire: ONE AT A TIME per attack ,two at a time per attack
Payload: 4
NOTEFOR Surface to Surface strike +2 ,surface to air strike +3
NOTE thanks to active electronically scanned array (A.E.S.A), is FOR Surface to Surface strike +2 ,surface to air strike +3

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


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 Post subject: Re: ARM TECH
Unread postPosted: Tue Aug 29, 2017 10:21 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
The M60 Patton Mk III
The M60 Patton MKIV
The M60 Patton MK V


The M60 Patton Mk III


https://img01.deviantart.net/bfc2/i/201 ... blrq1y.jpg
https://unspacy.deviantart.com/art/The- ... 1504059237

Description
The M60 Patton is a main battle tank (MBT) introduced in December 1960. With the United States Army's deactivation of their last (M103) heavy tank battalion in 1963, the M60 became the Army's primary tank during the Cold War. Although developed from the M48 Patton, the M60 series was never officially classified as a Patton tank, but as a "product-improved descendant" of the Patton series. In March 1959, the tank was officially standardized as the 105 mm Gun Full Tracked Combat Tank M60 later 120 MM .
The M60 underwent many updates over its service life. The interior layout, based on the design of the M48, provided ample room for updates and improvements, extending the vehicle's service life for over four decades. It was widely used by the U.S. and its Cold War allies, especially those in NATO, and remains in service throughout the world today, despite having been superseded by the M1 Abrams in the U.S. military. Egypt is currently the largest operator with 1,716 upgraded M60A3s, Turkey is second with 866 upgraded units in service, and Israel is third with over 700 units of Israeli variants.

Several new designs came out using old to revised tech as someone would call it. This tank out of need to rush out to service due to the T-80 and T-90 MBT that came out for sale .Many countries were at a disadvantage but The M60 Patton series made the stop gap only USA, Japan Germany ,Russia and China had at first the albites to mass produce MDC combat vehicles snice the age of WWII !!! This tank again was resurrected from the past but better and hold its own T-80 and T-90 MBT. About 10,000 for Europe alone of each MK from 2039 to 2049 that over 30,000 models in Europe, not including Canada, South America, pacific ,India and middle east Israel. Where proved M60 Patton valuable in combat.

Vehicles Features
1. Nuclear Powered: none , 60 mph (96 km) maximum, speed cross-country is typically 40 mph (64 km). Range: 500 miles (800 km) before requiring refueling. Later model battery power /electric engine 1 year on for 24 hours or ,1d4 years intermittent under 24 hours
2. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radio with a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights: Most will have at least one or two spotlights. Typical range is 24,000 feet
8. Ejector Seats: none
9. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
10. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
11. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

12. 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; 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

13. Battlefield Computers net: Takes care of communications, visual data and internal cybernetic systems (monitors personal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, but rarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor, weapons, etc., capable of rotation and zoom to x25 magnification. The Battlefield Computers net functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehicle model of the Battlefield Computers net is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopic capabilities (otherwise reduce range to 10,000 feet.

14. Enviro-Sensors: An external and internal sensor system that monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes) to protect crew and passengers.

15. Other Common Sensor Systems:
• Perfect, crisp,
• 20/20 digital vision optics relay,
• video camera,
• Infrared/Ultraviolet 9,000 feet (304 m),
• Passive Nightvision 9,500 feet , and Digital Recorder (160 hours maximum data).

16. Long-Range Radio Communication System: Approx. 500 mile (800 km) range in the steppes and tundra, 300 miles (482.7 km) in the forests and around cities (interference) and 100-200 (160 to 320 km) in the mountains (Note: The interference from the latter two is common to all ground vehicles, not just Russian designs).

17. Automated blast doors. These will close and lock without being given a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by a special code, electronically picked or blown apart. Blast doors all have 40 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
18. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
19. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
20. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
21. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
22. Thermo-Imager: range of 6 miles . Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
23. Two Periscopes: Have up to x100 magnification for commander and driver to view out of while maneuvering the vehicle.
24. Nightvision Optics: Range: 24,000 ft . Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled (but not burned out, compensates within a single round) by sudden bright lights but does not physically blind the user.
25. Laser Targeting/Rangefinder System 41,333 feet that 7 miles
26. Fully stabilized gun sight: A computer aided gunsight with up to x100 magnification and integral laser rangefinder. +3 to strike in direct fire under all conditions, and +3 to strike in indirect fire when standing still.
27. Datalink transmitters: A powerful battlefield management communications system. Allows the tank to use targeting data from scout vehicles for firing the Anti-Tank missiles or Sabot rounds, and to provide targeting data to other vehicles. Bonus varies on the quality of the data being provided, but all data would allow the tank to fire over obstacles if the scout vehicle is in the right position. The normal effective battlefield range is 10 miles (16 km).
28. Tank is fully NBC (Nuclear, Biological, Chemical) protected, and all equipment is hardened against EMP (Electromagnetic Pulse).






Stats
Height: 10 feet 6.5
Width: 12 feet
Length 30 feet
Weight 46 tons
Cargo: SMALL SIDE ARMS AND RIFLES AND OTHER GEAR
Crew 4
Power System: LOOK ABOVE
Cost: 110,000 credits
Black Market Cost KNOCK OFF ONLY 100,000 Main gun does MDC Damage rest do SDC ONLY




M.D.C by Location
Main body 240 M.D.C
Treads 50
mini-top turret 25
Main turret 100 M.D.C.
Main gun 75 M.D.C.
Machines gun 15 M.D.C.
Optional weapon system mounts top mini turret 25 M.D.C.
Grenade launcher systems 15 M.D.C.
IF MAN Body take 240 point of damage the TANK IS DISABLE BUT THE REST 12 M.D ARE 1,200 S.D.C passing this tank blow up it has reinforce cockpit compartment, IF Main turret take 40 point of damage the Main turret IS DISABLE BUT THE REST 10 M.D ARE 1000 S.D.C passing this tank Main turret blow up it has reinforce cockpit compartment and blow away munition systems
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
**** reduce this section to zero systems are disable


Weapons summary
• One 90mm smooth barrel tank rifle Remote controlled cupola pick one
o Mini top turret Weapons package A: mini-missile launcher
o Mini top turretWeapons package B: laser
o Mini top turretWeapons package C: One rail gun
o Mini top turretWeapons package D: Heavy M.D Machinegun
o Mini top turretWeapons package E : light M.D Machinegun
• Side coaxial heavy M.D machine gun



Weapons systems
Type 90 MM TANK RIFLE
Damage
5D6 M.D H.E.A.T rounds SINGLE SHOT
Auto loader systems dual shot 1d6x10

Range 2 miles
Rate of fire: SINGLE SHOT , dual shot
Payload: 60 rounds




pick one from below top Turret

these weapon package are for top mini turret on M 60 tanks pick one Weapons package A
Weapons package B
Weapons package C
Weapons package D
Weapons package E



Weapons package A: Mini top turret mini-missile launcher

Mini-Missile Launchers (2):
These two box- mounted launchers have been added to the sides of the GAW Abrams for use against lightly armored targets and infantry. Primary Purpose: Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type, but sells the tank with six High Explosive
(5D6 M.D. to a 5 foot/1.5 m blast radius)
Six Fragmentation
(5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire:
Volleys of 1, 2, 4, or 6. Fired by the gunner. Effective Range: One mile (1.6 km).
Payload:
12 total. Each missile launcher holds six mini-missiles.



