N.A.AT Germany BOOK 2

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ZINO
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Re: N.A.AT Germany BOOK 2

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Recent N.A.T.O started sell certain military vehicles full updated , and been ship via sea and air to buyer .it was something that were design to boost military hardware and even other places like North America many mercenary groups well know units ,South America Columbia and even N.G.R as well . It was a surprise the result and the demand for military vehicle. Also N.A.A.T , N.A.M.E.S , and N.A.TO many were sent to or built in N.G.R and other parts of Europe. All the vehicle are fully updated with good amour and even the best are kept by N.A.A.T, N.A.M.E.S , and N.A.TO . But most northern gun , G.A.W and other weapon dealer are backing . this a been a joint operation where North America are making millions of credits from MDC alloys to ammunition and adding the best of rifts earth. the questions why do it and secrecy too ? well N.E an alien arm dealer could of cause a major mayhem for N.A.A.T , N.A.M.E.S , and N.A.TO and to all power bloc in rifts earth !!! this is a message been back by many what can be done when working together !!this surprised the major power bloc like the coalition in North America and in Europe the N.G.R as well. it didn't come from the major power bloc but smaller companies and dealer and the cost were cheap compared to what they make as well. this allow every even chip well dealer and G.A.W (and thanks to them they gave the blue print to N.A.A.T , N.A.M.E.S , and N.A.TO) the weakest be part of something big across the pond !!1

•The F-16 ( will be the work horse in North America and south America for Columbia ) DONE
•the Super-Tomcat( will be the work horse in North America and south America for Columbia navy ,Free Quebec will have a tailor made version )DONE
• stealth F-14 Super-Tomcat Series N.A.A.T , N.A.M.E.S , N.A.TO and New Navy DONE
http://upload.wikimedia.org/wikipedia/c ... 7/QF-4.jpg
•The F4 phantom –Bomber, the F-4 mark 3 single pilot for Air Superiority ,IncAir Superiority ,Inc only ,rest two seater
•Huey I-D Assault Helicopter
• HUEY COBRA
•The Osprey Pre-rifts
•UH-60 Black Hawk



http://upload.wikimedia.org/wikipedia/c ... TOM_II.png

The F4 phantom -Bomber
The The F4 phantom -Bomberis a flying jet , usually operating in
squadrons of between three and five . Each has a single pilot in rifts earth. Maximum
speed is MACH 2, and they can operate for five hours, giving it an effective range of 3,500 miles . They require a cleared landing strip of at least half a mile (2640 feet) to take -off and land.
The The F4 phantom -Bomber were first sent to Air Superiority ,IncAir Superiority ,Inc look at page 114 book: Merctown a total of 30 and that doesn’t included free ammo repair a The F4 phantom Bomber form scratch!! These were the first given to Air Superiority ,IncAir Superiority ,Inc and all three type of F-16 over 30 each as well too . they made mark going against the coalition with the Free Quebec during the break away from the coalition states adding insult to the coalition the Super-Tomcat the Free Quebec came very handy and N.A.A.T and N.A.M.E.S made sure Air Superiority ,IncAir Superiority ,Inc was up to the task at hand . Also N.A.A.T and N.A.M.E.S gave 12 Grey falcon attack jet to Air Superiority ,IncAir Superiority ,Inc to help them but making sure N.A.A.T and N.A.M.E.S were kept as a silent partner ,which only Frank Carson know and no one else will know!!!

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

Systems of Note: N.A.T.O. has outfitted the The F4 phantom -Bomber with most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:

1. Systems of Note: N.A.T.O. has outfitted the VEHICLE with most of the features common to robot vehicles and power armor look below. These include standard radio communications, NO ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
Fossil fuel : BUT . Alternative Fuel Systems. , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor(9 feet/2.7 m and smaller), hover cycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles

2. Radar: Can identify and track up to 48 targets simultaneously at a range of 200 miles

3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer

4. Targeting Computer assists in tracking and identification of enemy targets. 190 mile range

5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 2 to strike when using long range weapons. Does not apply to hand to hand combat .

6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 10 miles (8 km). Plus a built-in loudspeaker; 80 decibels.

7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 3000 feet away.

8. Spotlights: [/b] Most will have at least one or two spotlights. Typical range is 6000 feet ,this unit carries two ,to blind target aircrafts or related fly targets within it range able to blind pilot or other getting a 1d6 negative

9. Ejector seat: for two

10. Self-Destruct: A last resort measure to prevent one's vehicle from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems with 6D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!

11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.

12. Complete environmental pilot and crew compartment: the compartment can usually seat 2 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included. M.D 240

13. Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 98 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor


General characteristics

Crew: 1for Air Superiority ,IncAir Superiority ,Inc other 2
Length: 63 ft 0 in (19.2 m)
Wingspan: 38 ft 4.5 in (11.7 m)
Height: 16 ft 6 in (5.0 m)
Wing area: 530.0 ft² (49.2 m²)
Airfoil: NACA 0006.4–64 root, NACA 0003-64 tip
Empty weight: 30,328 lb (13,757 kg)
Loaded weight: 41,500 lb (18,825 kg)
Max. takeoff weight: 61,795 lb (28,030 kg)
Powerplant: 2 × General Electric J79-GE-17A axial compressor turbojets, 11,905 lbf dry thrust (52.9 kN), 17,845 lbf in afterburner (79.4 kN) each
Zero-lift drag coefficient: 0.0224
Drag area: 11.87 ft² (1.10 m²)
Fossil Fuel capacity standard : 1,994 U.S. gal (7,549 L) internal, 3,335 U.S. gal (12,627 L) with three external tanks (370 U.S. gal (1,420 L) tanks on the outer wing hard points and either a 600 or 610 U.S. gal (2,310 or 2,345 L) tank for the center line station).
Maximum landing weight: 36,831 lb (16,706 kg)

Performance

• Maximum speed: Mach 2. (1,472 mph, 2,370 km/h) at 40,000 ft (12,190 m)
• Cruise speed: 506 kn (585 mph, 940 km/h)
• Combat radius: 367 nmi (422 mi, 680 km)
• Ferry range: 1,403 nmi(1,615 mi, 2,600 km)with 3 external fuel tanks
• Service ceiling: 60,000 ft (18,300 m)
• Rate of climb: 41,300 ft/min (210 m/s)
• Wing loading: 78 lb/ft² (383 kg/m²)
• lift-to-drag: 8.58
• Thrust/weight: 0.86 at loaded weight, 0.58 at MTOW
• Takeoff roll: 4,490 ft (1,370 m) at 53,814 lb (24,410 kg)
• Landing roll: 3,680 ft (1,120 m) at 36,831 lb (16,706 kg)
cost 800,000 credits
M.D.C.:
200 main body
Wing 150 each
Tail wing (3)75
Enegine 240 each (2)
Wheels (3)25 each .

Weapon Systems
1. M61 20mm Gatling Cannon:
2. hard point 9 total


1. M61 20mm Gatling Cannon: this is the same pre-Rifts Gatling cannon originally installed on the The F4 phantom -Bomber. The cannon is armed with mega-damage, armor piercing ramjet ammunition.this The F4 phantom -Bomber can carry two 20 MM Gatling Cannon
Mega-Damage: pick one of the following below in bold letters

1D10X10 SDCOR 1 MD 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,


5D4 X10 S.D.C OR 2 M.D ONE 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 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,
2D6X10 fourth 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 ,


5D10 X10 OR 5 M.D ONE ROUND ONE 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 ,


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

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

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

2D6X100 S.D.C OR 2D6 M.D OR 12M.D ONE ROUND
4d6 M.D Two round burst,
6d6 M.D three round burst,
1d4x10 +8 M.D four round burst,
1d6x10 M.D five round burst,
1d10x10 M.D eight round burst,
2d6x10 M.D ten round burst ,
4d6x10 M.D twenty round burst ,
6dx610 M.D thirty round burst,
8d6x10 fourth round burst

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

5D4 X100 S.D.C OR 5d4M.D OR 20 M.D ONE ROUND
1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,
1d10x10 M.D five round burst,
2d6x10 MD six round burst,
4d4x10 M.D eight round burst,
3d6x10 M.D nine round burst ,
5d4x10 M.D ten round burst ,
5d8 x10 M.D twenty round burst

Rate of Fire: Equal to pilot's hand to hand attacks per melee.
Effective Range: 4000 feet (1220 m)
Payload: 600 rounds,

2. Modified AIM-54 Phoenix Air-to-Air Missiles (6):
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age and improved by N.A.T.O Weapon smiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.N.A.T.O add vector thruster systems, it combine TV image , thermo and radar systems making hard for chaff to take effect .
Mega-Damage: 5D6xlO M.D.
Rate of Fire: One at a time or in volleys of up to six.
Effective Range: 125 miles (200 km)
Payload: one per hard point

3. Wing Mounted Long-Range Missiles (2):
two of long range missiles are mounted, one on each wing, to combat enemy aircraft at ranges greater than that of the Phoenix missile.
Mega-Damage:
Plasma/Heat (medium) 5D6xlO
Proton Torpedo (heavy) 6D6xlO
Nuclear (heavy) 1d6x100
Nuclear Multi-warhead 2d4x100
Nuclear Multi-warhead (heavy)2d6x100
Rate of Fire: One at a time or a volley of two.
Effective Range: 3000 miles .
Payload: one per hard point

Or

4.Mark 82 General Purpose Bomb total 16 per missiles replace also damage is any short range missiles

NOTE
+ 8 to dodge all ground attacks, and + 4 to dodge all attacks from aircraft of a similar speed.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Will post something new soon,
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Thunderbolt

N.A.T.O Thunderbolt V, a.k.a, the "Warthog “Class: Close-support ground attack aircraft. What many don’t know their a second type the mark VI with can turn from a A-10 to robot to engage air to ground , air to air to ground to ground target . so far it been able to take any know target with a combination of 40 MM Mk. III Avenger Cannon, missiles ,heavy M.D Machine gun , beam weapon systems .in radar systems IFF systems see a A-10 but systems are fooled as it changes to robot mode it has an AWE or Horror factor of 16 for the frist time !!! then it goes down to 10 but so far not a siangle target has survive . they operate in set of two ,one hitting long range the other point black range ,this combination has so far not fail. This has been a combination of N.G.R , N.A.M.E.S , N.A.T.O and other engineer team ( JAPAN ). In a short tine it gone from drawing to vechile in 6 months!!!only N.G.R , N.A.M.E.S , N.A.T.O are known too and kept super top secert from the pilots to ground crews!!!
Systems of Note: N.A.T.O. has outfitted the Thunderbolt V with most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
1. Systems of Note: N.A.T.O. has outfitted the VECHILE with most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
fossil fuel : BUT . Alternative Fuel Systems . , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor(9 feet/2.7 m and smaller), hover cycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles

2. Radar: Can identify and track up to 48 targets simultaneously at a range of 200 miles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer
4. Targeting Computer assists in tracking and identification of enemy targets. 190 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 2 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 10 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 3000 feet away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 6000 feet ,this unit carries two ,to blind target aircrafts or related fly targets within it range able to blind pilot or other getting a 1d6 negative
9. Ejector seat:
10. Self-Destruct: A last resort measure to prevent one's vehicle from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 6D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: the compartment can usually seat 2 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (1000 foot max. depth) and space. The following features are included. M.D 240
13. E.S.M.: Radar Detector, Passively detects other radars being operated.
14. FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night
15. Smoke /Tear gas /Flare/Chaff Launchers (6) -A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Robot A-10 carries Enegry Flares
Special Bonuses:
One additional melee attack/action per melee round against ground-based opponents, + 1 on initiative long range 2 plus miles add+4 , +6 to dodge when flying at slow speeds or at low altitude, +8 to dodge when flying over 325 mph ,
16. Special Enhanced Radar:
Can identify and simultaneously track up to 220 different targets. Range: 500 miles . The radar is in the nose and faces forward. Only targets in the forward 60 degree arc of the jet can be targeted . Special ground attack mode identifies and tracks ground targets only.
17. Laser Designator targeting System:
Mounted on the right side of the nose , the laser targeting is used with Ave nger Cannon shots. The aiming reticle appears on the HUD for cannon shots.any vechile with a TAG unit added target will add +2 to hit ground targets
18. Bonuses:
+3 to strike with the cannon. Range: 2 miles (3.2 krn),add +5 at longer range
19. Active and Passive Radar Detectors System APRDS:
Hidden in the ALL wingtips and tail section, these sensors will display, on a receiver screen, the direction and source(s) of radar energy hitting the aircraft. The radar A.I detector system software and sensitivity is so great that it can identify the radar source, direction and type of signal with an accuracy rating of 99%.
20. Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 98 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

cost 900,000 credits, robot A-10 5 million
Crew: One, pilot.
M.D.C. by Location:
Dual-Rudder Tail - 75
* Landing Gear/Tires (3) - 50 each
* Jet Engines (2) - 240 each
* Avenger Cannon - 250
* Missile Pylons (9) - 15 each
** Wings (2) - 240 each
** Main Body/Fuselage – 475
Reinforced Pilot 's Compartment – 300
N.A.T.O,N.A.A.T , N.AM.E.S ALL Carry Force Field 420(even the robot A-10 CARRIES THREE systems)
* Items marked by a single asterisk are small and/or difficult targets to hit and require a Called Shot to strike with a -5 penalty to strike when the aircraft is moving faster than 100 mph (160
km; -2 to strike moving slower than that). Destroying the landing gear will result in an emergency landing (same as crashlanding but with 01-77% chance ofsuccess). The loss of one enginereduces maximum air speed by half and impose a -15% penalty to the piloting skill and trick maneuvers. There are threeweapon pylons per wing and three under the fuselage. Destroying a pylon prevents missiles or bombs from being mounted to the aircraft. Destroying a missile attached to a pylon will detonate it and inflict damageto the aircraft.
** Destroying one of the wings or depleting the M.D.C. of the main body will knock the bird out of the sky! Roll under piloting skill -30% for a successful crash landing (plane is wrecked, but the pilot comes out alive).
Speed:
Driving on the Ground (jet mode): Not possible, taxi speed is 5 mph (8 km)
on paved surfaces, 2 mph (3.2 km) on rough terrain. (jet mode): The twin turbojets enable the Thunderbolt aircraft to reach a maximum speed of 600 mph in level flight.
Cruising speed is considered 400 mph . Stall speed is an impressive 50 mph (80 km) fully loaded. The landing system is reinforced, making landings possible on rough, level terrain
(-10% to -20% modifier, any higher results in a controlled crash attempt) and allows it to be positioned near the battlefield. At maximum weight, takeoff distance is only 50 feet (2 1.3 m)!
Maximum Altitude:
The maximum altitude of the Warthog is 65,000 feet .
Range: 1000 miles (1600 km) before requiring refueling. For fossil fuel systems
Statistical Data: (jet mode):
Height: 11 feet (3.3 m).
Width: 60 foot (18.2 m) wingspan.
Length: 64 feet (19.5 m).
Weight: 13 tons empty,
Cargo: Minimal storage space for extra clothes, weapons and personal items.
Power System: Conventional twin turbojet engines.
Cost: Conventional twin turbojet engines 40 million credits for a single undamaged and fully anmed Thunderbolt jet only !!!!
Weapon Systems:
1. 40 MM Mk. IV Avenger Cannon (1; experiment al):
This is the centerpiece of the Thunderbolt. It is 2 1 feet (6.4 m) long without the ammo drum (32 feetl 9 .8 m with it). It fires specially, shaped armor piercing Mega-Damage projectiles using a high-yield propellant. It is highly accurate, able to concentrate its firepower inside a two foot (0.6 m) area. The cannon's high rate of fire requires 77 horsepower ju st to rotate the barrels. The onIy exposed part of the gun is the anmored 2 foot (0.6 m) section under the nose . The rest of it is inside the main body of the aircraft.
Mega-Damage:
40 MM :1D12 MD single round Damage
Two round burst 4d6
Three round burst 6d6
four round burst 1d4x10+8
Five round 1d6x10
six round burst 1d6x10+12
Eight round burst 2d4x10
Ten round burst 2d6x10
Twenty round burst 4d6x10
fourth round burst 8d6x10
fifthy round burst 1d6x100
Rate of Fire: bursts only.
Effective Range:
2 MILES line of sight , Deflection shot 6 miles due to round
Payload:
The ammo drum holds 2000 rounds, but it' s usually enough to get the job done. The ammo drum can behand-loaded inside the aircraft, but that usually takes 2 hours.
Normally a belt driven loader, common to all heavy project ileweapon systems, is used (with reloadin g only taking 10 minutes).Instead of reloading the drum it can be replaced with another
one. Requires heavy equipment and/or a robotic P.S. of 25
Deflection shot note
Deflection is a technique used for effectively propelling a projectile at a moving target, also known as "leading the target", i.e. shooting ahead of a moving target so that the target and projectile will collide. This technique is only necessary when the target will have moved a sufficient distance to fully displace its position during the time the projectile would take to reach the target's range.This can become the case over long distances (e.g. a distant target for a skilled sniper), due to fast moving targets (e.g. an opposing aircraft in an aerial dogfight), or while using relatively slow projectiles (e.g. a crossbow bolt or a basketball thrown to a running teammate). During World War II, U.S. Navy pilots were taught explicitly about the concept in order to capitalize on the advantages of the F4F Wildcat.
Modern day fighter aircraft have automated deflection sights, where a computer calculates lead and projects the solution onto a heads up display (HUD). The visual assistance with targeting the gun is offset by the enormous speed and agility of modern aircraft, compared to the days when targeting was less advanced.
In artillery, deflection is also used against fixed targets to compensate for windage and range. Due to the Earth's rotation, surface points have different velocities and curved motion, leading to apparent Coriolis drift of a long-range target.
Leading targets is the practice of aiming one's weapon ahead of his or her target so that the projectile will hit its mark. Over reasonably short ranges, leading is typically unnecessary when using firearms, but it is still relevant for sniping where the bullet may take up to a second or more to reach its target, as well as for weapons such as bows that use lower-velocity projectiles. It is generally unnecessary for guided projectiles, although the autonomous guiding mechanism may be designed to calculate a flight path to lead its targets on its own to ensure an interception.