Weapons package B: Mini top turret laser
Type ATL-6
Damage 3D6X10
Range 6000 FEET
Rate of fire: Single Shot ,three per Melee
Payload: 30

Weapons package C: Mini top turretOne rail gun
Type Rail Gun
Damage from 6d6 to 2d4x10 brust only
Range 2000 feet to 4000 feet
Rate of fire: hand to hand
Payload: 300 brust




Weapons package D: Mini top turret Heavy M.D Machinegun

50 calibers Coaxial Machine-gun(x1):
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or M.D. Rounds.

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

Mega-Damage:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C.
or
1D6 M.D. per burst of 10 rounds.

U.S. Empire's and allies

100 SDC OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five rounds burst,
1D6 MD six round burst,
2d4 M.D eight rounds burst,
2d4+1 M.D nine rounds burst,
1d10 M.D ten rounds burst,
5d4 M.D twenty rounds burst,
5d6 M.D thirty rounds burst,
1D4X10 fourth round burst ,
1d6x10 for sixty rounds,
2d4x10 for eighty rounds,
1d10x10 for one hundred rounds,
2d6x10 for one hundred twenty round

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

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


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Conventional .50 Caliber Rounds:
6000 feet
U.S. Empire's and allies
4.5 miles
Payload:
Conventional .50 Caliber Rounds:
3000 rounds, equal to 300 bursts
U.S. Empire's and allies
4000 rounds
Type of M.D.C Materials
Bullets for black powder, or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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







Weapons package E: Mini top turret light M.D Machinegun

4. 7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with M.D explosive rounds, that allow the weapon to inflict greater Mega-Dam-age. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down. Later replace with M.D caliber better range and damage and ammo .
Primary Purpose: Anti-Infantry/Soft Targets.
Secondary Purpose: Self-Defense.
Mega-Damage:
4D6x10 S.D.C. or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst. MD solid slugs
Using M.D. explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst and 4D4 M.D. per 20 round burst).
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee. A 20 round burst counts as two.
Effective Range: 3000 feet (914 m).
Payload: 1600 rounds, equal to 160 ten round bursts.
Note :6 month in the fields Later replace all U.S. Empire's and allies to M.D 50 calibers Machinegun(x3):
Type of M.D.C Materials
Bullets for black powder, or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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

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


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 Post subject: Re: ARM TECH
Unread postPosted: Wed Aug 30, 2017 6:14 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
https://unspacy.deviantart.com/art/The- ... -701776388

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The M60 Patton MKIV


https://img07.deviantart.net/a1b3/i/201 ... blti4k.jpg

https://unspacy.deviantart.com/art/The- ... 1504108122

Description
The M60 Patton MKIV, is the seventh version in armored and improve weapon package .An all-purpose main battle tank combat and mine filed remover improved version to stand up to vast waves T-72,T-80 and hold its own T-90 and power armored units. Simple and easy to make and sell cheap to allies .


Vehicles Features
1. Nuclear Powered: none , 60 mph (96 km) maximum, speed cross-country is typically 40 mph (64 km). Range: 500 miles (800 km) before requiring refueling. Later model battery power /electric engine 1 year on for 24 hours or ,1d4 years intermittent under 24 hours
2. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Ejector Seats: none
9. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
10. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
11. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

12. 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; 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

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

14. Battlefield Computers net: Takes care of communications, visual data and internal cybernetic systems (monitors personal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, but rarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor, weapons, etc., capable of rotation and zoom to x25 magnification. The Battlefield Computers net functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehicle model of the Battlefield Computers net is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopic capabilities (otherwise reduce range to 10,000 feet.

15. Enviro-Sensors: An external and internal sensor system that monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes) to protect crew and passengers.

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

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


18. Automated blast doors. These will close and lock without being given a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blast doors all have 35 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
19. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
20. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear, plasma, and magic fires do full damage.
21. Radiation shielded to at least 1,000 rads (enough to make acharacter ill almost instantly).
22. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
23. Thermo-Imager: range of 2 miles (3.2 km). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
24. Two Periscopes: Have up to x100 magnification for commander and driver to view out of while maneuvering the vehicle.
25. Nightvision Optics: Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled (but not burned out, compensates within a single round) by sudden bright lights but does not physically blind the user.
26. Laser Targeting/Rangefinder System 41,333 feet (12,400 meters).
27. Fully stabilized gun sight: A computer aided gunsight with up to x100 magnification and integral laser rangefinder. +3 to strike in direct fire under all conditions, and +3 to strike in indirect fire when standing still.
28. Datalink transmitters: A powerful battlefield management communications system. Allows the tank to use targeting data from scout vehicles for firing the Anti-Tank missiles or Sabot rounds, and to provide targeting data to other vehicles. Bonus varies on the quality of the data being provided, but all data would allow the tank to fire over obstacles if the scout vehicle is in the right position. The normal effective battlefield range is 10 miles (16 km).
29. Tank is fully NBC (Nuclear, Biological, Chemical) protected, and all equipment is hardened against EMP (Electromagnetic Pulse).


MDC
*Main body 340 M.D.C
**Main body reactive armor 175
** Treads 50
*Main turret 200 M.D.C.
**Main turret reactive armor 125
**** Main gun 75 M.D.C.
**** Machines gun 15 M.D.C.
**** Optional weapon system mounts top mini turret 25 M.D.C.
**** Grenade launcher systems 15 M.D.C.

*IF MAN Body take 340 point of damage the TANK IS DISABLE BUT THE REST passing this tank blow up it has reinforce cockpit compartment, IF Main turret take 200 point of damage the Main turret IS DISABLE passing this tank Main turret blow up it has reinforce cockpit compartment and blow away munition systems
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
** Main body reactive armor /Main turret reactive armor takes first damage then that location M.D.C
**** reduce this section to zero systems are disable

Stats
Height: 10 feet 6.5
Width: 12 feet
Length 30 feet
Weight 46 tons
Cargo: SMALL SIDE ARMS AND RIFLES AND OTHER GEAR
Crew 4
Power System: LOOK ABOVE
Cost: tanks for 130,000 credits each
Black Market Cost KNOCK OFF ONLY 100,000 Main gun does MDC Damage rest do SDC ONLY
Weapons summary
• 120 mm Auto-Cannon
• Coaxial M.D Heavy or Light
pick one from below top Turret
Weapons package A
Weapons package B
Weapons package C
Weapons package D
Weapons package E






1. 120 mm Auto-Cannon: and a Heavy M.D 50 calibers Coaxial Machine-gun(x1) for USA and Light Machine-gun others
The main gun fires explosive shells at visible targets (line up in the targeting sights and fire Nut is only +3 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-3 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -5 to hit flying targets moving faster than 80 mph/128 km). The gun is controlled by a gunner inside the turret compartment.

Primary Purpose:
Anti-Tank/Anti-Robot/
Secondary Purpose:
Self-Defense.
Mega-Damage:
Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Manual Fire if Auto reloader fails
6D6 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
1d6x10 H.E.A.T Heavy Explosive Anti-tanks Round

Auto reloader two shot (or Burst fire)
1d6x10+12 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
2D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
2d6x10 H.E.A.T Heavy Explosive Anti-tanks Round

Rate of Fire:
Manual Fire
A maximum of three attacks per melee round regardless of the gunner's hand to hand combat numbers.

Or
Auto reloader two shot (or Burst fire) TWO SHOT Brust
Effective Range:
Four Miles
Payload:
The tank can carry up to 80 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.

Pick one from below top Turret
Weapons package A
Weapons package B
Weapons package C
Weapons package D
Weapons package E



Weapons package A: mini-missile launcher


Mini-Missile Launchers (2):
These two box- mounted launchers have been added to the sides of the GAW Abrams for use against lightly armored targets and infantry. Primary Purpose: Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type, but sells the tank with six High Explosive
(5D6 M.D. to a 5 foot/1.5 m blast radius)
Six Fragmentation
(5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire:
Volleys of 1, 2, 4, or 6. Fired by the gunner. Effective Range: One mile (1.6 km).
Payload:
12 total. Each missile launcher holds six mini-missiles.



Weapons package B: laser

Type ATL-6
Damage 3D6X10
Range 6000 FEET
Rate of fire: Single Shot ,three per Melee
Payload: 30

Weapons package C: One rail gun
Type Rail Gun
Damage from 6d6 to 2d4x10 brust only
Range 2000 feet to 4000 feet
Rate of fire: hand to hand
Payload: 300 brust




Weapons package D: Heavy M.D Machinegun


Heavy Machine-gun( :
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or M.D. Rounds.

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

Mega-Damage:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C.
or
1D6 M.D. per burst of 10 rounds.

U.S. Empire's and allies

100 SDC OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five rounds burst,
1D6 MD six round burst,
2d4 M.D eight rounds burst,
2d4+1 M.D nine rounds burst,
1d10 M.D ten rounds burst,
5d4 M.D twenty rounds burst,
5d6 M.D thirty rounds burst,
1D4X10 fourth round burst ,
1d6x10 for sixty rounds,
2d4x10 for eighty rounds,
1d10x10 for one hundred rounds,
2d6x10 for one hundred twenty round

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

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


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Conventional .50 Caliber Rounds:
6000 feet
U.S. Empire's and allies
4.5 miles
Payload:
Conventional .50 Caliber Rounds:
3000 rounds, equal to 300 bursts
U.S. Empire's and allies
4000 rounds
Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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



Weapons package E: light M.D Machinegun


4. 7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with M.D explosive rounds, that allow the weapon to inflict greater Mega-Dam-age. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down. Later replace with M.D caliber better range and damage and ammo .
Primary Purpose: Anti-Infantry/Soft Targets.
Secondary Purpose: Self-Defense.
Mega-Damage:
4D6x10 S.D.C. or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst. MD solid slugs
Using M.D. explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst and 4D4 M.D. per 20 round burst).
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee. A 20 round burst counts as two.
Effective Range: 3000 feet (914 m).
Payload: 1600 rounds, equal to 160 ten round bursts.
Note :6 month in the fields Later replace all U.S. Empire's and allies to M.D 50 calibers Machinegun(x3):

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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

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


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Aug 31, 2017 12:54 am
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
The M60 Patton MK V


https://unspacy.deviantart.com/art/The- ... 1504154215

https://img15.deviantart.net/8397/i/201 ... blvzg1.jpg

https://www.youtube.com/watch?v=NG89Zh9qQrQ

Description


The M60 Patton MK V was the last and reach the maximum level of tech in weapons but armored ,again the quality and larger amount ,even lower compared the soviets .It made the difference in middle east in the state of Israel with they were out number 3 to 1 .it still became a steel wall of armored stop the nation lose between 50% to 90 % enemy tank ,while losing M60 Patton MK 15% to 60% from each version .it was able to do the job but US didn’t want to just do the job like the Russian and china wanted the next was a well know and love tank and became the icon of freedom . this was focus on it armored and many who fast them could tell with one till combat stared which was to late for some of the enemy that did engage them The M60 Patton series .

1. Nuclear Powered: none , 60 mph (96 km) maximum, speed cross-country is typically 40 mph (64 km). Range: 500 miles (800 km) before requiring refueling. Later model battery power /electric engine 1 year on for 24 hours or ,1d4 years intermittent under 24 hours
2. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Ejector Seats: none
9. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
10. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
11. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

12. 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; 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

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

14. Battlefield Computers net: Takes care of communications, visual data and internal cybernetic systems (monitors personal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, but rarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor, weapons, etc., capable of rotation and zoom to x25 magnification. The Battlefield Computers net functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehicle model of the Battlefield Computers net is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopic capabilities (otherwise reduce range to 10,000 feet.

15. Enviro-Sensors: An external and internal sensor system that monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes) to protect crew and passengers.

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

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


18. Automated blast doors. These will close and lock without being given a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blast doors all have 35 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
19. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
20. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear, plasma, and magic fires do full damage.
21. Radiation shielded to at least 1,000 rads (enough to make acharacter ill almost instantly).
22. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
23. Thermo-Imager: range of 2 miles (3.2 km). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
24. Two Periscopes: Have up to x100 magnification for commander and driver to view out of while maneuvering the vehicle.
25. Nightvision Optics: Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled (but not burned out, compensates within a single round) by sudden bright lights but does not physically blind the user.
26. Laser Targeting/Rangefinder System 41,333 feet (12,400 meters).
27. Fully stabilized gun sight: A computer aided gunsight with up to x100 magnification and integral laser rangefinder. +3 to strike in direct fire under all conditions, and +3 to strike in indirect fire when standing still.
28. Datalink transmitters: A powerful battlefield management communications system. Allows the tank to use targeting data from scout vehicles for firing the Anti-Tank missiles or Sabot rounds, and to provide targeting data to other vehicles. Bonus varies on the quality of the data being provided, but all data would allow the tank to fire over obstacles if the scout vehicle is in the right position. The normal effective battlefield range is 10 miles (16 km).
29. Tank is fully NBC (Nuclear, Biological, Chemical) protected, and all equipment is hardened against EMP (Electromagnetic Pulse).


Stats
Height: 10 feet 6.5
Width: 12 feet
Length 30 feet
Weight 46 tons
Cargo: SMALL SIDE ARMS AND RIFLES AND OTHER GEAR
Crew 4
Power System: LOOK ABOVE
Cost: tanks for 150,000 credits each
Black Market Cost KNOCK OFF ONLY 100,000 Main gun does MDC Damage rest do SDC ONLY BUT NO reactive armor


M.D.C by location
*Main body 440 M.D.C
**Main body reactive armor 175
** Treads 75
*Main turret 300 M.D.C.
**Main turret reactive armor 175
**** Main gun 75 M.D.C.
**** Machines gun 15 M.D.C.
**** Optional weapon system mounts top mini turret 30 M.D.C.
**** Grenade launcher systems 15 M.D.C.