2. Wing Mounted Missiles Pylons (5 per wing main body 3) : Three short-range missile or two fire and forget mediumrange missiles or one long range missile and last 14 mini missiles pod are mounted on each Missiles Pylons . These missiles represent the majority of the aircraft' s firepower and areused against all targets..
Mega-Damage: Varies with type of missile.
Missile Type : short-range missile or two fire and forget mediumrange missiles or one long range missile and last mini missiles pod
Rate of Fire: One at a time or volleys of 2, 4, or 6.or all count as one attack
Effective Range : . Varies with type of missile
Payload: can mix Missiles type for each Pylons or have the same all Pylons
three short-range missile or two fire and forget medium range missiles or one long range missile and last 13 mini missiles pod ,total hard points 13,
Total Missiles Pylons 39 short-range missile or 26 fires and forget medium range missiles or 9 long range missile and last 169 mini missiles pod
Can mix missiles systems from hard point to hard point or use other pods GM look at this like fuel or battery systems!!!Additional chaff



http://fc07.deviantart.net/fs70/f/2012/ ... 4t4g3x.png

http://mecha-master.deviantart.com/art/ ... -290781069

Mecha Zone: A-10 mech screenshotby *Mecha-Master
Digital Art / Drawings / Sci-Fi
©2012 *Mecha-Master

A screen shot from my new video. The mech is shooting it's rotary cannon. Check out the video to see it in action... Video link ---->>> [link]





These are the few elite for N.AT.O, N.A.M.E.S, and N.A.A.T for close quarter combat robot vechile and heavy combat .
In order to pilot this robot combat jet fighter A-10 ROBOT VECHILE, chartater must have the following skills:
Jet Aircraft
OR
Jet Fighters – Bonus add + 1 to stike range weapon systems
Robot Combat: Elite (SPECIAL)
Navigation
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
Parachuting
Weapons Engineer


Robot mode only N.A.T.O ,N.A.M.E.S and N.A.A.T
Tall 29 feet
Width 24 feet
Length 14 feet
Systems of Note: as above
cost 5,000,000 credits
Crew: One, pilot.
M.D.C. by Location:
As above in jet mode Main body as above
But add this robot mode
Arms(2) 300 each
Legs(2) 350 each
Wing N.E Force field systems 420each total (3)
Optional additional shields NE systems in legs 420 each (2)
Speed:
Running in robot mode 100 MPH , jump with jet engines 1000 feet ,with engine 1001 to 4000 feet,
Weapon Systems: as above
Weapon Systems:
1. 40 MM Mk. III Avenger Cannon (1; experimental): look above
2. Wing Mounted Missiles Pylons : look above
As abobe but robotic P.S 45 for hand to hand
Hand to Hand Bonuses From
A-10 jet /robt mode
Two hand to hand attacks per melee (plus those of the pilot).
Body flip/throw — 1D4 M.D. plus victim loses initiative and one
attack that melee.
Body block/tackle/ram — 2D4 M.D. plus a 76% chance of knocking
opponent down (this will cause the victim to lose initiative and one
attck that melee). Counts as TWO attacks.
Kick attacks
+1 to strike
+ 3 to parry robot
+ 2 to Dodge robot
+ 2 to roll with punch, fall, or impact (explosion), reducing damage by half. Robot
Critical strike same as pilot's hand to hand. Robot
One additional hand to hand attack at level five. robot
One additional hand to hand attack at level ten. Robot
Robot
Damage: Restrained Punch — 1D4 M.D.
Full Strength Punch — 2D6 M.D.
Power Punch — 3D6 + 4 M.D.
Tear or Pry with Hands — 1D6 M.D.
Kick—1D6 M.D.
Leap Kick — 3D6 M.D.
Body Flip/Throw — 1D4 M.D.
Body Block/Tackle — 2D4 M.D.
Stomp — 1D4 M.D.; effective only against small objects
(12ft/3.6m tall or smaller).
Remember, these bonuses are in addition to the pilot's own hand to
Two hand to hand attacks per melee (plus those of the pilot).
Body flip/throw: 1D4 M.D. plus victim loses initiative and one attack
that melee. Possible only in robot/ battloid mode.
Body block/tackle/ram: 1D6 M.D. plus a 70% chance of knocking
opponent down (this will cause the victim to lose initiative and one
attack that melee). Counts as TWO attacks. Robot
Kick attack. robot
+8 to dodge flying. Jet mode
+ 5 to roll with punch, fall or impact (explosion), reducing damage
by half. Jet mode
Last edited by ZINO on Tue Mar 18, 2014 10:50 am, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Recent N.A.T.O started sell certain military vehicles full updated , and been ship via sea and air to buyer .it was something that were design to boost military hardware and even other places like North America many mercenary groups well know units ,South America Columbia and even N.G.R as well . It was a surprise the result and the demand for military vehicle. Also N.A.A.T , N.A.M.E.S , and N.A.TO many were sent to or built in N.G.R and other parts of Europe. All the vehicle are fully updated with good amour and even the best are kept by N.A.A.T, N.A.M.E.S , and N.A.TO . But most northern gun , G.A.W and other weapon dealer are backing . this a been a joint operation where North America are making millions of credits from MDC alloys to ammunition and adding the best of rifts earth. the questions why do it and secrecy too ? well N.E an alien arm dealer could of cause a major mayhem for N.A.A.T , N.A.M.E.S , and N.A.TO and to all power bloc in rifts earth !!! this is a message been back by many what can be done when working together !!this surprised the major power bloc like the coalition in North America and in Europe the N.G.R as well. it didn't come from the major power bloc but smaller companies and dealer and the cost were cheap compared to what they make as well. this allow every even chip well dealer and G.A.W (and thanks to them they gave the blue print to N.A.A.T , N.A.M.E.S , and N.A.TO) the weakest be part of something big across the pond !!1

The F-16 ( will be the work horse in North America and south America for Columbia ) DONE
•the Super-Tomcat( will be the work horse in North America and south America for Columbia navy ,Free Quebec will have a tailor made version )DONE
• stealth F-14 Super-Tomcat Series N.A.A.T , N.A.M.E.S , N.A.TO and New Navy DONE
•The F4 phantom –Bomber, the F-4 mark 3 single pilot for Air Superiority ,IncAir Superiority ,Inc only ,rest two seater
•Huey I-D Assault Helicopter
• HUEY COBRA
•The Osprey Pre-rifts
•UH-60 Black Hawk




http://upload.wikimedia.org/wikipedia/c ... D_4%29.jpg

Huey I-D Assault Helicopter
Systems of Note: N.A.T.O. has outfitted the Huey I-D Assault Helicopter

With most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
Huey I-D Assault Helicopter even after 400 years this gunship is needed and been used as transport unit .good armored unit and flight capable it still a old work that doesn’t die yet, love by law enforcement unit ,security firms to mercenary units form troop carrier to medical unit to combat when it need be . Love by all and even still been used for city operations to towns. it made a name in fight monster with tech weapons ,given support with M.D machine to 20 MM cannon to given artillery information to troops to saving the lives of troops ,even to NGR troops .the sound it make cannot be lost and so familiar it part of human history .

1. Systems of Note: N.A.T.O. has outfitted the VECHILE with most of the features common to robot vehicles and power armor look below. These include standard radio communications, NO ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
fossil fuel : BUT . Alternative Fuel Systems . , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor(9 feet/2.7 m and smaller), hover cycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles

2. Radar: Can identify and track up to 48 targets simultaneously at a range of 200 miles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer
4. Targeting Computer assists in tracking and identification of enemy targets. 190 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 2 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 10 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 3000 feet away.
8. Spotlights: [/b] Most will have at least one or two spotlights. Typical range is 6000 feet ,this unit carries two ,to blind target aircrafts or related fly targets within it range able to blind pilot or other getting a 1d6 negative
9. NO Ejector seat:
10. Self-Destruct: A last resort measure to prevent one's vehicle from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 6D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: the compartment can usually seat 2 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.M.D 240
13. E.S.M.: Radar Detector, Passively detects other radars being operated. Range 5 miles
14. FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night, Range 5 miles
15. Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Payload 100 for each

16. Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 98 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor


Stats
• Crew: One or two pilots, plus crew chief, other crew members as mission requires
• Capacity: 6,660 lb (3,020 kg) including up to 10 crashworthy passenger seats, 6 litters or equivalent cargo
• Length: 58 ft 4 in
• Rotor diameter: 48 ft 10 in
• Height: 14 ft 7 in
• Disc area: 1,808 ft²
• Empty weight: 11,840 lb
• Useful load: 6,660 lb
• Max. takeoff weight: 18,500 lb
• Powerplant: 2 × General Electric T700-GE-401C turboshaft, 1,828 shp for 2.5 min; 1,546 shp continuous (1,360 kW for 2.5 min; 1,150 kW continuous) each
Performance
• Never exceed speed: 227 mph,
• Maximum speed: 189 mph, for fossil fuel systems 30 minutes
• Cruise speed: 182 mph,
• Combat radius: for fossil fuel systems 130 nmi (150 mi, 241 km)with 2,182 lb, 990 kg payload
• Endurance: 3.3 hr for fossil fuel systems
• Service ceiling: 20,000+ ft (6,100+ m)
• Rate of climb: 2,520 ft/min (12.8 m/s)
cost 56,000 credits fully loads
Class: transport helicopter.
M.D.C. by Location:
* Main Rotors (4) - 55 each
* Tail Rotor Section - 175
Reinforced Pilot's/crew Compartment - 240
** Main Body/Fuselage – 200
land gear (2) 55 each

Armament
Chin mounted systems
• grenade Launcher
• .50 Caliber
• 20mm cannon
• Any rail please no GB rail gun (3d6x10) not allowed max damge lowest 1d4x10 to 2d4x10 max
Side mounted systems land gear (2 ) pick one systems from chin Chin mounted
Side door munted (2 ) pick one systems from chin Chin mounted and can be remoted contraol by pilot or co-pilot as well via HUD systems

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



type: .50 Caliber
Weight: .50 Caliber has 120 pounds
Mega-Damage:
Two round burst 2d6
Three round burst 3d6
four round burst 4d6
Five round 5d6
six round burst 6d6
Eight round burst 8d6
ten. round burst 1d6x10
Twenty round burst 2d6x10
fourth round burst 4d6x10
Rate of Fire: burst
Effective Range: 3 miles
Payload: 15000 round
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



type: 20mm cannon
Weight: 200 pounds
Mega-Damage:
1D8 MD single round Damage
Two round burst 2d8 or 3d6
Three round burst 3d8 or 4d6
four round burst 4d8
Five round 5d8
six round burst1d4x10+8
Eight round burst 8d8
ten. round burst 2d4x10 or 1d8x10
Twenty round burst 2d8x10
fourth round burst 4d8x10
Rate of Fire: burst
Effective Range: 3 miles
Payload: 2000 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
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Recent N.A.T.O started sell certain military vehicles full updated , and been ship via sea and air to buyer .it was something that were design to boost military hardware and even other places like North America many mercenary groups well know units ,South America Columbia and even N.G.R as well . It was a surprise the result and the demand for military vehicle. Also N.A.A.T, N.A.M.E.S, and N.A.TO many were sent to or built in N.G.R and other parts of Europe. All the vehicles are fully updated with good amour and even the best are kept by N.A.A.T, N.A.M.E.S, and N.A.TO. But most northern gun, G.A.W and other weapon dealer are backing. this a been a joint operation where North America are making millions of credits from MDC alloys to ammunition and adding the best of rifts earth. The questions why do it and secrecy too ? Well N.E an alien arm dealer could of cause a major mayhem for N.A.A.T , N.A.M.E.S , and N.A.TO and to all power blocs in rifts earth !!! This is a message been back by many what can be done when working together !!This surprised the major power bloc like the coalition in North America and in Europe the N.G.R as well. It didn't come from the major power bloc but smaller companies and dealer and the cost were cheap compared to what they make as well. This allow every even chip well dealer and GAW (and thanks to them they gave the blue print to N.A.A.T , N.A.M.E.S , and N.A.TO) the weakest be part of something big across the pond !!

•The F-16 ( will be the work horse in North America and south amercia for Columbia )

•the Super-Tomcat
• stealth F-14 Super-Tomcat Series N.A.A.T , N.A.M.E.S , N.A.TO and New Navy
•The F4 phantom –Bomber
•Huey I-D Assault Helicopter
•HUEY COBRA
•The Osprey Pre-rifts
•UH-60 Black Hawk



Orginal model in rifts north America
http://upload.wikimedia.org/wikipedia/c ... ront_2.jpg


N.A.T.O Rifts Model
http://fc01.deviantart.net/fs70/i/2014/ ... 75e4gk.jpg

http://unspacy.deviantart.com/art/RIFTS ... 34450&qo=2

See the difference
N.A.T.O RIFTS :HUEY COBRA
http://fc01.deviantart.net/fs70/i/2014/ ... 75e4gk.jpg

Systems of Note: N.A.T.O. has outfitted the AH•IG HUEY COBRA
With most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, has the following:

1. Systems of Note: N.A.T.O. has outfitted the VECHILE with most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
fossil fuel : BUT . Alternative Fuel Systems . , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor(9 feet/2.7 m and smaller), hover cycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles

2. Radar: Can identify and track up to 48 targets simultaneously at a range of 200 miles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer
4. Targeting Computer assists in tracking and identification of enemy targets. 190 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 2 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 10 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 3000 feet away.
8. Spotlights: [/b] Most will have at least one or two spotlights. Typical range is 6000 feet ,this unit carries two ,to blind target aircrafts or related fly targets within it range able to blind pilot or other getting a 1d6 negative
9. Ejector seat: Pilot and co- Pilot
10. Self-Destruct: A last resort measure to prevent one's vehicle from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 6D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: the compartment can usually seat 2 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.M.D 240
13. E.S.M.: Radar Detector, Passively detects other radars being operated. Range 10 miles
14. FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night Range 10 miles
15. Smoke /Tear gas /Flare/Chaff Launchers (2) -A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
16. Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 98 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor
Model Type: N.A.T.O Super Cobra for allies law enforment units , private security frims or starting Merc units [/b]
Class: Ground attack helicopter.
Crew : Two; one pilot and one gunner.

M.D.C. by Location:
* Main Rotors (4) - 55 each
* Tail Rotor Section - 175
* 7.62 mm Mini-Gun - 100
* XM-3 2.7 inch Rocket Launchers (2) - 50 each
* Short -Range Missile Rails (2) -20 each
Reinforced Pilot's Compartment -140
** Main Body/Fuselage – 120
land gear (2) 55 each
cost 60,000 credits fully loads
Model Type: N.A.T.O Super Cobra for main forces
M.D.C. by Location:

* Main Rotors (4 blades) - 75 each
* Tail RotorSection – 175
* G- I09 Enhanced Rail Gun ( I) - 120
* Short-Range/Medium Missile Rails (2) - 15 each
* Mini-Missile Pods under main body (2) - 15 each
Reinforced Pilot's Compartment - 250
** Main Body/Fuselage – 275
Internal Under armored unit 240
Internal side mounted armored 240 (this cover side of pilots and co pilot )
N.A.T.O Super Cobra N.E Force Field systems 420
cost 75,000 credits fully loads
* Items marked wi th a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -4 to strike (-6 if the helicopter is flying faster than 100 mph ).
Destroying one of the missile pods or an attached missile will detonate the ordnance and inflict damage to the helicopter.
The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill ro lls (penalties are accumulative with each main rotor lost). Losing three
or fourmain rotors or losing the tail rotors completely will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the helicopter out of the sky! Roll under piloting skill -50% for a successful crash landing by auto-rotating.
Speed:
Driving on the Ground: Not possible.
Flying:
184 mph , being a helicopter the N.A.T.O Super Cobra is capable of hovering and VTO L (Ve rtica Take-Off & Landing) operations as well as low altitude attacks and maneuvering
through city streets and around buildings.
Maximum Altitude: The maximum altitude for the Apache is 20,000 feet (6096 m).
Range: 1200 miles before requiring refueling.
Statistical Data:
Height: 16 feet, 3 inches (4.95 m).
Width: 48 feet (14.6 m) rotor blades.
Length : 50 feet, 9 inche s ( 15.47 m).
Weight: 8 tons.
Cargo: None.
Power System: Conventional combustion engine.
Cost: 1.4 million credits.
Weapon Systems:
1. Chin mounted Heavy M.D 20 MM rapid cannon
This a rapid fire burst rain stell lead down range at speed of mach 3 plus max mach 4 !!!
20 MM:1D8 MD single round Damage
Two round burst 2d8 or 3d6
Three round burst 3d8 or 4d6
four round burst 4d8
Five round 5d8
six round burst1d4x10+8
Eight round burst 8d8
ten round burst 2d4x10 or 1d8x10
Twenty round burst 2d8x10
fourth round burst 4d8x10
fifth round burst 5d8x10

Chin gun option number Rail Gun:
A modern M.D gun can be installed in the nose of the Apache, instead of its old mini-gun. The gun is mounted in the nose, as a "chin gun," allowing it a 270 degree arc of fire.
Mega-Damage:
Rail Gun:
1D4x 10 M.D. per 10 round burst. Or 2D4x 10 M.D. per 20 round burst Or 3D4x 10 M.D. per 40 round burst Or 4D4x 10 M.D. per 50 round burst Or 4d6x 10 M.D. per 60 round burst
Chin gun option number 3, M.D style M.D Mini-Gun, this is variable
7.62 mm NATO = 1 MD it does 1d10x10 M.D. per 100 round burst per second !!! Or 5d4x10 M.D. per 200 round burst for two seconds .OR CAN fire a burst 20 round burst 5d4 M.D, 40 round burst 1D4X10 M.D,60 round burst 1D6X10 M.D, 80 round burst 2D4X10 M.D, 120 round burst 2D6X10 M.D
THE reason why 1 M.D round is not to over heat M.D Mini-Gun!!!
Rate of Fire: Each burst counts as one of the pilot ' s melee attacks.
Effective Range: 4000 feet
Payload: 4000 rounds .

2. Missile Rails (2) : Originally used to carry the Hellfire anti-tank missiles, the rails have been adapted to carry standard short-range missiles, for use against heavily armored targets, like robot vehicles and main battle tanks..
Mega-Damage: Varies with type of missile.
Missile Type: any short-range missile (+3 to strike) can be used. N.A.T.O Super Cobra use fire and forget (+6 strike ) medium range misslies same payload as Short-Range Missile the max in damge is 5D6x10 M.D
Rate of Fire: Volleys of 1, OR ANY OR ALL counts as one attack
Effective Range: Five miles (8 km).
Payload: per Missile Rails four missiles short range or four medium range missile

3. Mini-Missile Pods (2): A mini-missile pod is located under main body of the AH-64 Apache.
Mega-Damage: Varies with mini-missiles type.
Missile Type: Any mini-missiles can be used, but standard issue is High Explosive (50 6 M.D.) or Armor-Piercing ( 1D4x I0 M.D.). Frag mentation (5d6 M.D. to a 20 foot/6.1 m radius)
Rate of Fire: One at a time or volleys ,or all counts one attack
Effective Range: One mile (1.6 km).
Payload: 36; 18 missiles per launcher.per Missile Rails one pod

4. Heavy M.D 2.7 inch Rocket Launchers
Weight: 200 pounds empty
Mega-Damage:
1d4 M.D for A.P round each
1d6 M.D for H.E round each
2d6 M.D for H.E.A.P round each
Rate of Fire: in set of 10 , each set fired counts as one attack ,so 30 2.7 inch Rocket Launchers fired from a H.E.A.P 6d6x10 !!!! or all 200 misslies 4d6x100 !!!!
Effective Range: 33,000 feet
Payload: one pod per wing ( total 2) 200 misslies
Note:
let your YES be YES and your NO be NO but plz no maybe
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slade the sniper
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Location: SDF-1, Macross Island

Re: N.A.AT Germany BOOK 2

Unread post by slade the sniper »

Ok, a few thoughts on my first read through...

The good:
The sheer amount of work you put into this is simply incredible!
I love the way you incorporate different styles of tech into your setting projects, it gives each faction a unique feel.
You put a lot of detail into the use of each weapon and OCC so that they all have a use and are not just filler
You have art, good art...and actually get permission from the artists, which is awesome

The bad:
I know that your personal campaign is a bit more overpowered than the standard RIFTS campaign, so your damage values are about 25% higher than what I would use personally
The same could be said for your OCCs...they are very, very capable against standard RIFTS OCCs.
I (personally) would reduce your damage values by about 25% (for damage and MDC) to fit pretty seamlessly in any RUE game, and by about 10% when compared to a game using Atlantis/NGR supplements.

The ugly:
I would say that format is an issue, but that is not really your fault...it is difficult to get format correct on a forum.

All in all, I would give this 4 out of 5 stars...and you really only lose points on it (in my opinion) due to small things such as being slightly overpowered.

Would I use any of this? Yes, very definitely. I would like to see your ideas in a downloadable format somewhere like as a bunch of pdf's or word documents stored somewhere for people to snag themselves a copy with artwork and done up in a nicer format. I would get them :)

I was going to go post by post, but wow, you had a bit too much content to do that with.

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

slade the sniper wrote:Ok, a few thoughts on my first read through...

The good:
The sheer amount of work you put into this is simply incredible!
I love the way you incorporate different styles of tech into your setting projects, it gives each faction a unique feel.
You put a lot of detail into the use of each weapon and OCC so that they all have a use and are not just filler
You have art, good art...and actually get permission from the artists, which is awesome

The bad:
I know that your personal campaign is a bit more overpowered than the standard RIFTS campaign, so your damage values are about 25% higher than what I would use personally
The same could be said for your OCCs...they are very, very capable against standard RIFTS OCCs.
I (personally) would reduce your damage values by about 25% (for damage and MDC) to fit pretty seamlessly in any RUE game, and by about 10% when compared to a game using Atlantis/NGR supplements.

The ugly:
I would say that format is an issue, but that is not really your fault...it is difficult to get format correct on a forum.

All in all, I would give this 4 out of 5 stars...and you really only lose points on it (in my opinion) due to small things such as being slightly overpowered.

Would I use any of this? Yes, very definitely. I would like to see your ideas in a downloadable format somewhere like as a bunch of pdf's or word documents stored somewhere for people to snag themselves a copy with artwork and done up in a nicer format. I would get them :)

I was going to go post by post, but wow, you had a bit too much content to do that with.

-STS

thank U man for your sooo honest review man :ok: :ok: :ok: :ok:
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

will post something soon in a day or two from Monday
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

http://lexetannihilato.deviantart.com/a ... -150148093
http://fc08.deviantart.net/fs71/f/2010/ ... dd2590.jpg
this is or lost back in south America mainly copied from the Us-military
The Osprey Pre-rifts history
The Osprey is the world's first production tiltrotor aircraft, with one three-bladed proprotor, turboprop engine, and transmission nacelle mounted on each wingtip. It is classified as a powered lift aircraft by the Federal Aviation Administration.[75] For takeoff and landing, it typically operates as a helicopter with the nacelles vertical and rotors horizontal. Once airborne, the nacelles rotate forward 90° in as little as 12 seconds for horizontal flight, converting the V-22 to a more fuel efficient, higher speed turboprop aircraft. STOL rolling-takeoff and landing capability is achieved by having the nacelles tilted forward up to 45°. Other orientations are possible, such as the "80 Jump" takeoff which uses nacelles at 80° to quickly achieve high altitude and speed.
Composite materials make up 43% of the V-22's airframe. The proprotors blades also use composites. For compact storage and transport, partly on Marine launch ships, the V-22's rotors fold in 90 seconds and its wing rotates to align, front-to-back, with the fuselage.[Due to the requirement of folding the rotors, their 38 feet diameter is 5 feet less than optimal for vertical takeoff, resulting in high disk loading.Most Osprey missions use fixed wing flight 75% or more of the time, reducing wear and tear on the aircraft and reducing operational costs. This fixed wing flight is higher than typical helicopter missions allowing longer range line-of-sight communications for improved command and control

Propulsion
The V-22's two Rolls-Royce AE 1107C engines are connected by drive shafts to a common central gearbox so that one engine can power both proprotors if an engine failure occurs.[53] However, if a proprotor gearbox fails that proprotor cannot be feathered, and both engines must be stopped before an emergency landing.The aircraft's autorotation characteristics are poor partly because the rotors have low inertia.
The V-22 has a maximum rotor downwash speed above 80 knots, more than the 64 knots lower limit of a hurricane.[80][81] The rotorwash usually prevents usage of the starboard door in hover, instead the rear ramp is used for rappelling and hoisting. Boeing has stated the V-22 design loses 10% of its vertical lift over a tiltwing design when operating in helicopter mode because of airflow resistance due to the wings, but that the tiltrotor design has better short takeoff and landing performance.
In September 2013, Rolls-Royce announced it had increased the AE 1107C engine's power by 17% via the adoption of a new Block 3 turbine, an increase in fuel valve flow capacity, and accompanying software updates. The upgrade should increase the aircraft's reliability in high-altitude, high-heat conditions; maximum payload limitations are boosted from 6,000 ft to 8,000 ft. A Block 4 upgrade is reportedly being examined, which may increase power by up to 26%, producing close to 10,000 hp, and improve fuel consumption

Refueling capability
Boeing is developing a roll-on/roll-off aerial refueling kit, which would give the V-22 the ability to refuel other aircraft. Having an aerial refueling capability that can be based off Wasp-class amphibious assault ships would increase the striking power of Marine F-35Bs, as they would not rely on refueling assets that could only be based on full-sized Nimitz-class aircraft carriers or from land bases. The roll-on/roll-off kit can also be applicable to intelligence, surveillance, and reconnaissance functions.Boeing has funded a non-functional demonstration on a VMX-22 aircraft. On 29 August 2013, proximity tests were conducted between a MV-22 and an F/A-18 Hornet.
The high-speed version of the hose/drogue refueling system is designed to be deployed at 185 kn (213 mph; 343 km/h) and function at up to 250 kn (460 km/h; 290 mph). Onboard tanks and a roll-on/roll-off bladder can contain up to 12,000 lb (5,400 kg) of fuel. The operator must open the ramp to extend the refueling hose, then raise the ramp back up once it is extended, with the top ramp door left open. The Osprey could refuel rotary-wing aircraft, but it would require a separate drogue used specifically by helicopters and a partially converted nacelle. Bell and Boeing are hoping for funding for additional testing to include contact between the refueler and receiver and eventually the passage of fuel between the two aircraft.[

Features
1. Systems of Note: N.A.T.O. has outfitted the VECHILE with most of the features common to robot vehicles and power armor look below. These include standard radio communications, NO ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
fossil fuel : BUT . Alternative Fuel Systems . , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor(9 feet/2.7 m and smaller), hover cycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles

2. Radar: Can identify and track up to 48 targets simultaneously at a range of 200 miles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer
4. Targeting Computer assists in tracking and identification of enemy targets. 190 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 2 to strike when using long range weapons. Does not apply to hand to hand combat .
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 10 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 3000 feet away.
8. Spotlights: [/b] Most will have at least one or two spotlights. Typical range is 6000 feet ,this unit carries two ,to blind target aircrafts or related fly targets within it range able to blind pilot or other getting a 1d6 negative
9. Ejector seat: for pilots
10. Self-Destruct: A last resort measure to prevent one's vehicle from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 6D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: the compartment can usually seat 2 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.M.D 240
13. E.S.M.: Radar Detector, Passively detects other radars being operated.
14. FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night
15. Smoke /Tear gas /Flare/Chaff Launchers (2) -A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
payload 100 for each
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes

16. Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 98 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

General characteristics
Crew: Four (pilot, copilot and two flight engineers/crew chiefs)
Capacity:
24 troops (seated), 32 troops (floor loaded), or
20,000 lb (9,070 kg) of internal cargo, or up to 15,000 lb (6,800 kg) of external cargo (dual hook)
1× Growler light internally transportable ground vehicle
Length: 57 ft 4 in (17.5 m)
Rotor diameter: 38 ft 0 in (11.6 m)
Wingspan: 45 ft 10 in (14 m)
Width with rotors: 84 ft 7 in (25.8 m)
Height: 22 ft 1 in/6.73 m; overall with nacelles vertical (17 ft 11 in/5.5 m; at top of tailfins)
Disc area: 2,268 ft² (212 m²)
Wing area: 301.4 ft² (28 m²)
Empty weight: 33,140 lb (15,032 kg)
Loaded weight: 47,500 lb (21,500 kg)
Max. takeoff weight: 60,500 lb (27,400 kg)
Powerplant: 2 × Rolls-Royce Allison T406/AE 1107C-Liberty turboshafts, 6,150 hp (4,590 kW) each
Performance
Maximum speed: 275 knots (509 km/h, 316 mph) at sea level / 305 kn (565 km/h; 351 mph) at 15,000 ft (4,600 m)
Cruise speed: 241 kn (277 mph, 446 km/h) at sea level
Stall speed: 110 kn(126 mph) in airplane mode
Range: 879 nmi (1,011 mi, 1,627 km)
Combat radius: 390 nmi (426 mi, 722 km)
Ferry range: 1,940 nmi(2,230 mi, 3,590 km)with auxiliary internal fuel tanks
Service ceiling: 25,000 ft (7,620 m)
Rate of climb: 2,320 – 4,000 ft/min (11.8 m/s)
Glide ratio: 4.5:1
Disc loading: 20.9 lb/ft² at 47,500 lb GW (102.23 kg/m²)
Power/mass: 0.259 hp/lb (427 W/kg)
cost 3,000,000 credits fully loads
M.D.C Stats :
Cargo Door rear 150 (1)
[1] Wings (2): 225
[2] Rotor Blades 100 each ( 4)
Engines (2): 240
Landing Gear (3): 55
Stub Wings /Front Wings Missile Rails 120 (2)
[3] Main Body: 350
N.E Force field 420 ( for NAAT and NAMES Only)
Notes:
[1] Destroying a Wing will cause the plane to crash.
[2] Destruction of Rotor Blades will still allow the aircraft to be controlled by the varying of power levels of the engines but aircraft has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive. The destruction of one of the engine will cause the aircraft to crash
[3] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight.

Armament
all Apache Longbow weapon systems but no TAG or long range missiles
Weapon Systems :
Chin gun option number 1 , 20 MM rapid cannon
This a rapid fire burst rain steel-lead rain down range at speed of mach 3 plus max mach 4 !!!
Chin gun option number 1
20 MM
:
1D8 MD single round Damage
Two round burst 2d8 or 3d6
Three round burst 3d8 or 4d6
four round burst 4d8
Five round 5d8
six round burst1d4x10+8
Eight round burst 8d8
ten round burst 2d4x10 or 1d8x10
Twenty round burst 2d8x10
fourth round burst 4d8x10
fifth round burst 5d8x10

Or
Chin gun option number 2(this has been the terror for any target due to fire power is equal now to an A-10 Warthog!!!
30 MM
1D10 MD single round Damage
Two round burst 5d4
Three round burst 5d6
Four round burst 1d4x10
Five round 5d10
Six round burst 1d6x10
Eight round burst 2d4x10
Ten. round burst 1d10x10
Twenty round burst 5d4x10
Fourth round burst 5d8x10
Fifth round burst 5d10x10

Chin gun option number 3 Rail Gun:
A modern M.D gun can be installed in the nose of the Apache, instead of its old mini-gun. The gun is mounted in the nose, as a "chin gun," allowing it a 270 degree arc of fire.
Mega-Damage:
Rail Gun:
1D4x 10 M.D. per 10 round burst. Or 2D4x 10 M.D. per 20 round burst Or 3D4x 10 M.D. per 40 round burst Or 4D4x 10 M.D. per 50 round burst Or 4d6x 10 M.D. per 60 round burst

Chin gun option number 4
,M.D style M.D Mini-Gun ,

7.62 mm NATO = 1 MD it does 1d10x10 M.D. per 100 round burst per second !!! Or 5d4x10 M.D. per 200 round burst for two seconds .OR CAN fire a burst 20 round burst 5d4 M.D, 40 round burst 1D4X10 M.D,60 round burst 1D6X10 M.D, 80 round burst 2D4X10 M.D, 120 round burst 2D6X10 M.D
THE reason why 1 M.D round is not to over heat M.D Mini-Gun!!!

Rate of Fire: Each burst counts as one of the pilot ' s melee attacks.
Effective Range: 4000 feet
Payload: 4000 rounds for 200 bursts.


Similar Apache Longbow only Chin gun additional option and add with the mention above or from numbers 1 to 4!!!!
ATL-7 Anti-Tank Laser Rifle (New Babylon).
laser Vulcan guns
Weapons systems WI-GL 20 Automatic grenade Launcher
Light Boom gun from the GB:


Chin gun ATL-7 Anti-Tank Laser Rifle (New Babylon).
This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclear powered systems and vehicles it can be mounted as a heavy weapon systems.
Mega-Damage:
3D6x 10+20 M.D. per shot!
Rate of Fire:
Single shot only. Each shot empties an entire E-Clip! Later 3 per melee
Range: 9,000 feet (914 m)
Payload: 1 shot per robot vehicles or vehicles with nuclear powered hand to hand


Chin gun laser Vulcan guns
this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fire all six barrel doing a massive amount of fire it similar to Iron hammer main battle tank from from rifts mercenary book page 107
Type :
Damage : 3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
not/bonus /penalties : weight 12000 pounds,if you roll 2 to 4 will over heat and cool down in 1d4 melees or 15 x 4 seconds

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

OR

Weapons systems
Chin gun Light Boom gun from the GB:
need ploy need due to weight light rail gun similar to the boom gun 2d4x10 M.D.C, burst 4d4x10 M.D.C, range 2 miles, payload 300 burst
CAN USED AS remote or manual turrets has weapon


2. Wings Missile Rails (8):
Originally used to carry the Hellfire anti-tank missiles (equal to a long range missiles at the time ), the rails have been adapted to carry standard mini- missiles ,short-range missiles,Medium missiles for use against heavily armored targets, like robot vehicles and main battle tanks.while the Apache Longbow is able to carry mini-missile ,short range missiles to medium range missiles however Apache Longbow is able to carry one long range misslies and at the tip can carry one mini missiles pod .the Apache Longbow act a long range fast mobilize arterlly gunship to ant air missiles systems !!!

Mega-Damage: Varies with type of missile.
Missile Type:
Apache mini-missile, short range missiles to medium range missiles
Apache Longbow mini-missile, short range missiles, medium range missiles and long range missiles
Rate of Fire: 1 or any amount or all counts as one attack!! .
Effective Range varies
Payload: mini-missile 32 total, 16 short range missiles total , 8 medium range missiles no long range missiles per rail
Note all short range missiles, medium range missiles and long range missiles are fire and forget systems!!!!


3. Built in wings Mini-Missile Pods (2) : A mini-missile pod is located on both ends of the wing rails
of the Apache/ Apache Longbow (4).
Mega-Damage: Varies with mini-missiles type.
Missile Type: varies
Rate of Fire : One at a time or volleys of 2, 4, or 6.
Effective Range: One mile (1.6 km).
Payload: 36; 18 missiles per launcher. Apache/ Apache Longbow 36

4. Modified AIM-54 Phoenix Air-to-Air Missiles (2):
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age and improved by N.A.T.O Weapon smiths repaired for use by the Super-Tomcat and are part of all Apache series. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.N.A.T.O add vector thruster systems, it combine TV image , thermos and radar systems making hard for chaff to take effect .this systems was carry over the the cobra marine of the old U.S gunship and has work very well in taking any air to air targets down from the sky. But unlike the Cobra, the Apache series gunship it can carry a total of 4 ,the cobras can only carry one per wing tip!!!
Mega-Damage: 5D6x1O M.D.
Rate of Fire: One at a time or in volleys of up to six.
Effective Range: 125 miles (200 km)
Payload: 2 missiles total.or 1 at the tip of the wing (not show forgot)
Note any air target get a plus 6 to strike under mach 2!!, anything higher +1d4 at best, ground target under 400 MPH +1 at best can be guide by co pilots add any bonus
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT Germany BOOK 2

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http://fc07.deviantart.net/fs71/i/2011/ ... 3in9w6.jpg
http://marineacu.deviantart.com/art/Apaches-212717526

http://unspacy.deviantart.com/art/Rifts ... 34450&qo=6

http://fc01.deviantart.net/fs71/i/2014/ ... 75ejg5.jpg

http://fc02.deviantart.net/fs70/i/2014/ ... 75efzk.jpg

http://unspacy.deviantart.com/art/Rifts ... 34450&qo=5







N.A.T.O Apache Helicopter
A N.A.T.O version of the old US Army attack helicopter, the AH-64 Apache combat assault helicopter was upgraded using modem M.D.C. materials. A very capable aircraft that excels
at missions of close air support and tank-busting.but recently added as a police combat gunship in stay close to city both version are been found commonly but police in NGR and mercenary units ,while the long bow is mainly N.AT.O use.