*IF MAN Body take 440 point of damage the TANK IS DISABLE BUT THE REST passing this tank blow up it has reinforce cockpit compartment, IF Main turret take 300 point of damage the Main turret IS DISABLE passing this tank Main turret blow up it has reinforce cockpit compartment and blow away munition systems
** IF Treads/tracks reach ZERO tank disable, crew can repair but in combat take 3d6 minutes in the field, there are two extra set in tank at all time
** Main body reactive armor /Main turret reactive armor takes first damage then that location
**** reduce this section to zero systems are disable








Weapons summary
• 120 mm Auto-Cannon
• Coaxial M.D Heavy or Light
pick one from below top Turret
Weapons package A
Weapons package B
Weapons package C
Weapons package D
Weapons package E



1. 120 mm Auto-Cannon:
The main gun fires explosive shells at visible targets (line up in the targeting sights and fire Nut is only +3 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-3 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -5 to hit flying targets moving faster than 80 mph/128 km). The gun is controlled by a gunner inside the turret compartment.

Primary Purpose:
Anti-Tank/Anti-Robot/
Secondary Purpose:
Self-Defense.
Mega-Damage:
Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Manual Fire if Auto reloader fails
6D6 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
1d6x10 H.E.A.T Heavy Explosive Anti-tanks Round

Auto reloader two shot (or Burst fire)
1d6x10+12 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
2D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
2d6x10 H.E.A.T Heavy Explosive Anti-tanks Round

Rate of Fire:
Manual Fire
A maximum of three attacks per melee round regardless of the gunner's hand to hand combat numbers.

Or
Auto reloader two shot (or Burst fire)
Effective Range:
Four Miles
Payload:
The tank can carry up to 80 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.

Pick one from below top Turret
Weapons package A
Weapons package B
Weapons package C
Weapons package D
Weapons package E



Weapons package A: mini-missile launcher


Mini-Missile Launchers (2):
These two box- mounted launchers have been added to the sides of the GAW Abrams for use against lightly armored targets and infantry. Primary Purpose: Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type, but sells the tank with six High Explosive
(5D6 M.D. to a 5 foot/1.5 m blast radius)
Six Fragmentation
(5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire:
Volleys of 1, 2, 4, or 6. Fired by the gunner. Effective Range: One mile (1.6 km).
Payload:
12 total. Each missile launcher holds six mini-missiles.



Weapons package B: laser

Type ATL-6
Damage 3D6X10
Range 6000 FEET
Rate of fire: Single Shot ,three per Melee
Payload: 30

Weapons package C: One rail gun

Type Rail Gun
Damage from 6d6 to 2d4x10 brust only
Range 2000 feet to 4000 feet
Rate of fire: hand to hand
Payload: 300 brust




Weapons package D: Heavy M.D Machinegun


50 calibers Coaxial Machine-gun(x1):
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or M.D. Rounds.

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

Mega-Damage:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C.
or
1D6 M.D. per burst of 10 rounds.

U.S. Empire's and allies

100 S.D.C OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five rounds burst,
1D6 MD six round burst,
2d4 M.D eight rounds burst,
2d4+1 M.D nine rounds burst,
1d10 M.D ten rounds burst,
5d4 M.D twenty rounds burst,
5d6 M.D thirty rounds burst,
1D4X10 fourth round burst ,
1d6x10 for sixty rounds,
2d4x10 for eighty rounds,
1d10x10 for one hundred rounds,
2d6x10 for one hundred twenty round

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

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


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Conventional .50 Caliber Rounds:
6000 feet
U.S. Empire's and allies
4.5 miles
Payload:
Conventional .50 Caliber Rounds:
3000 rounds, equal to 300 bursts
U.S. Empire's and allies
4000 rounds
Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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







Weapons package E: light M.D Machinegun

7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with M.D explosive rounds, that allow the weapon to inflict greater Mega-Dam-age. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down. Later replace with M.D caliber better range and damage and ammo .
Primary Purpose: Anti-Infantry/Soft Targets.
Secondary Purpose: Self-Defense.
Mega-Damage:
4D6x10 S.D.C. or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst. MD solid slugs
Using M.D. explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst and 4D4 M.D. per 20 round burst).
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee. A 20 round burst counts as two.
Effective Range: 3000 feet (914 m).
Payload: 1600 rounds, equal to 160 ten round bursts.
Note :6 month in the fields Later replace all U.S. Empire's and allies to M.D 50 calibers Machinegun(x3):

Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Sep 03, 2017 5:41 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
Quote:
from rifts mercenary book

https://upload.wikimedia.org/wikipedia/ ... parent.png
Revised for Chaos Earth
N.A.T.O Improvise Abrams Main Battle Tank m-1D

Description
The Abrams MBT was once a mainstay of the old U.S. Empire's mechanized armored force; quick, tough and well-armed, improving upon the tank was a relatively straightforward project for the engineers of U.S. Empire's. The new Abrams is a fair better match for T-72, T-80 and T-90, and WERE weaker than their Abrams M.B.T , but still, for the cost, the U.S. Empire's Improvise Abrams cannot be beat. Again the U.S. Empire's was able to stay ahead due to companies like ARMTech and instead of completion with other rival companies they all work together .this allowed the first to roll out and then additional better Main Battle Tank down the road. Strong thank any other tank of the past still other tank were down the line it would take time to come out in the field and even then number would be too low to impact .this was the lesson learn from the last Major war WWII . But by using similar tactic from the past and over specialized in tech allow staying ahead in combat .The UN getting troops from USA, Canada, Mexico, Brazil, Japan, Australia, India, Europe and Russian china opting out set the world stage .The UN Forces set the first push to change and no longer U.S. Empire's but U.S. Empire's and allies to help and aide place like Africa, central America and South America, Middle east ,Pacific Ocean and Lower Asian .this was met with opposition from you guess it Russian china. This Improvise Abrams Main Battle Tank was used in the missile East where the lost T-72, and T-80 couldn’t stand against ,but the T-90 was able to hold .still with range and other tech the T-90 was still not enough only number from T-72, and T-80 hold in pack attack tactic did T-72, and T-80 were able to work in .This tank became the Icon of freedom and will survive 300 plus years later but only a fade of what it could become in Rifts Earth

Vehicles Features


1. Nuclear Powered:
none , 80 mph (96 km) maximum, speed cross-country is typically 60 mph (64 km). Range: 1000 miles (1,600 km) before requiring refueling. Later model battery power /electric engine 1 year on for 24 hours or ,1d4 years intermittent under 24 hours
2. Combat Computer:
Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer:
Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System:
Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications:
Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up:
A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights:
Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Ejector Seats: none
9. Self-Destruct:
A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
10. Voice Actuated Locking System:
The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
11. Complete reinforced, environmental pilot and crew compartment:
The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

12. Flare/Chaff Launchers
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; 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

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

14. Battlefield Computers net:
Takes care of communications, visual data and internal cybernetic systems (monitors personal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, but rarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor, weapons, etc., capable of rotation and zoom to x25 magnification. The Battlefield Computers net functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehicle model of the Battlefield Computers net is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopic capabilities (otherwise reduce range to 10,000 feet.