Systems of Note: N.A.T.O. has outfitted the N.A.T.O Apache

With most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
N.A.T.O Apache Assault Helicopter even after 400 years this gunship is needed and been used as transport unit .good armored unit and flight capable it still a old work that doesn’t die yet, love by law enforcement unit ,security firms to mercenary units form troop carrier to medical unit to combat when it need be . Love by all and even still been used for city operations to towns. it made a name in fight monster with tech weapons ,given support with M.D machine to 20 MM cannon to given artillery information to troops to saving the lives of troops ,even to NGR troops .the sound it make cannot be lost and so familiar it part of human history .

1. Systems of Note: N.A.T.O. has outfitted the VEHICLE with most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
fossil fuel : BUT . Alternative Fuel Systems . , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor(9 feet/2.7 m and smaller), hover cycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles

2. Radar: Can identify and track up to 98 targets simultaneously at a range of 200 miles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer
4. Targeting Computer assists in tracking and identification of enemy targets. 190 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 2 to strike when using long range weapons. Does not apply to hand to hand combat .long bow +3
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 10 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 3000 feet away.
8. Spotlights: [/b] Most will have at least one or two spotlights. Typical range is 6000 feet ,this unit carries two ,to blind target aircrafts or related fly targets within it range able to blind pilot or other getting a 1d6 negative
9. Ejector seat:
10. Self-Destruct: A last resort measure to prevent one's vehicle from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 6D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: the compartment can usually seat 2 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.M.D 240
13. E.S.M.: Radar Detector, Passively detects other radars being operated. Range 5 miles
14. FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night, Range 5 miles
15. The Target Acquisition and Designation Sights, Pilot Night Vision System (TADS/PNVS) is the combined sensor and targeting unit fitted to the Boeing AH-64 Apache helicopter. Both systems are independent, but housed together.
Lockheed Martin signed the original TADS/PNVS production contract on 30 April 1982, and the first TADS/PNVS system was fielded in 1983.
http://upload.wikimedia.org/wikipedia/c ... frontv.jpg

Target Acquisition and Designation Sights (T.A.D.S)
TADS contains stabilized electro-optical sensors, a laser rangefinder and laser target designator. The TADS assembly can rotate +/- 120 degrees in azimuth, +30/-60 degrees in elevation and can move independently of the PNVS. The movements of TADS can be 'slaved' to the head movements of the helicopter crew to point where they are looking. This allows images from TADS to be projected onto the crew helmet-mounted optical sights, http://upload.wikimedia.org/wikipedia/c ... System.jpg
overlaid upon their view of the cockpit and battle space.
TADS contains a thermal imaging camera and a monochrome daylight television camera. With the improvements planned with M-TADS in the block III level AH-64D, the monochrome TV-camera is planned replaced with a full color camera.
It also used to contain direct-view optics (DVO) which the copilot/gunner (CPG) could see through the Optical Relay Tube (ORT). But in recently fielded models of the AH-64D the ORT along with the DVO has been removed as it was rarely used. It has been replaced in the co-pilot's cockpit by a third Multi Purpose Display.

http://upload.wikimedia.org/wikipedia/c ... strike.png

Pilot thermo/Night Vision System
Mounted above the TADS, the Pilot Night Vision System (PNVS)
http://upload.wikimedia.org/wikipedia/c ... -6_NVG.jpg
contains an infrared camera slaved to the head movements of the pilot. PNVS can rotate +/- 90 degrees in azimuth and +20/-45 degrees in elevation. PNVS has a high rate of movement (120° per second) so as to accurately match the head movements of the pilot.

Arrowhead upgrade long bow

As of 2005 a program was under way to upgrade the U.S. Apache fleet to the Modernized-TADS/PNVS (M-TADS/PNVS) standard, also known as Arrowhead This upgrade is claimed to give a 150% performance and reliability improvement, while reducing costs through lower maintenance requirements

Game : N.A.T.O Rifts North American
http://upload.wikimedia.org/wikipedia/c ... eapons.jpg

• Apache standard version for N.A.T.O able to lock at target at 5 miles ground targets ,and must be over the tree line or top of hill
• able to target track and lock 72 targets
• I.F.F systems able to target non biological
• Night combat operations range 5 miles
• Line of sight 180 degree
• Add plus 1 to strike at long range chin gun ,add to short range missiles , medium range missiles , and rockets a 1d4 to strike using Target Acquisition and Designation Sights, Pilot Night Vision System

Game: Apache Longbow
http://upload.wikimedia.org/wikipedia/c ... 06_arp.jpg

• long bow Apache version for N.A.T.O able to lock at target at 10 miles ground targets ,and does NOT to be over the tree line or hill
• able to target track and lock 150 targets
• I.F.F systems able to target non biological and biological
• Night combat operations range 10 miles Line of sight
• Able to give information to infantry , allied vehicle air ,land or sea even video and audio data via radio or other communication systems
• 360 degree view
• Add plus 2 to strike at long range chin gun ,add to short range missiles , medium range missiles , and rockets a 4 to strike using Target Acquisition and Designation Sights, Pilot Night Vision System
• Able to use air to air missiles add+3 to short range missiles , medium range missiles , and rockets only



16. Damage: None; similar to Trix-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Payload 100 for each
N.A.T.O Energy chaff and flares
Payload unlimited
17. Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 98 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor


N.A.T.O Improved Apache and N.A.T.O long bow Apache
Class:
Ground attack helicopter.
Crew:
Two; one pilot and one gunner.

M.D.C. by Location :
N.A.T.O Improved Apache over the counter

* Main Rotors (4 blades) - 75 each
* Tail Rotor Section - 125
* Nose Gun pod (1) – 100
* Missile Rails (2) - 25 each
* Missile Pods (2) - 75 each
Reinforced Pilot's Compartment - 200
** Main Body/Fuselage – 200

N.A.T.O long bow Apache
M.D.C. by Location : N.A.T.O Improved Apache :


* Main Rotors (4 blades) - 100 each
* Tail Rotor Section - 225
* Nose Gun pod (1) – 100
* Missile Rails - 25 each
* Missile Pods - 75 each
Reinforced Pilot's Compartment - 250
** Main Body/Fuselage – 240
N.A.T.O long bow Apache Knock off N.E forcé field 420

* Items marked with a single asterisk are small, moving and/or difficult targets to hit and requ ire a Called Shot to strike, but even then the attacker is -4 to strike (-6 if the helicopter is flying faster than 100 mph/l60 km).

Destroying one of the missile pods or an attached missile will detonate the ordnance and inflict damage to the helicopter.

The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all pi loting ski ll rolls (penalties are accumulative with each main rotor lost). Losing three
or four main rotors or losing the tail rotors completely will cause
the helicopter to crash.

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



Speed :

Flying :
220 mph , being a helicopter the all N.A.T.O Apache is capable of hovering and VTOL (Vertical Take -Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.

Maximum Altitude:
The maximum altitude for the Apache is 20,000 feet , N.A.T.O long bow Apache 30,000 feet

Range: (liquid fuel)
1200 miles (1920 km) before requiring refueling. N.A.T.O long bow Apache 3000 miles

Statistical Data :
Height: 16 feet , 3 inches (4.95 m).
Width: 48 feet ( 14.6 m) rotor blades.
Length: 50 feet, 9 inches (15.47m).
Weight: 8 tons empty
Cargo: None .
Power System: Conventional combustion engine.or other systems look above
Cost: N.A.T.O Improved Apache 900,000 . N.A.T.O long bow Apache 1,000,000

Weapon Systems :
1. Gun pod: all N.A.T.O Apache

Chin gun option number 1 , 20 MM rapid cannon
This a rapid fire burst rain steel-lead rain down range at speed of mach 3 plus max mach 4 !!!
Chin gun option number 1
20 MM :
1D8 MD single round Damage
Two round burst 2d8 or 3d6
Three round burst 3d8 or 4d6
four round burst 4d8
Five round 5d8
six round burst1d4x10+8
Eight round burst 8d8
ten round burst 2d4x10 or 1d8x10
Twenty round burst 2d8x10
fourth round burst 4d8x10
fifth round burst 5d8x10

Or
Chin gun option number 2(this has been the terror for any target due to fire power is equal now to an A-10 Warthog!!!
30 MM 1D10 MD single round Damage
Two round burst 5d4
Three round burst 5d6
Four round burst 1d4x10
Five round 5d10
Six round burst 1d6x10
Eight round burst 2d4x10
Ten. round burst 1d10x10
Twenty round burst 5d4x10
Fourth round burst 5d8x10
Fifth round burst 5d10x10

Chin gun option number 3 Rail Gun:
A modern M.D gun can be installed in the nose of the Apache, instead of its old mini-gun. The gun is mounted in the nose, as a "chin gun," allowing it a 270 degree arc of fire.
Mega-Damage:
Rail Gun:
1D4x 10 M.D. per 10 round burst. Or 2D4x 10 M.D. per 20 round burst Or 3D4x 10 M.D. per 40 round burst Or 4D4x 10 M.D. per 50 round burst Or 4d6x 10 M.D. per 60 round burst

Chin gun option number 4
,M.D style M.D Mini-Gun ,
7.62 mm NATO = 1 MD it does 1d10x10 M.D. per 100 round burst per second !!! Or 5d4x10 M.D. per 200 round burst for two seconds .OR CAN fire a burst 20 round burst 5d4 M.D, 40 round burst 1D4X10 M.D,60 round burst 1D6X10 M.D, 80 round burst 2D4X10 M.D, 120 round burst 2D6X10 M.D
THE reason why 1 M.D round is not to over heat M.D Mini-Gun!!!

Rate of Fire: Each burst counts as one of the pilot ' s melee attacks.
Effective Range: 4000 feet
Payload: 4000 rounds for 200 bursts.

Apache Longbow only Chin gun additional option and add with the mention above or from numbers 1 to 4!!!!
• ATL-7 Anti-Tank Laser Rifle (New Babylon).
• laser Vulcan guns
• Weapons systems WI-GL 20 Automatic grenade Launcher
• Light Boom gun from the GB:


Chin gun ATL-7 Anti-Tank Laser Rifle (New Babylon).
This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclear powered systems and vehicles it can be mounted as a heavy weapon systems.
Mega-Damage:
3D6x 10+20 M.D. per shot!
Rate of Fire:
Single shot only. Each shot empties an entire E-Clip! Later 3 per melee
Range: 9,000 feet (914 m)
Payload: 1 shot per robot vehicles or vehicles with nuclear powered hand to hand


Chin gun laser Vulcan guns
this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fire all six barrel doing a massive amount of fire it similar to Iron hammer main battle tank from from rifts mercenary book page 107
Type :
Damage : 3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
not/bonus /penalties : weight 12000 pounds,if you roll 2 to 4 will over heat and cool down in 1d4 melees or 15 x 4 seconds

Chin gun WI-GL 20 Automatic grenade Launcher
Damage can fire
1. Use amour piercing grenade 6d6x10 for 16 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 20 shot
Payload: 600 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus : it in addition the following
Smoke /Tear gas /Flare/Chaff Launchers (2) -A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Trix-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
OR
Chin gun grenade systems smoke, tear gas,
Mega-Damage:
5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

Weapons systems
Chin gun Light Boom gun from the GB:
does not need ploy need due to weight light rail gun similar to the boom gun 2d4x10 M.D.C, burst 4d4x10 M.D.C, range 2 miles, payload 300 burst
CAN USED AS remote or manual turrets has weapon



3.Missile Rails Rifts Apache Long Bow ,NA.T.O has a total of 6 or 8 missiles rails

http://fc01.deviantart.net/fs71/i/2014/ ... 75ejg5.jpg

http://fc02.deviantart.net/fs70/i/2014/ ... 75efzk.jpg

type: Missile
Weight:
Varies
Mini missiles 15 lds each
Short range missiles 30 lds each
Medium range NATO 125 lds ,standard heavy 250 lds each
Long range 1000 lds
Mega-Damage: Varies
Rate of Fire:
One or any or all counts as one attack
Effective Range: Varies
Payload:
By rail
Mini missiles pod 18 each
Short range missiles pod 9 each
Medium range NATO eight ,standard heavy 4 each
Long range one
Note:


4.Missile Pods Rifts Apache
standard has four missiles rails
type: Missile
Weight:
Varies
Mini missiles 15 lds each
Short range missile 30 lds each
Medium range NATO 125 lds ,standard heavy 250 lds each
rockets 2 lds each
Mega-Damage: Varies
Light rockets 1d4 MD for AP warhead
Medium rockets 1d6 MD for HEAT warhead
Heavy rockets 2d6 for light plasma warhead

Rate of Fire:
One or any or all counts as one attack
Effective Range: Varies
Rockets 33,000 feet target must going over 400 MPH get -1 to strike for every 100 MPH over 400 MPH
Payload:
Mini missiles pod 18 each
Short range missile pod 9 each
Medium range NATO eight ,standard heavy 4 each
rockets pod 100 standard ,heavy 200

4. Modified AIM-54 Phoenix Air-to-Air Missiles (2):
With the F-14s was a stock of ancient AIM-54 missiles which the technicians at Golden Age and improved by N.A.T.O Weapon smiths repaired for use by the Super-Tomcat and are part of all Apache series. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.N.A.T.O add vector thruster systems, it combine TV image , thermos and radar systems making hard for chaff to take effect .this systems was carry over the the cobra marine of the old U.S gunship and has work very well in taking any air to air targets down from the sky. But unlike the Cobra, the Apache series gunship it can carry a total of 4 ,the cobras can only carry one per wing tip!!!
Mega-Damage: 5D6x1O M.D.
Rate of Fire: One at a time or in volleys of up to six.
Effective Range: 125 miles (200 km)
Payload: 2 missiles total.or 1 at the tip of the wing (not show forgot)
Note any air target get a plus 6 to strike under mach 2!!, anything higher +1d4 at best, ground target under 400 MPH +1 at best can be guide by co pilots add any bonus
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

RIFTS GERMANY


N.A.T.O need a cheap over the counter pistol for combat troops ( share with N.A.M.E & N.A.T.O AS WELL) but soon found it single barrel 9 MM barrel well too low in damage .it very effective for S.D.C damage in law enforcement area which very look for . since it was seen as a S.D.C or light conventional round .button were able to come out with two to five barrel ,able to fire heavy damage and add ammo type it able to keep up with any mega damage pistol ,low recoil and weight as well .
N.G.R again is been shock going to the low tech and high damage and able to do either S.D.C ROUND to M.D rounds as well making and ideal for S.D.C combat and able to do M.D damage by changing a clips and ammo type make ideal for even more damage .
Last it found in North and South America only in N.A.T.O and N.A.M.E.S AND N.A.T.O AND last RUSSIAN CORE TROOPS AS WELL.


RIFTS 9 MM SERIES MEGA DAMAGE PISTOL STANDARD CLASS


http://fc01.deviantart.net/fs70/i/2014/ ... 7ebytb.jpg
type: 9 mm semi auto pistol this was first a was a big hit civilian model ,was really a prototype hand pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round or 1d10 S.D.C (commercial civilian rounds )
2 M.D single round Max damage (military rounds )
Double tap barrel fire
3 M.D round burst (commercial civilian rounds )
OK you CAN roll a 6 side dice
Table
Roll a D4

1 damage in MD 1
2 damage in MD 1
3 damage in MD 2
4 damage in MD 2
5 damage in MD 3
6 damage in MD 3
(military rounds )
1d4 round burst
Rate of Fire:
semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note:
COST 2000 credits with 200 rounds in set of box 100

Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• muzzle Flasher,
• extended barrel add 50% range
• taser ;ROLL STUN able to fire four round at 50 feet range or via contact ,even MD beings under 600 MD
last ammo type look below
ONLY ADD ONE TIME AND NOT PER ROUND

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 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


RIFTS 9 MM SERIES MEGA DAMAGE PISTOL DUAL BARREL CLASS

http://th05.deviantart.net/fs71/PRE/i/2 ... 7bekxy.jpg
http://th02.deviantart.net/fs71/PRE/i/2 ... 7ec0xm.jpg
http://unspacy.deviantart.com/#/art/rif ... 19334?hf=1
http://unspacy.deviantart.com/#/art/Rif ... 38938?hf=1
type: 9 mm semi auto pistol this was first a was a big hit civilian model ,was really a prototype hand pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round or 1d10 S.D.C
2 M.D single round Max damage
Dual barrel fire
3 M.D round burst (commercial civilian rounds )
ok you cam roll a 6 side dice
Table
ROLL a D4

1 damage in MD 1
2 damage in MD 1
3 damage in MD 2
4 damage in MD 2

1d4 MD round burst (military rounds )
[u] Rate of Fire:
semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note:
COST 3000 credits with 200 rounds in set of box 100

Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below
• Taser look at Rifts 9 MM TOP PICTURE
last ammo type look below ONLY ADD ONE TIME AND NOT PER ROUND

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 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



RIFTS 9 MM SERIES MEGA DAMAGE TRIPLE BARREL PISTOL CLASS


http://fc08.deviantart.net/fs71/i/2014/ ... 7ec1rr.jpg
type: 9 mm semi auto pistol
Weight: add 10% due to size
Mega-Damage:
Single barrel can be used but not recommended
1 M.D single round
2 M.D single round Max damage
Dual barrel fire
3 M.D round burst (commercial civilian rounds )
ok you cam roll a 6 side dice
Table
Roll a D6

1 damage in MD 1
2 damage in MD 1
3 damage in MD 2
4 damage in MD 2
5 damage in MD 3
6 damage in MD 3
Dual barrel fire
1d4 round burst (military rounds ) two rounds max damage
[u] Rate of Fire:
semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note: COST 4000 credits with 200 rounds in set of box 100

• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below
Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below
• Taser look at Rifts 9 MM TOP PICTURE
last ammo type look below ONLY ADD ONE TIME AND NOT PER ROUND

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 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


RIFTS 9 MM SERIES MEGA DAMAGE QUAD BARREL PISTOL CLASS


http://unspacy.deviantart.com/art/Rifts ... 1397425716

http://fc05.deviantart.net/fs71/i/2014/ ... 7ec2vp.jpg
type: 9 mm semi auto pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round (commercial civilian rounds )
2 M.D single round Max damage (military rounds )
Triple barrel fire only
1d6M.D round burst (commercial civilian rounds )
2d4 round burst (military rounds )
Rate of Fire: semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note: COST 5000 credits with 200 rounds in set of box 100

• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below

last ammo type look below ONLY ADD ONE TIME AND NOT PER ROUND

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 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


RIFTS 9 MM SERIES 5 BARREL PISTOL STANDARD CLASS


http://unspacy.deviantart.com/art/Rifts ... 1397425927

http://fc06.deviantart.net/fs70/i/2014/ ... 7ec3hv.jpg
type: 9 mm semi auto pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round (commercial civilian rounds )
2 M.D single round Max damage (military rounds )
Five barrel fire only
1d4+1 M.D round burst (commercial civilian rounds )
2d10 round burst (military rounds )
Rate of Fire: semi auto
Effective Range: 300 feet
Payload: long clip 36 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note: COST 4000 credits with 200 rounds in set of box 100
COST 6000 credits with 200 rounds in set of box 100
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below

last ammo type look below ONLY ADD ONE TIME AND NOT PER ROUND

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 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
User avatar
ZINO
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Posts: 4070
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Comment: NEVER QUIT..... I got lucky
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Re: N.A.AT Germany BOOK 2

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hum any comments ?
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

http://fc02.deviantart.net/fs70/i/2014/ ... 7ewpw9.jpg

http://unspacy.deviantart.com/art/stand ... 1397790939

After seen the 9MM damage low damage high rate of fie make ideal to devilry lots of damage and using the best small compact,low cost , cheap to make and fast the P-20 was the best idea for N.A.T.O and N.A.M.E.S and even Russian core want it too .last allied will do 1 MD per round
type: standard P-90 and Rifts P-90 series 9 MM ROUND
Weight: ADD 10% WEIGHT
Mega-Damage: for P 90 and Rifts P90
Allied 1 M.D per round ( or 1d10x01 S.D.C )
Four burst rounds 1d4 MD
Six rounds burst 1d6 MD
12 rounds burst 2d6 MD
24 rounds burst 4d6 MD
30 rounds burst 5d6 MD
40 rounds burst 1d4x10 MD
N.A.T.O and N.A.M.E.S Rounds do 2 MD per rounds ( OR 5D4X10 S.D.C )
Two rounds burst 1d4 MD
Three round burst 1d6 MD
Four round burst 1d8 MD
Five round burst 1d10 MD
Six round burst 1d12 MD or 2d6 MD or 3d4 MD
Eight round burst 3d6 MD
10 rounds burst 5d4 MD or 2d10 MD
20 round burst 1d4x10 M.D
40 rounds burst 2d4x10 MD
Rate of Fire: semi-automatic and full-automatic fire
Effective Range: 1000 feet
Payload: P 90 standard clip 50 rounds (top picture ),but Rifts P90 can hold up to four clips the one in the button right side 150 to 200 rounds ¡!!
Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below one time add and not each round fired !!
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 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
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

any comments ?
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

When N.A.T.O : and even the Russian core units : were needed to supply their foot soldiers in Europe were short in certain supplies . only two major mercenary unit could offered help but short term ,however medium to long term support if cut off from North America and even from South America as well. Only way was to get a massive supplies for medium term but long term they need to supplies themselves . this is where the three know mercenary unit came to Golden Age Weapon smiths and Wellington industries , they were N.A.M.ES , N.A.T.O and Russian core units . :
Whiles was set up camp in Merc town : and had other bases and were short in inland support and air support N.A.T.O and Russian core units : came in to help.
This allowed N.A.T.O and Russian core units : to get introduce to north America .thing were loud even the coalition: were caught off guard as well !! When they came and work with NGR troop : came in and brought a boat load of supplies to them and both knew each each by NGR troop and happy to see them ( N.A.T.O and Russian core units : )
Still supplies were not was excepted for a mercenary Company and seen as a massive troops it worried the coalition at first but seen the NGR troops as a rep to them and seen as European Merchant troops it took them off guard and were not like North American mercenary .
N.A.T.O and Russian core units : were seen as troop transport and supplies transport for NGR : in north America

Now how does Golden Age Weaponsmiths and Wellington industries get involved ?
N.A.M.ES ( acting N.A.T.O and Russian core units : ) came to them and put down a busy opportunity which both wanted to join they offered up billions of credits for the following one short term getting as much need supplies ,medium range term sending supplies in vast amount need for north American N.A.M.ES , N.A.T.O and Russian core units . and to have reps from Golden Age Weaponsmiths and Wellington industries to set up camp in Europe for N.A.M.ES , N.A.T.O and Russian core units . man power is commodity and with supplies will run out it better to have either permanent reps for Golden Age Weaponsmiths and Wellington industries or temporary to go to Europe to NGR or stay and have export and import sale for three known N.A.M.ES , N.A.T.O and Russian core units will be steady credits from home land (in the US for N.A.M.ES , and quietly for N.A.T.O as well ) and sale for imports it was a win ,win for all parties .but also for N.A.M.ES , and quietly for N.A.T.O as well leak this to Northern gun as well , in which North gun came to N.A.M.ES , N.A.T.O and Russian core units and puts an offered for them . however this was a tactic that N.A.M.ES , N.A.T.O and Russian core units . made sure it played into their lap!!! Northern gun: had no idea their goal was to get them to come to NGR !!! : still all three parties were transported via either conventional or magical way which was chosen by the three parties Golden Age Weaponsmiths , Wellington industries and Northern gun .
To their surprised Golden Age Weaponsmiths , Wellington industries and Northern gun not just supplying N.A.M.ES , N.A.T.O and Russian core units . but many other companies as well thank to N.G.R been so like and in their favor . Golden Age Weaponsmiths , Wellington industries and Northern gun came in and many were with open arms sale have been went thru the roof of beyond what was expected and manufacturing was ahead by nine months instead if one year to set up!!!!

this was impart that N.A.T.O and the D.M.Z unit need these supplies as well and many small security firm or merc outfits ( which as part of N.A.M.ES , N.A.T.O and Russian core units ,and last NGR law enforcement units as well. to have steady of client from N.G.R and the cost to and sale in mass production are low it was a booming busy trade off instead of waiting weeks it would have ready in days as well.

you need the following Rifts - Merc Ops BOOK Page 99 to 101
BUY THIS BOOK IT AWESOME AND VERY HELPFUL !!!!
WI-R12 Multi-Purpose Submachine-Gun

The WI-R12 assault rifle is a large submachine-gun that fires a powerful 13 MM round that is similar in performance to the old .50 caliber (12.7 mm) machine-gun cartridge.
Weight: 12 Ibs
Damage:
Standard 13 MM rounds commercial and private corporation :
6D6 S.D.C. for a single shot, or 1D6x 10+3 S.D.C. for a burst of three rounds.
13 MM rounds WI-D 12 Depleted Uranium Armor Piercing Bullets:
1D6x10 S.D.C. for a single shot or 3D4x I0 S.D.C.lone M.D. for a three round burst.
13 MM rounds Light Ramjet Rounds:
One M.D. single shot or 1d4 M.D. for a three round burst.
13 MM rounds Heavy Ramjet Rounds:
1d4 M.D. for a single shot or 2d4 M.D. for a three round burst, or 4D4 M.D. for a sustained six round burst (counts as two melee attacks).
May also use WI-2E explosive rounds (see Rifts® Mercenaries,page 103).
14.5 mm

N.A.T.O Rounds military
13 MM Anti-material rifle and auto cannon caliber, from this these are heavy calibers

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

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

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,
5d4 M.D five round burst,
4d6 MD six round burst,
4d8 M.D eight round burst,
6d6 M.D nine round burst ,
1d4x10 M.D ten round burst ,
2d4x10 M.D twenty round burst ,
2d6x10 M.D thirty round burst,
4d4x10 fourth round burst ,

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

1D6X100 S.D.C OR 1D6 M.D
2D6 M.D Two round burst,
3D6 M.D three round burst,
4D6 M.D four round burst,
5D6 M.D five round burst,
6D6 MD six round burst,
8D6 M.D eight round burst 1d4x10+8 M.D,
9D6 M.D nine round burst ,
1D6X10M.D ten round burst ,
2D6X10M.D twenty round burst ,
3D6X10 M.D thirty round burst,
4D6X10 fourth round burst

Rate of Fire:
Each single shot or burst counts as one melee attack.
Effective Range:
300 feet (9 1.5 m).
Payload:
100 round banana clip magazine using 13 mm rounds, or 50 rounds in the same magazine using DU-rounds or Ramjet ammo
N.A.T.O clip magazine 100 ,belt clip 200
Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
last ammo type look below
Type of M.D.C Materials

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


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

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

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




WI-SR 15 MM Sniper Rifle
It fires the same 15mm ammunition as the Viper WI-MG 15 machine-gun
Weight: 2 1 Ibs
S.D.C. Damage:
A single standard rou nd inflicts 1D8x10 S.D.C., a three round burst does one M.D. and 10 round burst does 1D4 M.D . (or 1D4x l00 S.D. C.).

STANDARD Mega- Damage:
N.A.T.O 15 MM rounds Light Ramjet round: One M.D.; short five round burst 1D4 M.D. or 2D4 M.D. for a 10 round burst.

N.A.T.O 15 MM rounds Heavy Ramjets:
1D4 M.D. per single round, 5D4 MD . per five shot burst or 1D4x I0 M.D. per 10 round burst.

military grade N.A.T.O ROUNDS

Mega- Damage:
5D6X10 S.D.C OR 3M.D per round One N.A.T.O 15 MM rounds Light Ramjet round:
short five round burst 4D4 M.D. or 3D4+1 M.D. for a 10 round burst.
WI-20 Heavy Ramjets:
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D per round
Mega- Damage: short five round burst 5D4 M.D. or 1d4x10 M.D. for a 10 round burst.
One M.D.; short five round burst 5D4 M.D. or 1D4X10 M.D. for a 10 round burst.
5D10 X10 S.D.C OR 5 M.D
Mega- Damage: N.A.T.O 15 MM Ramjet round:
(1D4+1) M.D.; short five round burst 5d10 M.D. or 1d4x10+10 M.D. for a 10 round burst.
1D6X100 S.D.C OR 1D6 M.D
N.A.T.O 15 MM Heavy Ramjets:
1D6 M.D. per single round, 5d6 MD . per five shot burst or 1D6x 10 M.D. per 10 round burst

2D4X100 S.D.C OR 2D4M.D M.D
N.A.T.O 15 MM Heavy Ramjets: 1D8 or 2d4 M.D. per single round, 1d4x10 MD . per five shot burst or 2D4x 10 M.D. per 10 round burst

Rate of Fire: Single shots and 5- 10 round bursts count as one melee attack.
Effective Range:
2600 feet (792.5 m) .
Payload:
50 round banana clip standard.

Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
last ammo type look below
Type of M.D.C Materials

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


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

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

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



WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun

The Viper is a 15mm heavy machine-gun commonly mounted on combat vehicles, especially by Golden Age Weaponsmiths. It is essentially an air-cooled, general purpose machine-gun with a long, heavy barrel. It fires belted ammunition, has excellent range and good damage capacity, at least when Ramjets are used.
Weight: 60 Ibs (27 kg), plus ammo (30 Ibs/l3 .5 kg per 200rounds) ; typically belt fed from an ammo drum.
N.A.T.O version
Weight: 35 Ibs (27 kg), plus ammo (15 Ibs) ; typically y belt fed from an ammo drum
S.D.C. Damage:
A single S.D.C. round inflicts ID8xI0 S.D.C. point s of damage , a 10 round burst inflicts ID8x 100 S.D.C. or the equivalent of 1D8 or 2d4 M.D. an d a 20 round burs t do es 2D8
M.D. (or4D4 M.D.).

standard Mega-Damage:
Light Ramjets: 1d10 M.D. per 10 round burst or 5D6 or 3d10 M.D. per 20 round burst.
Ramjets : 1D4x10M.D. per 10 shot burst or 2D4x10 M.D. per 20 round burst .

N.A.T.O 15 MM Mega-Damage:military grade
5D6X10 S.D.C OR 3M.D single round [b]
Ramjets: 3d10 or 5d6 M.D. per 10 round burst or 1d6x10 M.D. per 20 round burst.

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D [b] single round

Ramjets : 1D4x10M.D. per 10 shot burst or 2D4x 10 M.D. per 20 round burst
5D10 X10 S.D.C OR 5 M.D single round
heavy Ramjets : 5d10x10 or 1d4x10+10 M.D. per 10 shot burst or 1d10x 10 M.D. per 20 round burst
1D6X100 S.D.C OR 1D6 M.D single round
medium explosive and armored piercing Ramjets : 1D6x10M.D. per 10 shot burst or 2D6x 10 M.D. per 20 round burst
2D4X100 S.D.C OR 2D4M.D M.D single round
heavy depleted uranium explosive and armored piercing Ramjets : 2D4x10M.D. per 10 shot burst or 4D4x10 M.D. per 20 round burst

Rate of Fire:
Burst fire only, single shots are not possible. Each ( 10 or 20 round) burst counts as one mele e attack.
Effective Range:
4000 feet ( 12 19 m).
Payload:
2000 round ( 100-200 bursts) disintegrating link belt is standard when used as a handheld heavy weapon by power armor troops, cyborgs or other strong characters, but additional
belts can be linked together and WI-MG Vipers mounted to a combat vehicle or fortified bunker may be hooked to a 8000 round ammo drum ( depending on the size of each burst) . Remember , the weapon can fire 15mm S.D.C. rounds or Heavy Ramjet rounds.
Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
last ammo type look below
Type of M.D.C Materials

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


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

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

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


WI-GL8 Automatic Shotgun/Grenade Launcher

It fires the same standard Wellington grenades as the WI-GL4, but also shoots a special large-bore shotgun cartridge, standard rifle grenades, and even Triax TX-5 and TX-16 ammunition. Ammunition comes pre-packaged in ten grenade rounds or 60 shotgun
Weight: 7 Ibs (3.2 kg).

S.D.C. Damage: Large-bore shotgun rounds inflict 6d6 S.D.C.

Mega-Damage: Shotgun
Fragmentary: 4D6 M.D. to a blast area of 12 feet (3.6 rn).
Armor Piercing: ID4xl0 M.D. to a blast area of 3 feet (0.9 m).
Can also fire smoke, illumination and chemical rounds.
N.A.T.O

Mega-Damage: Grenade Launcher
Fragmentary: 5D6 M.D. to a blast area of 12 feet (3.6 rn).
Armor Piercing: 1D4xl0 M.D. to a blast area of 3 feet (0.9 m).
Can also fire smoke, illumination and chemical/tear gas rounds.
HEAT Grenade /[b] : 1D6xl0 to a radius of 3 feet (0.9 rn) around the target.

[b] Rate of Fire:
Each shot counts as one melee attack/action.
Effective Range: 800 feet (244 m).
Payload: 10 grenades or 60 shotgun rounds.


WI-GL80 "Predator" Super-Grenade Launcher

Weight: 45 Ibs (20.2 kg) plus the grenades.
Length: Seven feet long. N.A.T.O version add 1 foot
Mega-Damage:
Mega-Damage: Grenade Launcher
Fragmentary: 5D6 M.D. to a blast area of 12 feet (3.6 rn).
Armor Piercing: 1D4xl0 M.D. to a blast area of 3 feet (0.9 m).
Can also fire smoke, illumination and chemical/tear gas rounds.
HEAT/Grenade: 1D6xl0 to a radius of 3 feet (0.9 rn) around the target.
Rate of Fire:
Single shot, each counting as one melee attack.
Effective Range: 2100 feet (640 m)! N.A.T.O version add 1 foot 3000 feet
Payload : Six, hand loaded.





Rifts - Merc Ops page 105 to page 111

Wilk's FLIR Distancing & Recording Binoculars
Wilk's LRD-IO Laser Rangefinder, Designator & Record er
Wilk's Portable Thermal-Imager


Notable Wilk's Communications & Sensor Systems


Wilk's PRC-5 Secure Walkie-Talkie
Wilk's PRC-60 Secure Field Radio
Wilk's LASCOM PPLC-500
Field Radio
Wilk's LASCOM PLC-150
Field Radio
Wilk's Portable Ultra-Mini-Radar
Wilk's Ultra-Pocket Laser Distancer
Wilk's Laser Flashlight
Wilk 's High-Powered
Laser Floodlight
Wilk's Holographic Mini-Camera
Wilk's LRF-3 Laser Designator



Miscellaneous Equipment

Ballistic Knives
Garrotte
Vibro-Garrotte
Neural Dusters
Olterak Mace Spray



Clothing: Specialized

Armor: Light Tactical Armor M.D.C: 6; N.A.T.O version add 44 MD
Armor: M.D.C. Flight Suit. M.D.C.: 22 N.A.T.O version add 44 MD
Armor : TacVest.
A.R.: 16 (covers the tor so only, so the M.D.C. TacVest has an A.R. similar to Cyber-Arrn or). Cost : 500 credits for an unarmored
TacVest, 2,400 credits for a standard S.D.C. model ( 120
S.D.C. l1 M.D.C N.A.T.O version add 44 MD ), and can still add for 25,000 credits for one with 25 M.D.C armor Plating

Camouflage : Black Covert Jumpsuit. Bonus: +5% to Prowl at night. N.A.T.O vercion add +15%

Camouflage: Ghillie Suit from observation (+5% bonus to Prowl N.A.T.O version add ADD+1d4x10%-% and + 10% to Blend N.A.T.O version add ADD 1d4x10%%).


camouflage: Stealth Chilie Suit.
three dimensional covering made from strips of camouflage cloth to provide visual concealment (+ 10% bonus to Prowl and Blend skills N.A.T.O version add ADD +24 %). What makes the suit more advanced is the interior layer which is electronically cooled by means of a standard E-Clip (48 hours of use) ( for NA.T.O and N.A.M.ES and even for N.A.A.T GET 96 hours ). to suppress the wearer's thermal pattern. Due to this cooling system, the stealth suit cannot be detected by thermal-image rs at ranges greater than 200 feet (6 1 m) N.A.T.O version add 2000 feet , and even within close range, attempts to detect the heat signature of the person inside the suit suffer a penalty of -30%( for NA.T.O and N.A.M.ES and even for N.A.A.T GET -35%). to the operator's Read Sensory Equipment skill. The CS, Northern Gun ,Wellington and Golden Age Weaponsmiths all produce versions of this suit.


Camouflage Netting :
These nets are used to conceal cases of supplies, cargo, parked vehicles , tents, buildings and
defensive positions. Anyone attempting to detect an item or object covered by one of these nets suffers a penalty of -15% to the Detect Concealment skill ( for NA.T.O and N.A.M.ES and even for N.A.A.T GET -25%). A typical net is large enough to cover a 10 by 10 foot (3 x 3 m) area, but may be combined with other nets to cover larger surfaces.

Pilot's Survival Kit It is adequate for a period of 24- 72 hours

Communications Equipment

Field Telephone:
Cellular Phone
Secure Cellular Phone
Ear Mic Radio Receiver and Transmitter:
Field Expedient Antenna :





Communications & Surveillance Equipment

Amplified Sound Detector:
Amplifies normal sound by several thousand times so that a whi sper can be heard at 300 feet (91.5 m)weight: 2 Ibs (0.9 kg). Cost: 2,400 credits
Cellular Telephone Transmission Intercept
Can also trace the transmission from its sender to the receiver, but only so long as the connect ion (conversation) is on going. Weight : 2 Ibs (0 .9 kg). Ran ge: 1200 feet (366 m).
Laser Eavesdropping Device:
When the occupants of the room speak, the sound waves produce vibrations in the window glass, which is then translated by the laser beam into an audio record ing at th e
receiving end of the device. Weight : 15 Ibs (6.8 kg). Range:4000 feet ( 1219 m) .
Weapon Scanner: powerful
enough to detect even cybernetic and bionic weapons implanted inside an organic host with an accuracy of 87%
Cellular Telephone Transmission Interceptor
Can also trace the transmission from its sender to the receiver, but only so long as the connect ion (conversation ) is on going. Weight : 2 Ibs (0 .9 kg). Range: 1200 feet (366 m).
Laser Eaves dropping Device:
When the occupants of the room speak, the sound waves produce vibrat ions in the window glass, wh ich is then translated by the laser beam into an audio record ing at th e
receiving end of the device. Weight : 15 Ibs (6.8 kg). Range:4000 feet ( 1219 m) .
White Noise Generator
A small electronic device the size of a cigarette package that generates white noise, which is used to muffle conversation s and distort bugging systems by 40% to defeat eaves dropping. Weight: 2 Ibs


pages 112 to 114
Construction Equipment

Diamondback Chainsaw
Handheld M.D. Power Drill
Vibro-Culters:
Plasma Torch:
Electromagnetic Nail Gun:
Miniature Fusion Power Plant:
Vehicle Diagnostic Computer
Liquid Nitroglycerin
Blasting Cap
Electric Blasting Cap
Time Pencils
Pressure Fuse:
Pressure Release Fuse:
Pull Firing Device
Electronic Time Delay

Mini-Motion Detector Detonators:
Specialty detonators equipped with miniature motion sensors similar to the ones used in the cybernetic implant. These sensors can be set to detonate when the target is within a pre-set interval , anywhere from 10 feet (3 m) to 200 feet (61 m).

Rifts - Merc Ops pages 114 to 115

EOD Equipment
Anti-Mine Mortar
Demolitions Multi-Tool
Dual Purpose Bomb Detector
EOD Helmet with built-in macrolens[/b]
optics with 1O-100x magnification for close-in work. Weight: 4 Ibs (1.8 kg). M.D.C: 65
EOD Armor
Mobility: Very poor mobility, intended for EOD work, not combat; -35% to Climb, Swim, Prowl, perform Acrobatics and similar physical skills/performance. In addition, reduce
the wearer's speed attribute by half and he is -2 on all combat actions.
M.D.C by Location : Head/Helmet - 65; Arms- 80 each (designed for delicate work, no skill penalties to Demolitions Disposal, Basic Electronics or similar work); Legs 110 each; Main Body - 120.
N.A.T.O version
M.D.C by Location : Head/Helmet – 100 ; Arms- 125 each (designed for delicate work, no skill penalties to Demolitions Disposal, Basic Electronics or similar work); Legs 200 each; Main Body - 240

Mine Detector:
Protective Tinted Goggles: These are a pair of wraparound, tinted M.D.C . goggles design ed to give the wearer at least minimal protection when dealing with explosive devices. The goggles only protect the eyes


Diving Equipment

Snorkel Kit add 20% to swimming speed

S.CU.B.A. Package:
Includes an 80K cylinder (air tank) with boot, datacom double console (PSI depth) , regulator, wet suit, pack power suppl y and air tank with an oxygen capacity of90 minutes. Design ed to fit over conventional body armor

Self-Contained Rebreathcr:
An underwater respirator lung that uses a special chemical process to recycle breathable air.
Every time the wearer exhales, the carbon dioxide passes through a chemical filter that recycles it into breathable oxygen molecules. The advantage of the rebreather is that it is a self contained
system, meaning that unlike S.C.U .B.A. gear it does not release any bubbles to give away the swimmer's position . Unfortunately, the diver cannot swim deeper than 130 feet (39.6
m) or the pressure will interfere with the chemical filter and the rebreather ceases to recycle oxygen. The rebreather filter provides up to four hours of oxygen before needing to be replaced.
Weight: 4 Ibs (1.8 kg). Depth Tolerance: 130 feet (39.6 m).
Oxygen Supply: 48 hours ; designed to fit over the faceplate of standard body armor,
Dive Beacon
1,000 feet E-Clip power source and displays either a visible or infrared strobe light
Waterproof Bag: Waterproof to a depth of 1000 feet

Rifts - Merc Ops pages 116 to Field Rations

Basic MRE
Inst ant Heat MRE
Meal Bars


Field Equipment
Black Ball Spray Paint
Compass:
Electric Heater/Stove
Flare Gun
Ha rd Dome Shelter:
I.D.F Commando Wristwatch
Inflatable Patrol Boat
Last edited by ZINO on Mon May 05, 2014 7:41 am, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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any comments ?
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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Will post so new technologies in for infantry
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

we are sadden to report some of our weapon system have fail to work to operational level and there are some delay but not for long .
the problem has been found will take time to fix all infantry to be share with all AMC unit . we don't want to jam or blow or misfired or worst friendlily fire
thank you for patience there will a free and many discount later down the road
but will be fix very soon
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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RIFTS GERMANY


N.A.T.O need a cheap over the counter pistol for combat troops ( share with N.A.M.E & N.A.T.O AS WELL) but soon found it single barrel 9 MM barrel well too low in damage .it very effective for S.D.C damage in law enforcement area which very look for . Since it was seen as a S.D.C or light conventional round .button were able to come out with two to five barrel, able to fire heavy damage and add ammo type it able to keep up with any mega damage pistol, low recoil and weight as well.
N.G.R again is been shock going to the low tech and high damage and able to do either S.D.C ROUND to M.D rounds as well making additional for S.D.C combat and able to do M.D damage by changing a clips and ammo type make ideal for even more damage .
Last it found in north and south America only in N.A.T.O and N.A.M.E.S AND N.A.T.O AND last RUSSIAN CORE TROOPS AS WELL.

Modifying Weapons
For N.A.T.O, N.A.A.T, N.A.M.E.S, Russian Core Units, and other Mercenary Units and P.M.C (Private Military Cooperation ) Man of Arms need more then just over the counter side arms.this applies to engineer and other personal that can get better side arms. Also cheap to get within the Amercement Units and P.M.C and for others cost a lot.
For others it status symbol and necessity of survival amongst most of those who own them, they have been modified, copied and manufactured (often built by hand) in various workshops across the country. As such, players may apply the following modifiers to their weapons with their characters' starting money.

Options Available:


• Extended Barrel : Adds 50f% effective range.
• Speed Loader (revolvers only):
Not a modification, but an accessory. Bullets are held in a dummy barrel that speeds reload time to 1 melee action, as opposed to the time that revolvers would otherwise take to reload (one full melee round or four actions, which ever comes first).

• Customized Grip
(available for all guns): Adds +1 to strike, but only for one individual, -1 to strike for others who use the gun. If the character buys a weapon that has had its grip modified for someone else in the past

• Sawed Off (shotguns only):
No price. Cut the range in half. If using buckshot, subtract 1D6 from damage, but add +2 to strike. The G.M. may also allow the user to strike multiple targets with one shot (with buckshot), if they're close together.

• Extended Magazines
(guns with magazines only, i.e. no revolvers, shotguns or weapons with cylinders or internal magazines). Increase the ammo payload by 50%. So a gun that originally held 12, would hold 18 bullets, for example.

• Full-Auto Capacity (automatic pistols only):
By cutting firing pins and reconfiguring venting, a pistol can be modified to fire in full-auto mode (i.e. fires half its payload with every press of the trigger). This is not a common modification, as ammo is too precious.

• Full-Auto Trimming (any weapon capable of bursts and sprays):
Most wise man of arms in Europe will usually have this done to their weapons. The modification changes the weapon into single shot or volley capacity only, therefore reducing the chance of wasting bullets.

• Flash Suppressor (any rifle):
A muzzle that reduces the flash and flare caused by a round being fired. Really only visible at night, muzzle flash can easily give away a sniper's position. The key word here is flash suppression. It's still there, simply the angles from which the flare can be seen are reduced.

• Silencer (sub-machine guns and automatic pistols ,and some revolvers ).
These reduce the noise a round makes when fired. Not very popular; people who own guns in the man of arms in Europe want to announce the fact. Only City gangs , thieves and spies tend to disagree.

• Improved Balance (any automatic firearm).
Through better venting, better balance and so forth, a gun is made to be more accurate. +1 to strike burst /Aim add +2, even when fired Wild. Modifying Weapons Because weapons are status symbol and necessity of survival amongst most of those who own them, they have been modified, copied and manufactured (often built by hand) in various makeshift workshops across the country. As such, players may apply
the following modifiers to their weapons with their characters' starting money.

Options Available:


• Extended Barrel
Adds 50% feet to the effective range.

• Extended Heavy Barrel this allow rounds to travel faster by 1d4 times but add recoil to pistol PS check if under 13 , and rifle ,heavy rounds like sniper rifle must in if fix/brasce postion PS check if under 13 or prone no check, machine as well pick one or the other damage add 5d6% to final damage or range add 5d6% , or penetration /damage 1d4x10% to final damage

• Speed Loader (revolvers only): .
Not a modification, but an accessory. Bullets are held in a dummy barrel that speeds reload time to 1 melee action, as opposed to the time that revolvers would otherwise take to reload (one full melee round or four actions, which ever comes first).

• Customized Grip (available for all guns):
Adds +1 to strike, but only for one individual, -1 to strike for others who use the gun. If the character buys a weapon that has had its grip modified for someone else in the past.

• Sawed Off (shotguns only):
Cut the range in half. If using buckshot, subtract 1D6 from damage, but add +2 to strike. The G.M. may also allow the user to strike multiple targets with one shot (with buckshot), if they're close together.

• Extended Magazines (guns with magazines only, i.e. no revolvers, shotguns or weapons with cylinders or internal magazines). Increase the ammo payload by 50%. So a gun that originally held 12, would hold 18 bullets, for example.

• Full-Auto Capacity (automatic pistols only). By cutting firing pins and reconfiguring venting, a pistol can be modified to fire in full-auto mode (i.e. fires half its payload with every press of the trigger). This is not a common modification, as ammo is too precious.

• Full-Auto Trimming (any weapon capable of bursts and sprays):
Most wise Man of Arms will usually have this done to their weapons. The modification changes the weapon into single shot or volley capacity only, therefore reducing the chance of wasting bullets.

• Flash Suppressor (any rifle) . A muzzle that reduces the flash and flare caused by a round being fired. Really only visible at night, muzzle flash can easily give away a sniper's position. The key word here is flash suppression. It's still there, simply the angles from which the flare can be seen are reduced.

• Silencer (sub-machine guns and automatic pistols only).
These reduce the noise a round makes when fired. Not very popular; people who own guns in the Outback want to announce the fact. Only City Raiders, thieves and spies tend to disagree.

• Improved Balance (any automatic firearm).
Through better venting, better balance and so forth, a gun is made to be more accurate. +1 to strike, even when fired Wild.

•last ammo type for Black powder M.D rounds and electrical rounds look below ONLY ADD ONE TIME AND NOT PER ROUND

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 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




http://unspacy.deviantart.com/art/9-mm- ... 1400807756

http://fc01.deviantart.net/fs70/i/2014/ ... 7jd0b9.jpg

type: RIFTS 9 MM semi auto pistol this was first a was a big hit civilian model ,was really a prototype hand pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round or 1d10 S.D.C (commercial civilian rounds)
2 M.D single round or 5d4x100 Max damage (military rounds)

Duoble tap barrel fire
2 M.D round burst (commercial civilian rounds)
ok you CAN roll a 4 side dice Table Roll a D4 [u]
1 damage in MD 1
2 damage in MD 1
3 damage in MD 2
4 damage in MD 2

1d4 round burst (military rounds)

[u] Rate of Fire:
semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note:
COST 2000 credits with 200 rounds with a set of box 100

Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim OR 9 burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• muzzle Flasher,
• extended barrel add 50% range
• Taser


http://fc05.deviantart.net/fs71/i/2014/ ... 7jd0mj.jpg

http://unspacy.deviantart.com/art/9-mm- ... 1400807907


type: dual barrel 9 mm semi auto pistol this was first a was a big hit civilian model ,was really a prototype hand pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round or 1d10x10 S.D.C damage
2 M.D single round or 5d4x10 S.D.C Max damage
Dual barrel fire
SINGLE BARREL 2 M.D round or 5D4x10 S.D.C damage
ok A 2 M.D round or 5D4x10 S.D.C you cam roll a 4 side dice
Table Roll a D4

1 damage in MD 1
2 damage in MD 1
3 damage in MD 2
4 damage in MD 2

DUAL BARREL 4 M.D round or 1d4x100 S.D.C Max damage [/u]
1d4 MD round burst (military rounds )

Rate of Fire: semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note:
COST 2000 credits with 200 rounds in set of box 100

Note:
• Réflex targeting in Font of barrel digital and non digital with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light, standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below
• Taser look at Rifts 9 MM TOP PICTURE

last ammo type, look below ONLY ADD ONE TIME AND NOT PER ROUND
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


http://fc07.deviantart.net/fs70/i/2014/ ... 7jd1mq.jpg


http://unspacy.deviantart.com/art/Rifts ... 1400808295

type: triple barrel 9 mm semi auto pistol
Weight: add 10% due to size
Mega-Damage:

1 M.D single round (commercial civilian rounds )
2 M.D single round Max damage (military rounds )

Triple barrel fire only
2 M.D round burst (commercial civilian rounds )
ok you cam roll a 6 side dice Table Roll a D4
1 damage in MD 1
2 damage in MD 1
3 damage in MD 2
4 damage in MD 2
5 damage in MD 3
6 damage in MD 3

1d6 round burst (military rounds )
[u] Rate of Fire:
semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note: COST 3000 cerdits with 200 rounds in set of box 100

• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below
last ammo type look below ONLY ADD ONE TIME AND NOT PER ROUND
last ammo type, look below ONLY ADD ONE TIME AND NOT PER ROUND
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


http://fc04.deviantart.net/fs71/i/2014/ ... 7jd2nk.jpg

http://unspacy.deviantart.com/art/9-Mm- ... 1400808702

type: Quad 9 mm semi quad auto pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round 1D10X10 SDC (commercial civilian rounds )
2 M.D single round 5D4X10 SDC Max damage (military rounds )
quad barrel fire only
1d4M.D round burst (commercial civilian rounds )
2d4 round burst (military rounds )
Rate of Fire: semi auto
Effective Range: 300 feet
Payload: long clip 36 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note: COST 4000 cerdits with 200 rounds in set of box 100

• Reflex targeting in Font of barrel digital or non digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flashlight, standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below


RIFTS five BARREL PISTOL STANDARD CLASS

http://unspacy.deviantart.com/art/Rifts ... 1397425927

http://fc06.deviantart.net/fs70/i/2014/ ... 7ec3hv.jpg

type: five barrel semi auto pistol
Weight: add 10% due to size
Mega-Damage:

1 M.D single round 1D10X10 SDC Max damage (commercial civilian rounds )
2 M.D single round 5D4X10 SDC Max damage (military rounds )

Five barrel fire only
1d4+1 M.D round burst (commercial civilian rounds )
2d10 M.D OR 5D4 M.D round burst (military rounds )

Rate of Fire: semi auto
Effective Range: 300 feet
Payload:
long clip 36 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note: COST 4000 cerdits with 200 rounds in set of box 100

• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below

last ammo type look below ONLY ADD ONE TIME AND NOT PER ROUND
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


http://fc00.deviantart.net/fs71/i/2014/ ... 7jd3s7.jpg

http://unspacy.deviantart.com/art/357-S ... 1400809143


type: 357 semi auto pistol (11.45mm round)
Weight: as is
Mega-Damage:
ONE shot
5d4x10 S.D.C OR 2 M.D for civilian
5D6X10 S.D.C OR 3 M.D for law enforcement
5D8X10 OR 4 M.D OR 1D4 M.D for military use
Double tap

1d4 M.D. M.D for civilian
1d6 M.D for law enforcement
2D4 M.D OR for military use

Triple shot semi auto
1D6 M.D for civilian
2D4+1 M.D for law enforcement
2D6 M.D for military use

Rate of Fire: semi auto
Effective Range: 450 feet
Payload: 30 rounds
Note:
Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below
Type of M.D.C Materials
Bullets for black powder, or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.