15. Enviro-Sensors:
An external and internal sensor system that monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes) to protect crew and passengers.

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

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

18. Automated blast doors.
These will close and lock without being given a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blast doors all have 35 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
19. Air purification filters and circulation system,
and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
20. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear, plasma, and magic fires do full damage.
21. Radiation shielded
to at least 1,000 rads (enough to make a character ill almost instantly).
22. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
23. Thermo-Imager:
range of 2 miles (3.2 km). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
24. Two Periscopes:
Have up to x100 magnification for commander and driver to view out of while maneuvering the vehicle.
25. Nightvision Optics:
Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled (but not burned out, compensates within a single round) by sudden bright lights but does not physically blind the user.
26. Laser Targeting/Rangefinder System
41,333 feet (12,400 meters).
27. Fully stabilized gun sight:
A computer aided gunsight with up to x100 magnification and integral laser rangefinder. +3 to strike in direct fire under all conditions, and +3 to strike in indirect fire when standing still.
28. Datalink transmitters:
A powerful battlefield management communications system. Allows the tank to use targeting data from scout vehicles for firing the Anti-Tank missiles or Sabot rounds, and to provide targeting data to other vehicles. Bonus varies on the quality of the data being provided, but all data would allow the tank to fire over obstacles if the scout vehicle is in the right position. The normal effective battlefield range is 10 miles (16 km).
29. Tank is fully NBC
(Nuclear, Biological, Chemical) protected, and all equipment is hardened against EMP (Electromagnetic Pulse).




Stats
Height: 18 feet
Width: 12 feet
Length 36 feet
Weight 40 tons fully loaded. Minimal storage space, just enough room for extra clothing, weapons and some personal items
Cargo:
Power System:
Cost: 200,000 credits.
Black Market Cost None

Model Type:
N.A.T.O Improvise Abrams Main Battle Tank
Class:
Main Battle Tank.
Crew:
Four crewmen, a Tank Commander/pilot/driver, gunner, loader/Operator/mechanic and communications officer.

M.D.C. by Location:
Cupola on Turret (1) 50
Main Turret (1) 120
Improved 120 mm Auto-Cannon (1) 50
* Modified .50 caliber Coaxial Machine-Gun 8(3)
* Box Style Missile Launchers (2) 15 each
** Track Treads (2) 20 each
*** Main Body - 266
Reinforced Crew Compartment 150

* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a Called Shot to strike with the shooter suffering a penalty of -2 to strike.
** Depleting the M.D.C. of a tread requires a Called Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x10+10 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.
*** Depleting the M.D.C. of the main body completely destroys the vehicle, when reach zero there is a 15,000 S.D.C OR 15 M.D.C if pass this point main body blow up Reinforced Crew Compartment then take damage
Weapon systems summary
• 120 mm Auto-Cannon
• 50 calibers Coaxial Machine-gun
• Box Style Mini-Missile Launchers
• 7.62 mm Cupola Machine-gun later replaces 50 calibers Coaxial Machine-gun

120 mm Auto-Cannon:
The Abrams main gun fires explosive shells at visible targets (line up in the targeting sights and fire Nut is only +2 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-2 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -3 to hit flying targets moving faster than 200 mph/128 km). The gun is controlled by a gunner inside the turret compartment. If you add satellite, orbit satellite and remote control drones add +2 to hit flying targets moving faster than 600 mph.

Primary Purpose:
Anti-Tank/Anti-Robot/
Secondary Purpose:
Self-Defense.
Mega-Damage:
Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Manual Fire if Auto reloader fails
6D6 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
1d6x10 H.E.A.T Heavy Explosive Anti-tanks Round

Auto reloader two shot (or Burst fire)
1d6x10+12 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
2D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
2d6x10 H.E.A.T Heavy Explosive Anti-tanks Round

Rate of Fire:
Manual Fire
A maximum of three attacks per melee round regardless of the gunner's hand to hand combat numbers.

Or
Auto reloader two shot (or Burst fire)
Effective Range:
Four Miles
Payload:
The tank can carry up to 80 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.


50 calibers Coaxial Machine-gun(x3):
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or M.D. Rounds.

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

Mega-Damage:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C.
or
1D6 M.D. per burst of 10 rounds.

U.S. Empire's and allies

100 SDC OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five rounds burst,
1D6 MD six round burst,
2d4 M.D eight rounds burst,
2d4+1 M.D nine rounds burst,
1d10 M.D ten rounds burst,
5d4 M.D twenty rounds burst,
5d6 M.D thirty rounds burst,
1D4X10 fourth round burst ,
1d6x10 for sixty rounds,
2d4x10 for eighty rounds,
1d10x10 for one hundred rounds,
2d6x10 for one hundred twenty round

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

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


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Conventional .50 Caliber Rounds:
6000 feet
U.S. Empire's and allies
4.5 miles
Payload:
Conventional .50 Caliber Rounds:
3000 rounds,
U.S. Empire's and allies
4000 rounds
Type of M.D.C Materials

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


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

Box Style Mini-Missile Launchers (2):
These two box- mounted launchers have been added to the sides of the GAW Abrams for use against lightly armored targets and infantry.
Primary Purpose:
Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type, but sells the tank with six High Explosive
(5D6 M.D. to a 5 foot/1.5 m blast radius)
Six Fragmentation
(5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire:
Volleys of 1, 2, 4, or 6. Fired by the gunner. Effective Range: One mile (1.6 km).
Payload:
12 total. Each missile launcher holds six mini-missiles.

7.62 mm Cupola Machine-gun or replace with 50 caliber machine-gun:
A 7.62 mm or replace with 50 caliber machine-gun manned by a gunner or remote controlled protected by the cupola (shielding75 M.D.C ). May be loaded with M.D explosive rounds, that allow the weapon to inflict greater Mega-Dam-age. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down. Later replace with M.D caliber better range and damage and ammo .
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
4D6x10 S.D.C. or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst. MD solid slugs
Using M.D. explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst and 4D4 M.D. per 20 round burst , 4D8 M.D. per 40 round burst, 1D6X10+4 M.D. per 80 round burst).
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee. A 20 round burst counts as two.
Effective Range:
3000 feet (914 m).
Payload: 1600 rounds,
Note :
6 month in the fields Later replace all U.S. Empire's and allies to M.D 50 calibers Machinegun(x3):

Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. 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


Last edited by ZINO on Sun Sep 03, 2017 6:02 pm, edited 1 time in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Sun Sep 03, 2017 6:02 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
Quote:
from rifts mercenary book

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Description
Revised for Chaos Erath
N.A.T.O Improvise Abrams Main Battle Tank Abrams M.B.T M-1G


Vehicles Features


1. Nuclear Powered:
none , 80 mph (96 km) maximum, speed cross-country is typically 60 mph (64 km). Range: 1000 miles (1,600 km) before requiring refueling. Later model battery power /electric engine 1 year on for 24 hours or ,1d4 years intermittent under 24 hours
2. Combat Computer:
Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer:
Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System:
Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications:
Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up:
A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights:
Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Ejector Seats: none
9. Self-Destruct:
A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
10. Voice Actuated Locking System:
The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
11. Complete reinforced, environmental pilot and crew compartment:
The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

12. Flare/Chaff Launchers
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; 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

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

14. Battlefield Computers net:
Takes care of communications, visual data and internal cybernetic systems (monitors personal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, but rarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor, weapons, etc., capable of rotation and zoom to x25 magnification. The Battlefield Computers net functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehicle model of the Battlefield Computers net is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopic capabilities (otherwise reduce range to 10,000 feet.

15. Enviro-Sensors:
An external and internal sensor system that monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes) to protect crew and passengers.

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

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

18. Automated blast doors.
These will close and lock without being given a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blast doors all have 35 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
19. Air purification filters and circulation system,
and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
20. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear, plasma, and magic fires do full damage.
21. Radiation shielded
to at least 1,000 rads (enough to make a character ill almost instantly).
22. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
23. Thermo-Imager:
range of 2 miles (3.2 km). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
24. Two Periscopes:
Have up to x100 magnification for commander and driver to view out of while maneuvering the vehicle.
25. Nightvision Optics:
Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled (but not burned out, compensates within a single round) by sudden bright lights but does not physically blind the user.
26. Laser Targeting/Rangefinder System
41,333 feet (12,400 meters).
27. Fully stabilized gun sight:
A computer aided gunsight with up to x100 magnification and integral laser rangefinder. +3 to strike in direct fire under all conditions, and +3 to strike in indirect fire when standing still.
28. Datalink transmitters:
A powerful battlefield management communications system. Allows the tank to use targeting data from scout vehicles for firing the Anti-Tank missiles or Sabot rounds, and to provide targeting data to other vehicles. Bonus varies on the quality of the data being provided, but all data would allow the tank to fire over obstacles if the scout vehicle is in the right position. The normal effective battlefield range is 10 miles (16 km).
29. Tank is fully NBC
(Nuclear, Biological, Chemical) protected, and all equipment is hardened against EMP (Electromagnetic Pulse).




Stats
Height: 18 feet
Width: 12 feet
Length 36 feet
Weight 50 tons fully loaded. Minimal storage space, just enough room for extra clothing, weapons and some personal items
Cargo:
Power System:
Cost: 200,000 credits.
Black Market Cost None
M.D.C. by Location:
Cupola on Turret (1) 75
Main Turret (1) 175
Improved 120 mm Auto-Cannon (1) 75
* Modified .50 caliber Coaxial Machine-Gun 20(1)
* Box Style Missile Launchers (2) 30 each
** Track Treads (2) 100 each
*** Main Body - 366
Reinforced Crew Compartment 250

* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a Called Shot to strike with the shooter suffering a penalty of -2 to strike.
** Depleting the M.D.C. of a tread requires a Called Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x10+10 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.
*** Depleting the M.D.C. of the main body completely destroys the vehicle, when reach zero there is a 15,000 S.D.C OR 15 M.D.C if pass this point main body blow up Reinforced Crew Compartment then take damage

Weapon systems summary
120 mm Auto-Cannon
Weapon package TOP MINI TURRET TWO(X2)
Weapon package A 20 MM heavy rapid fire cupola(x2)
Weapon package B Heavy M.D 30 caliber M.D Machine
Weapon package C 7.62 mm Cupola Machine-gun
Weapon package D Grenade Launcher
Weapon package E: 50 calibers Coaxial Machine-gun
Weapons package F laser
Weapons package G RAIL GUN
Box Style Mini-Missile Launchers
Weapon package E Heavy M.D 30 caliber calibers Coaxial Machine-gun coaxial

120 mm Smooth barrel Auto-Cannon:
The Abrams main gun fires explosive shells at visible targets (line up in the targeting sights and fire Nut is only +2 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-2 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -3 to hit flying targets moving faster than 200 mph/128 km). The gun is controlled by a gunner inside the turret compartment. If you add satellite, orbit satellite and remote control drones add +2 to hit flying targets moving faster than 600 mph.

Primary Purpose:
Anti-Tank/Anti-Robot/
Secondary Purpose:
Self-Defense.
Mega-Damage:
Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Manual Fire if Auto reloader fails
6D6 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
1D4x10 M.D. per Armor Piercing round to a 3 foot (0.9 m) radius,
1d6x10 M.D. per H.E.A.T Heavy Explosive Anti-tanks Round
2d4x10 M.D. per depleted Uranium rounds
Auto reloader two shot (or Burst fire)
1d6x10+12 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
2D4x10 M.D. per Armor Piercing round to a 3 foot (0.9 m) radius,
2d6x10 M.D. per H.E.A.T Heavy Explosive Anti-tanks Round
4d4x10 M.D. per depleted Uranium rounds

Rate of Fire:
Manual Fire
A maximum of three attacks per melee round regardless of the gunner's hand to hand combat numbers.

Or
Auto reloader two shot (or Burst fire)
Effective Range:
Four Miles
Payload:
The tank can carry up to 80 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.


Weapons systems two turret mount remote control 20MM auto cannon
Type

Damage

Weapon package one 20MM auto cannon light explosive rounds
1d8 M.D per round brust

3d6 M.D two rounds brust
6d6 M.D four rounds brust
5d8 M.D five round brust
2d4x10 M.D ten round brust
2d6x10 M.D fifteen round brust
2d8x10 M.D twenthy round brust
4d6x10 M.D thirthy round brust
4d8x10 M.D fourth round brust
5d8x10 M.D firthy round brust
Any higher barrel melts !!

Weapon package one : 20MM auto cannon Heavy explosive rounds 3d6 M.D per round brust
6d6 M.D two rounds brust
1d6x10+12M.D four rounds brust
2d4x10+10 M.D five round brust
3d6x10 M.D ten round brust
Any higher barrel melts ¡!!
Range
20MM auto cannon light explosive round 3 MILES
20MM auto cannon Heavy explosive rounds 6000 feet
Rate of fire: brust
Payload: 4000 or 200 each (note if one 20 MM cannon was disable then ammo was ealiy tranfer to the other 20mm that still funtinal )

Weapon package E: 50 calibers Coaxial Machine-gun(x1):
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or M.D. Rounds.

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

Mega-Damage:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C.
or
1D6 M.D. per burst of 10 rounds.