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

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

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


http://unspacy.deviantart.com/art/Rifts ... 0593&qo=10

http://fc01.deviantart.net/fs70/i/2014/ ... 7ebytb.jpg

type: Rifts 9 mm full auto pistol this was second a was a big military aplicación ,was really a pordotype hand pistol
Weight: add 10% due to size
Mega-Damage:
1 M.D single round or 1d10 S.D.C commercial civilian rounds)
2 M.D single round or 5d4X S.D.C Max damage (military rounds)

THREE ROUND BRUST
3 M.D single round or 5D6X100 S.D.C commercial civilian rounds )
6 M.D single round or 1D6X100 S.D.C Max damage (military rounds

SIX ROUND BRUST
6 M.D single round or 1D6X100 S.D.C or 1d6 MDcommercial civilian rounds
12 M.D single round or 2D6X100 S.D.C or 2d6 MD Max damage (military rounds

Rate of Fire: semi auto
Effective Range: 300 feet
Payload: long clip 24 rounds, add 4 more rounds in each barrel total 8 rounds total 32 rounds
Note:
COST 2000 cerdits with 200 rounds in set of box 100

Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• muzzle Flasher,
• extended barrel add 50% range
• Taser
last ammo type look below ONLY ADD ONE TIME AND NOT PER ROUND
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


Revised

http://fc02.deviantart.net/fs70/i/2014/ ... 7ewpw9.jpg

http://unspacy.deviantart.com/art/stand ... 1397790939


After seen the 9MM damage low damage high rate of fie make ideal to deviling lots of damage and using the best small compact,low cost , cheap to make and fast the P-20 was the best idea for N.A.T.O and N.A.M.E.S and even Russian core want it too .last note on allied will do 1 MD per round
G.M note for the M.D MAY BE TOO HIGH SO THERE ARE
I MADE FOR LOWER DAMAGED
ENJOY : ) .
type:
Standard P-90 and Rifts P-90 series 9 MM ROUND
Weight:
ADD 10% WEIGHT
Mega-Damage:
for P 90 and Rifts P90
Allied 1 M.D per round or 1d10x100SDC

Four rounds 1d4 MD
Six rounds 1d6 MD
12 rounds 2d6 MD
24 rounds 4d6 MD
30 rounds 5d6 MD
40 rounds 1d4x10 MD

N.A.T.O and N.A.M.E.S

Rounds do 2 MD per rounds OR 5D4X100 SDC
Two rounds brust 1d4 MD
Three round brust 1d6 MD
Four round brust 1d8 MD
Five round brust 1d10 MD
Six round brust 1d12 MD or 2d6 MD or 3d4 MD
Eight round brust 3d6 MD
10 rounds brust 5d4 MD or 2d10 MD
20 round brust 1d4x10 M.D
40 rounds brust 2d4x10 MD

Rate of Fire: semi-automatic and full-automatic fire
Effective Range: 600 feet
Payload: P 90 standard clip 50 rounds (top picture ),but Rifts P90 can hold up to four clips the one in the button right side 150 to 200 rounds ¡!!
Note:
• Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
• rear sight non digital , add another + 2 to aim , burst +1
• mini scope add 50% range , +1 to strike
• Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
• silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
• muzzle Flasher, not to give position
• extended barrel , add 50% range
• Green light targeting using infrared systems by gun user , military use
• red light targeting for law enforcement
• military units have both light green and red light
• muzzle Flasher,
• extended barrel add 50% range
• last ammo type look below

last ammo type, look below ONLY ADD ONE TIME AND NOT PER ROUND
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
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Modern CFT Experimental Weapons you must buy this book Rifts - World Book 14 - New West Page 212 EPIC BOOK I.M.H.O


Wilk's has also developed a revolutionary "cartridge" energy weapon system specifically with the frontier of the New West in mind. Wilk's Laser Technologies fearing this new, experimental (and very different) product might be poorly received by the public, Wilk's Laser Technologies decided to release it under the brand name of CFT. This where N.A.A.T acting as N.A.M.E.S was the way to help Wilk's in distribution and in sales as well. N.A.A.T acting as N.A.M.E.S also bought these weapon systems and were to get a monopoly for a short time to use themselves and let other get it for free to test and it work !!But, if the CFT energy cartridge system (known as the CFT Energy Six System) failed, it would not have a negative impact on the sterling reputation of Wilk's. there are thing that you should know ;Limited range: about half to a third the range of a conventional energy pistol.The CFT Revolvers (only)require manual removal of the spent shells and reloading; pistols will have a clip.The discharge of energy has a recoil, or "kick," like a conventional revolver or pistol;(however N.A.A.T were able to negate this for their troops ) something that many Westerners like (it keeps with tradition and has the look and feel of a real S.D.C. six-shooter but with mega-damage power).

CFT handguns hold 6 to 12 small energy rounds that have the same general appearance and size of a standard .44 to .45 caliber or 9-10 mm bullet

However N.A.A.T went even further able to make semi and full auto fire and were to make modern rifle using Wilk's tactics. Also were able to make different type of beam like laser ,Ion, PB ( Particle beam ) "cartridge" energy .However using N.E "cartridge" energy allows in high caliber rounds .30 caliber rounds and up only .
GM NOTE
For the energy base rounds can do some series damage maybe to high for so THAT i putting the lowest to highest damage for G.M .the max in books are 1D4 , TO 2d6 to 3d6 but this allows to lower the damage instead of going up.we had fun with these !!!!!
WILL POST LATER I AM SO TIRED
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Modern CFT Experimental Weapons you must buy this book Rifts - World Book 14 - New West Page 212 EPIC BOOK I.M.H.O


Wilk's has also developed a revolutionary "cartridge" energy weapon system specifically with the frontier of the New West in mind. Wilk's Laser Technologies fearing this new, experimental (and very different) product might be poorly received by the public, Wilk's Laser Technologies decided to release it under the brand name of CFT. This where N.A.A.T acting as N.A.M.E.S was the way to help Wilk's in distribution and in sales as well. N.A.A.T acting as N.A.M.E.S also bought these weapon systems and were to get a monopoly for a short time to use themselves and let other get it for free to test and it work !!But, if the CFT energy cartridge system (known as the CFT Energy Six System) failed, it would not have a negative impact on the sterling reputation of Wilk's. there are thing that you should know ;Limited range: about half to a third the range of a conventional energy pistol.The CFT Revolvers (only)require manual removal of the spent shells and reloading; pistols will have a clip.The discharge of energy has a recoil, or "kick," like a conventional revolver or pistol;(however N.A.A.T were able to negate this for their troops ) something that many Westerners like (it keeps with tradition and has the look and feel of a real S.D.C. six-shooter but with mega-damage power).

CFT handguns hold 6 to 12 small energy rounds that have the same general appearance and size of a standard .44 to .45 caliber or 9-10 mm bullet

However N.A.A.T went even further able to make semi and full auto fire and were to make modern rifle using Wilk's tactics. Also were able to make different type of beam like laser ,Ion, PB ( Particle beam ) "cartridge" energy .However using N.E "cartridge" energy allows in high caliber rounds .30 caliber rounds and up only .
GM NOTE
For the energy base rounds can do some series damage maybe to high for so i putting the lowest to highest damage for G.M .the max in books are 3d6 to 2d6 but this allows to lower the damage instead of going up.we had fun with these!!!!!

Single barrel .45 "cartridge" energy
dual barrel .45 "cartridge" energy
triple barrel fire .45"cartridge" energy
quad .45 "cartridge" energy
five barrel .45 "cartridge" energy
P 90 AND RIFTS P 90 Series "cartridge" energy.45 caliber
LIGHT WOLF.45 caliber M22 MK 1A1
AK 47 "cartridge" energy.45 caliber


Spoiler:
on a persnal note : these were used in a down NGR pilot ,which turn out to be a light cyborg which caught the PC by surpise and were cut off as well from air support as well ,these went ba long way seen wave after wave when corner in combat IMHO even low damge were very efftive in combat

http://fc01.deviantart.net/fs70/i/2014/ ... 7ebytb.jpg

http://unspacy.deviantart.com/art/Rifts ... 0593&qo=10

type: .45 "cartridge" energy
Weight: same
Mega-Damage:

1d4 for any one
1d6 law enforment
2d6+1for law enforment
3d6 military issue

Rate of Fire:
for any one, law enforment single shot only, military issue Note: "cartridge" energy type laser BASE ROUNDS duoble the range , Ion reduce range by 30% , PB ( Particle beam ) add 1d6 range plus can short circut any thing under 250 MDC or MD being with a 45% chance for each hit OR DAZE !!!G.M call
Effective Range: 300 feet
Payload: 24 or 48 rounds
Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes one melee round.
Note:

o Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
o rear sight non digital , add another + 2 to aim , burst +1
o mini scope add 50% range , +1 to strike
o Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
o silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
o muzzle Flasher, not to give position
o extended barrel , add 50% range
o Green light targeting using infrared systems by gun user , military use
o red light targeting for law enforcement
o military units have both light green and red light
o muzzle Flasher,
o can fire standrad M.D rounds as well




http://fc05.deviantart.net/fs71/i/2014/ ... 7jd0mj.jpg

http://unspacy.deviantart.com/art/9-mm- ... 70593&qo=3

type: dual barrel .45 "cartridge" energy
Weight: same
Mega-Damage:

1d4 M.D for any one, both barrel fire 2d4 M.D
1d6 M.D law enforment, both barrel fire 2d6 M.D
2d6+1 M.D for law enforment, both barrel fire 4d6+2 M.D
3d6 M.D military issue, both barrel fire 6d6 M.D

Rate of Fire: single shot or dual shot semi auto fire
Effective Range: 300 feet
Payload: 24 or 48 rounds
Note: Trained personal ,Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes one melee round.
for any one, law enforment single shot only, military issue Note: for each barrel ¡!!! "cartridge" energy type laser duoble the range , Ion reduce range by 30% , PB ( Particle beam ) add 1d6 range plus can short circut any thing under 250 MDC or MD being with a 45% chance for each hit OR DAZE !!!G.M can be spefic

o Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
o rear sight non digital , add another + 2 to aim , burst +1
o mini scope add 50% range , +1 to strike
o Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
o silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
o muzzle Flasher, not to give position
o extended barrel , add 50% range
o Green light targeting using infrared systems by gun user , military use
o red light targeting for law enforcement
o military units have both light green and red light
o muzzle Flasher,
o can fire standrad M.D rounds as well




http://fc07.deviantart.net/fs70/i/2014/ ... 7jd1mq.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=2

type: triple barrel fire .45"cartridge" energy
Weight: same
Mega-Damage:

1d4 M.Dfor any one ,three barrel fire 3d4 M.D
1d6 M.Dlaw enforment , three barrel fire 3d6M.D
2d6+1 M.D for law enforment , three barrel fire6d6+8 M.D Or 1d4x10+10 M.D

3d6 military issue , , three barrel fire 9d6 M.D Or
1d6x10 M.D

Rate of Fire: single shot or dual shot semi auto fire
Effective Range: 300 feet Payload: 24 or 48 rounds
Note: for any one, law enforment single shot only, military issue Note: for each barrel !!!
[b] Note

Trained personal ,Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes one melee round.
for any one, law enforment single shot only, military issue Note: for each barrel ¡!!! "cartridge" energy type laser duoble the range , Ion reduce range by 30% , PB ( Particle beam ) add 1d6 range plus can short circut any thing under 250 MDC or MD being with a 45% chance for each hit OR DAZE !!!G.M can be spefic
aslo:

o Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
o rear sight non digital , add another + 2 to aim , burst +1
o mini scope add 50% range , +1 to strike
o Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
o silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
o muzzle Flasher, not to give position
o extended barrel , add 50% range
o Green light targeting using infrared systems by gun user , military use
o red light targeting for law enforcement
o military units have both light green and red light
o muzzle Flasher,
o can fire standrad M.D rounds as well









http://fc04.deviantart.net/fs71/i/2014/ ... 7jd2nk.jpg
http://unspacy.deviantart.com/art/9-Mm- ... 70593&qo=1


type: quad .45 "cartridge" energy
Weight: add 10% fully loaded
Mega-Damage:

1d4 M.D for any one, four barrel fire4d4M.D
1d6 M.D law enforcement, four barrel fire 4d6M.D
2d6+1 M.Dfor law enforment, four barrel fire 1d4x10+10M.D
3d6 M.D military issue, four barrel fire 1d6x10+12M.D

Rate of Fire: single shot or dual shot semi auto fire
Effective Range: 300 feet
Payload: 24 or 48 rounds
Note
Trained personal ,Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes one melee round.
for any one, law enforment single shot only, military issue Note: for each barrel ¡!!! "cartridge" energy type laser duoble the range , Ion reduce range by 30% , PB ( Particle beam ) add 1d6 range plus can short circut any thing under 250 MDC or MD being with a 45% chance for each hit OR DAZE !!!G.M can be spefic

o Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
o rear sight non digital , add another + 2 to aim , burst +1
o mini scope add 50% range , +1 to strike
o Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
o silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
o muzzle Flasher , not to give position
o extended barrel , add 50% range
o Green light targeting using infrared systems by gun user , military use red light targeting for law enforcement,military units have both light green and red light
o can fire standrad M.D rounds as well



http://fc06.deviantart.net/fs70/i/2014/ ... 7ec3hv.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=6



type: five barrel .45 "cartridge" energy
Weight: add 12 % to weight
Mega-Damage:

1d4 M.D for any one ,five barrel fire 5d4 M.D
1d6 M.D law enforment , five barrel fire 5d6 M.D
2d6+1 M.Dfor law enforment , five barrel fire 1d6x10+ 5M.D
3d6 M.D military issue , five barrel fire2d4x10+10 M.D

Rate of Fire: single 5 shot
Effective Range: 300 feet
Payload: 24 or 48 rounds
Note
Trained personal ,Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes one melee round/ONE ATTACK.
for any one, law enforment single shot only, military issue Note: for each barrel ¡!!! "cartridge" energy type laser duoble the range , Ion reduce range by 30% , PB ( Particle beam ) add 1d6 range plus can short circut any thing under 250 MDC or MD being with a 45% chance for each hit OR DAZE !!!G.M can be spefic

o Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
o rear sight non digital , add another + 2 to aim , burst +1
o mini scope add 50% range , +1 to strike
o Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
o silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
o muzzle Flasher , not to give position
o extended barrel , add 50% range
o Green light targeting using infrared systems by gun user , military use red light targeting for law enforcement,military units have both light green and red light
o can fire standrad M.D rounds as well



http://fc02.deviantart.net/fs70/i/2014/ ... 7ewpw9.jpg

http://unspacy.deviantart.com/art/stand ... 70593&qo=5

Type : P 90 AND RIFTS P 90 Series "cartridge" energy.45 caliber
Weight: same
Mega-Damage:

3D6 M.D. PER ROUND Standrad for N.A.A.T
6d6 for a two round brust
2d4x10+10 M.D for five Round brust
3d6x10 MD for ten round brust
6d6x10 MD for twenthy brust

Standrad for Allies or others
2D6 M.D. PER ROUND!!!!
4D6 MD for two Round brust
6d6 MD for three Round brust
1d4x10+8 MD for four Round brust
1d6x10 MD for five Round brust
1d6x10+12 MD for six Round brust
2d4x10+4 MD for seven Round brust
1d10x10 MD for eight Round brust
1d10x10+8MD for nine Round brust
3d4x10 or 2d6x10MD for ten Round brust
4d6x10 MD for twenhty Round brust


light enegry rounds for Allies or others
1D6 M.D. PER ROUND!!!!
2D6 MD for two Round brust
3d6 MD for three Round brust
4d6 MD for four Round brust
5d6 MD for five Round brust
6d6 MD for six Round brust
7d6 or 1d4x10+2 MD for seven Round brust
8d6 or 1d4x10+8 MD for eight Round brust
9d6 MD or 5d10+4for nine Round brust
1d6x10 MD for ten Round brust
4d6x10 MD for twenty Round burst

Ultra light enegry rounds for Allies or others
1D4 M.D. PER ROUND!!!!
2d4 or 1d8 MD for two Round brust
3d4 or 2d6 MD for three Round brust
4d4 MD for four Round brust
5d4 MD for five Round brust
4d6 MD for six Round brust
7d4 or 4d6 +4MD for seven Round brust
8d4 or 5d6 +2 MD for eight Round brust
6d6 MD for nine Round brust
1d4x10 MD for ten Round brust
2d4x10 MD for twenty Round burst


Rate of Fire: brust
Effective Range: 300 feet but N.A.T.O 600 feet Standard range
Payload:
standard P90 TOP 50 ROUNDS
P90 Series 150 to 200 rounds
Note
Trained personal ,Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes one melee round/ONE ATTACK.
for any one, law enforment single shot only, military issue Note: for each barrel ¡!!! "cartridge" energy type laser duoble the range , Ion reduce range by 30% , PB ( Particle beam ) add 1d6 range plus can short circut any thing under 250 MDC or MD being with a 45% chance for each hit OR DAZE !!!G.M can be spefic


o Reflex targeting in Font of barrel digital and help with recoil ,add another + 2 to strike
o rear sight non digital , add another + 2 to aim , burst +1
o mini scope add 50% range , +1 to strike
o Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
o silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
o muzzle Flasher , not to give position
o extended barrel , add 50% range
o Green light targeting using infrared systems by gun user , military use red light targeting for law enforcement,military units have both light green and red light
o can fire standrad M.D rounds as well




http://fc08.deviantart.net/fs71/i/2014/ ... 7jht6o.jpg

http://unspacy.deviantart.com/art/LIGHT ... 1400902764


type: LIGHT WOLF.45 caliber M22 MK 1A1 RIFLE Heavy "cartridge" energy.45 caliber military
Mega-Damage:

LIGTH WOLF.45 caliber M22 MK 1A1 Single Round 4d6 M.D,
LIGTH WOLF.45 caliber M22 MK 1A1 two Round brust 8d6 M.D or 1d4x10+8 M.D,
LIGTH WOLF.45 caliber M22 MK 1A1 five Round brust 2d6x10 M.D

MD 12 gauage Shotgun rounds 3d4 M.D LIGHT , 4d6 MD rounds( Copied from NGR )

under-slung Grenade Launcher Balistic rounds :
semi-automatic law enforment single shot or two shot ,
military Garde single shot or two round brust or four round brust
Grenade Launcher Heavy explosive
4d6 M.D blast radius 5 feet one round
Grenade Launcher Amoured Picering
5d4 M.D blast radius 5 feet one round
Grenade Launcher Heavy explosive Amoured Picering
5d6 M.D blast radius 5 feet

Or
under-slungGrenade Launcher type : convetinal M.D rounds look below
22 mm grenade types 1d10 M.D.C =1000 S.D.C OR 10 M.D one round
5d4 M.D Two round burst,
5d6 M.D three round burst,
1d4x10 M.D four round burst,

2D6X100 S.D.C OR 2D6 M.D OR 12 M.D one round
4d6 M.D Two round burst,
6d6 M.D three round burst,
1d4x10 +8 M.D four round burst,

4D4X100 S.D.C OR 16 M.D 4D4 M.D OR 16 M.D one round
4d8 M.D Two round burst,
1d4x10+8 M.D three round burst,
1d6x10+4 M.D four round burst,

5D4 X100 S.D.C OR 5d4M.D OR 20 M.D one round
1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,

40 mm under-slung
2d10 or 5d4 M.D.C =1000 S.D.COR 20 M.D one round
1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,

2D6X100 S.D.C OR 4D6 M.D OR 24 M.D one round
1d4x10+8 M.D Two round burst,
1d6x10+12 M.D three round burst,
2d4x10 M.D four round burst,