U.S. Empire's and allies

100 S.D.C OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five rounds burst,
1D6 MD six round burst,
2d4 M.D eight rounds burst,
2d4+1 M.D nine rounds burst,
1d10 M.D ten rounds burst,
5d4 M.D twenty rounds burst,
5d6 M.D thirty rounds burst,
1D4X10 fourth round burst ,
1d6x10 for sixty rounds,
2d4x10 for eighty rounds,
1d10x10 for one hundred rounds,
2d6x10 for one hundred twenty round

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

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


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Conventional .50 Caliber Rounds:

6000 feet
U.S. Empire's and allies
4.5 miles
Payload:
Conventional .50 Caliber Rounds:
3000 rounds, equal to 300 bursts
U.S. Empire's and allies
4000 rounds
Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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





Weapons package C: light M.D Machinegun

7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with M.D explosive rounds, that allow the weapon to inflict greater Mega-Dam-age. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down. Later replace with M.D caliber better range and damage and ammo .
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
4D6x10 S.D.C. or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst. MD solid slugs
Using M.D. explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst and 4D4 M.D. per 20 round burst).
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee. A 20 round burst counts as two.
Effective Range:
3000 feet (914 m).
Payload:
1600 rounds, equal to 160 ten round bursts.
Note :6 month in the fields Later replace all U.S. Empire's and allies to M.D 50 calibers Machinegun(x3):

Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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



Weapons package F: laser
Type Beam ATL-6
Damage 3D6X10
Range 6000 FEET
Rate of fire: Single Shot ,three per Melee
Payload: 30



Weapons systems /Weapon package D Grenade Launcher
Type ballistic
Damage first generation M.D.C Grenade launcher rounds
H.E ( heavy explosive )5D4 MDC single shot
HEAT (H.E.A.P: Heavy Explosive armor piercing rounds)5D6 MDC single shot
AP 3d6 (Armor-piercing rounds )M.D.C single shot
Smoke rounds
Range INDIRECT FIRE 1000 FEET
Rate of fire: TWO ROUNDS burst, THAT ONE SET
Payload: 300 OR ONE HUNDRED EACH


Weapons package G: One rail gun
Type Rail Gun
Damage from 6d6 to 2d4x10 brust only
Range 2000 feet to 4000 feet
Rate of fire: hand to hand
Payload: 300 brust



Box Style Mini-Missile Launchers (2):
These two box- mounted launchers have been added to the sides of the GAW Abrams for use against lightly armored targets and infantry. Primary Purpose: Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type, but sells the tank with six High Explosive
(5D6 M.D. to a 5 foot/1.5 m blast radius)
Six Fragmentation
(5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire:
Volleys of 1, 2, 4, or 6. Fired by the gunner. Effective Range: One mile (1.6 km).
Payload:
12 total. Each missile launcher holds six mini-missiles.

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Sep 03, 2017 7:11 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
https://img04.deviantart.net/ab71/i/201 ... bmapy7.jpg

https://unspacy.deviantart.com/art/Abra ... a_recent=1

Description
Quote:
from rifts mecnary book


Revised for Chaos Erath
N.A.T.O super Abrams Main Battle Tank

Vehicles Features


1. Nuclear Powered:
none , 80 mph (96 km) maximum, speed cross-country is typically 60 mph (64 km). Range: 1000 miles (1,600 km) before requiring refueling. Later model battery power /electric engine 1 year on for 24 hours or ,1d4 years intermittent under 24 hours
2. Combat Computer:
Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
3. Targeting Computer:
Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
4. Laser Targeting System:
Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
5. Radio Communications:
Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
6. External Audio Pick-up:
A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
7. Spotlights:
Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
8. Ejector Seats: none
9. Self-Destruct:
A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
10. Voice Actuated Locking System:
The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
11. Complete reinforced, environmental pilot and crew compartment:
The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

12. Flare/Chaff Launchers
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; 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

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

14. Battlefield Computers net:
Takes care of communications, visual data and internal cybernetic systems (monitors personal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, but rarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor, weapons, etc., capable of rotation and zoom to x25 magnification. The Battlefield Computers net functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehicle model of the Battlefield Computers net is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopic capabilities (otherwise reduce range to 10,000 feet.

15. Enviro-Sensors:
An external and internal sensor system that monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) in the immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperature wind speed, humidity, barometric pressure and similar air and environmental aspects. The same is true inside the vehicle, with links to the life support system to monitor conditions and warn of breaches and dangers inside. When exposed to gases, oxygen masks drop from concealed compartments in the ceiling (similar to those in 20th Century airplanes) to protect crew and passengers.

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

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

18. Automated blast doors.
These will close and lock without being given a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or any other toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blast doors all have 35 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
19. Air purification filters and circulation system,
and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units in most vehicles.
20. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear, plasma, and magic fires do full damage.
21. Radiation shielded
to at least 1,000 rads (enough to make a character ill almost instantly).
22. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
23. Thermo-Imager:
range of 2 miles (3.2 km). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
24. Two Periscopes:
Have up to x100 magnification for commander and driver to view out of while maneuvering the vehicle.
25. Nightvision Optics:
Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled (but not burned out, compensates within a single round) by sudden bright lights but does not physically blind the user.
26. Laser Targeting/Rangefinder System
41,333 feet (12,400 meters).
27. Fully stabilized gun sight:
A computer aided gunsight with up to x100 magnification and integral laser rangefinder. +3 to strike in direct fire under all conditions, and +3 to strike in indirect fire when standing still.
28. Datalink transmitters:
A powerful battlefield management communications system. Allows the tank to use targeting data from scout vehicles for firing the Anti-Tank missiles or Sabot rounds, and to provide targeting data to other vehicles. Bonus varies on the quality of the data being provided, but all data would allow the tank to fire over obstacles if the scout vehicle is in the right position. The normal effective battlefield range is 10 miles (16 km).
29. Tank is fully NBC
(Nuclear, Biological, Chemical) protected, and all equipment is hardened against EMP (Electromagnetic Pulse).

Stats
Height: 18 feet
Width: 12 feet
Length 36 feet
Weight 70 tons fully loaded. Minimal storage space, just enough room for extra clothing, weapons and some personal items
Cargo:
Power System:
Cost: 200,000 credits.
Black Market Cost None


Model Type:
N.A.T.O Improvise Abrams Main Battle Tank
Class:
Main Battle Tank.
Crew:
Four crewmen, a Tank Commander/pilot/driver, gunner, loader/Operator/mechanic and communications officer.

M.D.C. by Location:
Cupola on Turret (1) 75
Main Turret (1) 415
Improved 120 mm Auto-Cannon (1) 75
* Modified .50 caliber Coaxial Machine-Gun (1) 20
* Box Style Missile Launchers (2) 30 each
** Track Treads (2) 100 each
*** Main Body – 606
Reinforced Crew Compartment 490

* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a Called Shot to strike with the shooter suffering a penalty of -2 to strike.
** Depleting the M.D.C. of a tread requires a Called Shot (and -2 to strike), but destroying one set of treads immobilizes the tank until it can be replaced. Replacing a tread will take 1D6x10+10 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not un-der attack.
*** Depleting the M.D.C. of the main body completely destroys the vehicle


Weapon systems summary
120 mm Auto-Cannon or Rail gun
Weapon package TOP MINI TURRET TWO(X2)
Weapon package A 20 MM heavy rapid fire cupola(x2)
Weapon package B Heavy M.D 30 caliber M.D Machine
Weapon package C 7.62 mm Cupola Machine-gun
Weapon package D Grenade Launcher
Weapon package E: 50 calibers Coaxial Machine-gun
Weapons package F laser
Weapons package G RAIL GUN
Box Style Mini-Missile Launchers
Weapon package E Heavy M.D 30 caliber calibers Coaxial Machine-gun coaxial

120 mm Smooth barrel Auto-Cannon:
The Abrams main gun fires explosive shells at visible targets (line up in the targeting sights and fire Nut is only +2 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, firing at a set of coordinates without actually seeing the target (-2 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle, allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -3 to hit flying targets moving faster than 200 mph/128 km). The gun is controlled by a gunner inside the turret compartment. If you add satellite, orbit satellite and remote control drones add +2 to hit flying targets moving faster than 600 mph.
Rail Gun
due to weight is able to carry and fire as a regular Smooth barrel Auto-Cannon.However it will be the prototype to the Boom gun on the Glitter Boy robot and light in damage ,however i can carny the standard Boom Gun !!
Primary Purpose:
Anti-Tank/Anti-Robot/
Secondary Purpose:
Self-Defense.
Mega-Damage:
Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

120 mm Smooth barrel Auto-Cannon:
Manual Fire if Auto reloader fails
6D6 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
1D4x10 M.D. per Armor Piercing round to a 3 foot (0.9 m) radius,
1d6x10 M.D. per H.E.A.T Heavy Explosive Anti-tanks Round
2d4x10 M.D. per depleted Uranium rounds
Auto reloader two shot (or Burst fire)
1d6x10+12 M.D. per High-Explosive (HE) round to a 10 foot (3 m) radius
2D4x10 M.D. per Armor Piercing round to a 3 foot (0.9 m) radius,
2d6x10 M.D. per H.E.A.T Heavy Explosive Anti-tanks Round
4d4x10 M.D. per depleted Uranium rounds


Rail gun
similar to the GB but lower recoil systems allows to be use ,a super rare find after 300 years
4d4x10 M.D SHOT ONLY per round
3d6x10 M.D Per depleted Uranium rounds

Rate of Fire:
120 mm Smooth barrel Auto-Cannon:
Manual Fire
A maximum of three attacks per melee round regardless of the gunner's hand to hand combat numbers.
Or
Auto reloader two shot (or Burst fire)

Rail gun
Equal to Hand to hand
Rail gun SHOT ONLY per attack no Brust fire
Effective Range:
120 mm Smooth barrel Auto-Cannon:
Two Miles
Rail gun : 2 miles
Payload:
The tank can carry up to 80 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.
rail gun 300 shots


Weapons systems two turret mount remote control 20MM auto cannon
Type

Damage

Weapon package one 20MM auto cannon light explosive rounds
1d8 M.D per round brust

3d6 M.D two rounds brust
6d6 M.D four rounds brust
5d8 M.D five round brust
2d4x10 M.D ten round brust
2d6x10 M.D fifteen round brust
2d8x10 M.D twenthy round brust
4d6x10 M.D thirthy round brust
4d8x10 M.D fourth round brust
5d8x10 M.D firthy round brust
Any higher barrel melts !!

Weapon package one : 20MM auto cannon Heavy explosive rounds 3d6 M.D per round brust
6d6 M.D two rounds brust
1d6x10+12M.D four rounds brust
2d4x10+10 M.D five round brust
3d6x10 M.D ten round brust
Any higher barrel melts ¡!!
Range
20MM auto cannon light explosive round 3 MILES
20MM auto cannon Heavy explosive rounds 6000 feet
Rate of fire: brust
Payload: 4000 or 200 each (note if one 20 MM cannon was disable then ammo was ealiy tranfer to the other 20mm that still funtinal )

Weapon package E: 50 calibers Coaxial Machine-gun(x1):
This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or M.D. Rounds.

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

Mega-Damage:
Conventional .50 Caliber Rounds:
1D6x 100 S.D.C.
or
1D6 M.D. per burst of 10 rounds.

U.S. Empire's and allies

100 S.D.C OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five rounds burst,
1D6 MD six round burst,
2d4 M.D eight rounds burst,
2d4+1 M.D nine rounds burst,
1d10 M.D ten rounds burst,
5d4 M.D twenty rounds burst,
5d6 M.D thirty rounds burst,
1D4X10 fourth round burst ,
1d6x10 for sixty rounds,
2d4x10 for eighty rounds,
1d10x10 for one hundred rounds,
2d6x10 for one hundred twenty round

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

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


Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range:
Conventional .50 Caliber Rounds:

6000 feet
U.S. Empire's and allies
4.5 miles
Payload:
Conventional .50 Caliber Rounds:
3000 rounds, equal to 300 bursts
U.S. Empire's and allies
4000 rounds
Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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





Weapons package C: light M.D Machinegun

7.62 mm Cupola Machine-gun:
A 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with M.D explosive rounds, that allow the weapon to inflict greater Mega-Dam-age. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down. Later replace with M.D caliber better range and damage and ammo .
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
4D6x10 S.D.C. or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst. MD solid slugs
Using M.D. explosive rounds doubles the damage noted above
(2D4 M.D. per 10 round burst and 4D4 M.D. per 20 round burst).
Rate of Fire:
Each 10 round burst counts as one of the gunner's attacks per melee. A 20 round burst counts as two.
Effective Range:
3000 feet (914 m).
Payload:
1600 rounds, equal to 160 ten round bursts.
Note :6 month in the fields Later replace all U.S. Empire's and allies to M.D 50 calibers Machinegun(x3):

Type of M.D.C Materials

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


1. lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. Heavy Plasma same as above but 1d6 per melee round

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



Weapons package F: laser
Type Beam ATL-6
Damage 3D6X10
Range 6000 FEET
Rate of fire: Single Shot ,three per Melee
Payload: 30



Weapons systems /Weapon package D Grenade Launcher
Type ballistic
Damage first generation M.D.C Grenade launcher rounds
H.E ( heavy explosive )5D4 MDC single shot
HEAT (H.E.A.P: Heavy Explosive armor piercing rounds)5D6 MDC single shot
AP 3d6 (Armor-piercing rounds )M.D.C single shot
Smoke rounds
Range INDIRECT FIRE 1000 FEET
Rate of fire: TWO ROUNDS burst, THAT ONE SET
Payload: 300 OR ONE HUNDRED EACH


Weapons package G: One rail gun
Type Rail Gun
Damage from 6d6 to 2d4x10 brust only
Range 2000 feet to 4000 feet
Rate of fire: hand to hand
Payload: 300 brust



Box Style Mini-Missile Launchers (2):
These two box- mounted launchers have been added to the sides of the GAW Abrams for use against lightly armored targets and infantry. Primary Purpose: Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel.
Mega-Damage:
Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type, but sells the tank with six High Explosive
(5D6 M.D. to a 5 foot/1.5 m blast radius)
Six Fragmentation
(5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire:
Volleys of 1, 2, 4, or 6. Fired by the gunner. Effective Range: One mile (1.6 km).
Payload:
12 total. Each missile launcher holds six mini-missiles.

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


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 Post subject: Re: ARM TECH
Unread postPosted: Tue Sep 19, 2017 7:16 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3735
Location: new york
Comment: NEVER QUIT..... I got lucky
wow 29347 view thnak you !!!!but...only 26 votes is me or am i doing it wrong here?

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


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