4D4X100 S.D.C OR 16 M.D 4D4 M.D OR 32 M.D one round
1d6x10+48 M.D Two round burst,
1d10X10 M.D three round burst,
2d6x10+8 M.D four round burst,

1D4 X1000 S.D.C OR 40 M.D one round
1d4x10 M.D Two round burst,
2d4x10 M.D three round burst,
4d4x10 M.D four round burst, ,

Weight:
As is for each
Rate of Fire: M16 semi-automatic and full-automatic fire
under-slung Grenade Launcher : semi-automatic law enforment reduce by half
type :
22 mm grenade types
40 mm under-slung

Effective Range:
LIGHT WOLF.45 caliber M22 MK 1A1: 900 feet
under-slung Shotgun law enforment :::150 feet
under-slung Shotgun military 250 feet
under-slung grenade launcher indirect fire 3000 feet ,indirect fire 4500 feet
Payload:
LIGHT WOLF.45 caliber M22 MK 1A1: 35 round clip,dual clip 70 rounds, small pouch 100 ,large pouch 200,belt fed systems 400
under-slung Shotgun :8 intrnal plus clip24
under-slung grenade launcher :8
Note: for rifle
• Réflex targeting in Font of barrel digital and non digital add + 1 to stike at long range 200 plus feet
• rear sight non digital , add + 1 to stike at under 200 plus feet
• mini scope
• Flash light , can blind targets at ranges of 600 feet ,target get -1d6 to fight back with any range weapons
• slincer,
• muzzle Flasher,
• extended barrel , add 50% range
• Green light targeting and can use infared systems so it wont be seen with regilar humna visión
• red light targeting for law enforment and can use infared systems so it wont be seen with regilar humna visión
• a combination virbro and enegry base bayonet 6d6 MD ,can be used 200 times
• can fire standrad M.D rounds as well


For 22 mm grenade types and for 40 mm under-slung look below

Type of M.D.C Materials

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


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

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

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




http://fc01.deviantart.net/fs71/i/2014/ ... 7jhtqy.png

http://unspacy.deviantart.com/#/art/AK- ... 07642?hf=1

type: AK 47 "cartridge" energy.45 caliber
Weight: same
Mega-Damage:

AK 47 "cartridge" energy.45 caliber
5D6 M.D. PER ROUND!!!! Standrad for N.A.A.T/russian core/N.A.T.O Units
1d6x10 Two round brust
2d4x10+10 three round brust only
Note range reduce to 600 feet ,any damage higher then 90 MD will blow up round to unstable

4D6 M.D. PER ROUND!!!! Standrad for N.A.A.T/russian core/N.A.T.O Units
1d4x10+8 for a two round brust
3d4x10 M.D for five Round brust
4d6x10 MD for ten round brust !!!!!!!!!!
Note range reduce to 600 feet ,

AK 72 MK6 Standrad for Allies or others 2D6 M.D. PER ROUND!!!!

4D6 MD for two Round brust
6d6 MD for three Round brust
1d4x10+8 MD for four Round brust
1d6x10 MD for five Round brust
1d6x10+12 MD for six Round brust
2d4x10+4 MD for seven Round brust
1d10x10 MD for eight Round brust
1d10x10+8MD for nine Round brust
3d4x10 or 2d6x10MD for ten Round brust
4d6x10 MD for twenhty Round brust


AK 72 MK6 light enegry rounds for Allies or others 1D6 M.D. PER ROUND!!!!

2D6 MD for two Round brust
3d6 MD for three Round brust
4d6 MD for four Round brust
5d6 MD for five Round brust
6d6 MD for six Round brust
7d6 or 1d4x10+2 MD for seven Round brust
8d6 or 1d4x10+8 MD for eight Round brust
9d6 MD or 5d10+4for nine Round brust
1d6x10 MD for ten Round brust
4d6x10 MD for twenty Round burst

AK 72 MK6 Ultra light enegry rounds for Allies or others 1D4 M.D. PER ROUND!!!!

2d4 or 1d8 MD for two Round brust
3d4 or 2d6 MD for three Round brust
4d4 MD for four Round brust
5d4 MD for five Round brust
4d6 MD for six Round brust
7d4 or 4d6 +4MD for seven Round brust
8d4 or 5d6 +2 MD for eight Round brust
6d6 MD for nine Round brust
1d4x10 MD for ten Round brust
2d4x10 MD for twenty Round burst


under-slung Grenade Launcher :
military Garde single shot or one, or two round brust or four round brust
Heavy explosive warhead :aslo Note range reduce to 600 feet , warhead [/b] 4d6 M.D blast radius 5 feet
Amoured Picering warhead one round 5d4 M.D blast radius 5 feet
Heavy explosive Amoured Picering one round 5d6 M.D blast radius 5 feet

Or

under-slung Grenade Launcher type : convetinal M.D rounds look below [/u]

22 mm grenade warhead :1d10 M.D.C =1000 S.D.C OR 10 M.D one round
5d4 M.D Two round burst,
5d6 M.D three round burst,
1d4x10 M.D four round burst,

2D6X100 S.D.C OR 2D6 M.D OR 12M.D one round
4d6 M.D Two round burst,
6d6 M.D three round burst,
1d4x10 +8 M.D four round burst,

4D4X100 S.D.C OR 16 M.D 4D4 M.D OR 16 M.D one round
4d8 M.D Two round burst,
1d4x10+8 M.D three round burst,
1d6x10+4 M.D four round burst,

5D4 X100 S.D.C OR 5d4M.D OR 20 M.D one round
1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,

40 mm Grenade warhead under-slung
2d10 or 5d4 M.D.C =1000 S.D.COR 20 M.D
1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,

2D6X100 S.D.C OR 4D6 M.D OR 24 M.D
1d4x10+8 M.D Two round burst,
1d6x10+12 M.D three round burst,
2d4x10 M.D four round burst,

4D4X100 S.D.C OR 16 M.D 4D4 M.D OR 32 M.D
1d6x10+48 M.D Two round burst,
1d10X10 M.D three round burst,
2d6x10+8 M.D four round burst,

1D4 X1000 S.D.C OR 40 M.D
1d4x10 M.D Two round burst,
2d4x10 M.D three round burst,
4d4x10 M.D four round burst, ,

Rate of Fire:
AK 72 MK6: 600 feet semi-automatic and full-automatic fire
under-slung Shotgun military semi-automatic and full-automatic fire
under-slung grenade launcher semi-automatic and full-automatic fire

Effective Range:
AK 72 MK6: 600 feet
under-slung Shotgun military 250 feet
under-slung grenade launcher indirect fire 3000 feet ,indirect fire 4500 feet
Grenade Launcher : semi-automatic law enforment reduce by half
type :
22 mm grenade look at under-slung grenade launcher
40 mm under-slung look at under-slung grenade launcher

Payload:
AK 72 MK6: 30 round clip or dual clip 60 rounds ,or puch 100,box clip 200 ,belt feed 400
under-slung Shotgun 6 intrenal , plus 24 clip
under-slung grenade launcher :two plus four or large magazine 10 clip

note: for rifle
• Réflex targeting in Font of barrel non digtal
• rear sight non digital ,
• mini scope add 50% range
• Flash light ,
• slincer,
• muzzle Flasher,
• extended barrel , add 10 to 30% range
• Green light targeting using infared ssytems,
• red light targeting for law enforment
• baynet vibro blade 2d6 MD
• can fire standrad M.D rounds as well


For 22 mm grenade types and for 40 mm under-slung look below

Type of M.D.C Materials

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


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

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

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
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
User avatar
ZINO
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Posts: 4070
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Comment: NEVER QUIT..... I got lucky
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

will post soon
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

M.D Ballistic revolver C.F.T Experimental Weapons you must buy this book Rifts - World Book 14 - New West Page 212 EPIC BOOK I.M.H.O


Wilk's has also developed a revolutionary "cartridge" energy weapon system specifically with the frontier of the New West in mind. Wilk's Laser Technologies fearing this new, experimental (and very different) product might be poorly received by the public, Wilk's Laser Technologies decided to release it under the brand name of CFT. This where N.A.A.T acting as N.A.M.E.S was the way to help Wilk's in distribution and in sales as well. N.A.A.T acting as N.A.M.E.S also bought these weapon systems and were to get a monopoly for a short time to use themselves and let other get it for free to test and it work !!But, if the C.F.T energy cartridge system (known as the C.F.T Energy Six System) failed, it would not have a negative impact on the sterling reputation of Wilk's. there are thing that you should know ;Limited range: about half to a third the range of a conventional energy pistol.The CFT Revolvers (only)require manual removal of the spent shells and reloading; pistols will have a clip.The discharge of energy has a recoil, or "kick," like a conventional revolver or pistol;(however N.A.A.T were able to negate this for their troops ) something that many Westerners like (it keeps with tradition and has the look and feel of a real S.D.C. six-shooter but with mega-damage power).

CFT handguns hold 6 to 12 small energy rounds that have the same general appearance and size of a standard .44 to .45 caliber or 9-10 mm bullet

However N.A.A.T went even further able to make single fire and full semi/ auto fire (or vollry shot) to make modern rifle using Wilk's tactics. Also were able to make different type of beam like laser, Ion, PB ( Particle beam ) "cartridge" energy .However using N.E "cartridge" energy allows in high caliber rounds .30 caliber rounds and up only .
The M.D mutil barrel and mutli chamber revolver are able to carry one round per barrel or are able to do a double tap when fired given it a massive amount of damage in one attack and able to be carry by normal hims beings. It looks weird at first any one who know a liitle about and mostly have W.P skills will wield this M.D muti barrel revolver a second thought.

There also auto M.D muti barrel pistol which will putt he fear of god to any being in a gun fight and will be both hated those that face it and love by those used them like the AK-47 Series.
GM NOTE
For the energy base rounds can do some series damage maybe to high for so i putting the lowest to highest damage for G.M .the max in books are 3d6 to 2d6 but this allows to lower the damage instead of going up.we had fun with these!!!!!



CFT Experimental Weapons you must buy this book Rifts - World Book 14 - New West Page 212 EPIC BOOK I.M.H.O

The following are heavy M.D muti barrel revolver able to delivery damage .they are love by Trained personal, Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes one melee round/ONE ATTACK.for this you need fast reloader taking one attack per chamber. It has good range, firepower and cheap to make low tech and able to add features .these revolver are able to delivery massive S.D.C or M.D as well. Cost are low and ammo as well.due to the fact you can fire more then one round per barrel it can be called volley shot and still be aim shot or double tap.



CFT Experimental Weapons
Beam like
Laser, Ion, P.B (Particle beam) "cartridge" energy .However using N.E "cartridge" energy allows in high caliber rounds .30 caliber rounds and up only.
Range: 300FEET to 900 FEET max for rifle, sub machine gun weapon systems, but pistols and revolvers 300 FEET to 600 FEET max
FOR 20mm AND UP
500 FEET FOR ADD FOR EACH MM THAT A 199MM 500 FEET TIMES (X) 17 EQUAL 8500 FEET RANGE FOR DIRECT FIRE ,FOR INDIRECT FIRE ADD 50% RANGE
IF YOU DON'T GET THIS
I WILL POST RANGE LATER
20 MM TO 39MM:
40 MM TO 49MM:
50 MM TO 59MM:
60 MM TO 69 MM:
70 MM TO 79MM:
80 MM TO 89 MM:
90 MM TO 99 MM:
100 MM TO 109 MM:
110 MM TO 119 MM:
120 MM TO 129 MM:
130 MM TO 139 MM:
140 MM TO 149 MM:
150 MM TO 159 MM:
160 MM TO 169 MM:
170 MM TO 179 MM:
180 M.D TO 189 MM:
190 MM TO 199 MM:
200 MM TO 210 MM: not possible

Payload: varies
Rate of fire: varies
Weight: varies from hand held mt heavy mounted weapon systems
Damage for “cartridge" energy caliber per round!!!
20 MM TO 39MM: 4D6 M.D
40 MM TO 49MM: 5D6 M.D
50 MM TO 59MM: 6D6 M.D
60 MM TO 69 MM: 7D6 M.D OR 1D4X10 M.D
70 MM TO 79MM: 8D6 M.D OR 1D4X10+8 M.D
80 MM TO 89 MM: 9D6 M.D OR 5D10 M.D
90 MM TO 99 MM: 1D6X10 M.D
100 MM TO 109 MM: 2D4X10 M.D
110 MM TO 119 MM: 1D10X10 M.D
120 MM TO 129 MM: 2D6X10 M.D
130 MM TO 139 MM: 4D4X10 M.D
140 MM TO 149 MM: 3D6X10 M.D
150 MM TO 159 MM: 5d4x10 M.D
160 MM TO 169 MM: 4d6x10 M.D
170 MM TO 179 MM: 5D6X10 M.D
180 M.D TO 189 MM: 6D6X10 M.D
190 MM TO 199 MM: 5D8X10 M.D
200 MM TO 210 MM: not possible

Type of M.D.C Materials [/center]
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.


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
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
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.
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%
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
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
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
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
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%
Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
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
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%
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
CFT Experimental Weapons you must buy this book Rifts - World Book 14 - New West Page 212 EPIC BOOK I.M.H.O
Wilk's has also developed a revolutionary "cartridge" energy weapon system specifically with the frontier of the New West in mind. Wilk's Laser Technologies fearing this new, experimental (and very different) product might be poorly received by the public, Wilk's Laser Technologies decided to release it under the brand name of CFT. This where N.A.A.T acting as N.A.M.E.S was the way to help Wilk's in distribution and in sales as well. N.A.A.T acting as N.A.M.E.S aslo bought these weapon systems and were to get a monoply for a short time to use themsevles and let other get it for free to test and it work !!But, if the CFT energy cartridge system (known as the CFT Energy Six System) failed, it would not have a negative impact on the sterling reputation of Wilk's. there are thing that you should know ;Limited range: about half to a third the range of a conventional energy pistol.The CFT Revolvers (only)require manual removal of the spent shells and reloading; pistols will have a clip.The discharge of energy has a recoil, or "kick," like a conventional revolver or pistol;(however N.A.A.T were able to negate this for their troops ) something that many Westerners like (it keeps with tradition and has the look and feel of a real S.D.C. six-shooter but with mega-damage power).
Type : "cartridge" energy.45 caliber Colt revolver
Mega-Damage: 3D6 M.D. PER ROUND!!!! Standrad foe N.A.A.T
Effective Range: 300 feet
Payload:
Mainly for comercial use and allies (,there so modefiaction for N.A.A.T )
revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,800 credits for the gun, N.A.A.T 2000 credits; each E-6 round costs 320 credits , N.A.A.T 20 creditS!!!!!



Type of M.D.C Materials


CFT Experimental Weapons you muist buy this book Rifts - World Book 14 - New West Page 212 EPIC BOOK I.M.H.O
Wilk's has also developed a revolutionary "cartridge" energy weapon system specifically with the frontier of the New West in mind. Wilk's Laser Technologies fearing this new, experimental (and very different) product might be poorly received by the public, Wilk's Laser Technologies decided to release it under the brand name of CFT. This where N.A.A.T acting as N.A.M.E.S was the way to help Wilk's in distribution and in sales as well. N.A.A.T acting as N.A.M.E.S aslo bought these weapon systems and were to get a monoply for a short time to use themselves and let other get it for free to test and it work !!But, if the CFT energy cartridge system (known as the CFT Energy Six System) failed, it would not have a negative impact on the sterling reputation of Wilk's. there are thing that you should know ;Limited range: about half to a third the range of a conventional energy pistol.The CFT Revolvers (only)require manual removal of the spent shells and reloading; pistols will have a clip.The discharge of energy has a recoil, or "kick," like a conventional revolver or pistol;(however N.A.A.T were able to negate this for their troops ) something that many Westerners like (it keeps with tradition and has the look and feel of a real S.D.C. six-shooter but with mega-damage power).
Type : "cartridge" energy.45 caliber Colt revolver
Mega-Damage: 3D6 M.D. PER ROUND!!!! Standard for N.A.A.T
Effective Range: 300 feet to 600 feet
Payload:
Mainly for commercial use and allies (,there so modification for N.A.A.T )
revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,800 credits for the gun, N.A.A.T 2000 credits; each E-6 round costs 320 credits , N.A.A.T 20 credit!!!!!











http://fc09.deviantart.net/fs71/i/2014/ ... 7kj87w.jpg

http://unspacy.deviantart.com/art/Rifts ... 1401587174

type: single barrel 10.6 mm CFT Experimental Weapons
Weight: as is
Mega-Damage:
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!!
1d10 M.D PER ROUND!!!!
2d6 M.D PER ROUND!!!!
4d4 M.D PER ROUND!!!!
3D6 M.D. PER ROUND!!!! Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Double tap
2d4 M.D !!!!
2d6 M.D !!!!
4d4 M.D !!!!
2d10 or 5d4 M.D !!!!
4d6 M.D !!!!
4d8 M.D !!!!
6D6 M.D. !!!! Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Rate of Fire: semi auto or full auto for military
Effective Range: 500 feet
Payload: [/ u] ] in chamber 8 total 26 rounds plus two under slug reloader 18

[u] Note:

Reflex targeting in Font of barrel digital and non digital sights and help with recoil ,add another + 2 to strike
rear sight non digital , add another + 2 to aim , burst +1
mini scope add 50% range , +1 to strike
Flashlight, standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
muzzle Flasher, not to give position
extended barrel , add 50% range
Green light targeting using infrared systems by gun user , military use
red light targeting for law enforcement
military units have both light green and red light
extended barrel add 50% range
last ammo type look below



http://th05.deviantart.net/fs71/PRE/i/2 ... 7kj8z2.jpg

http://unspacy.deviantart.com/art/Rifts ... 1401587478


type: M.D muti barrel revolver triple barrel .45 CFT Experimental Weapons
Weight: as is
Mega-Damage:
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!!
1d10 M.D PER ROUND!!!!
2d6 M.D PER ROUND!!!!
4d4 M.D PER ROUND!!!!
3D6 M.D. PER ROUND!!!! Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Volley of three rounds
3d4 M.D !!!!
3d6 M.D !!!!
4d6 M.D !!!!
5d6 M.D !!!!
6d6 M.D !!!!
1d4x10+8 M.D !!!!
5d10+4 M.D. PER ROUND!!!! Sta M.D muti barrel revolver Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Payload: [/ u]
in chamber 3 row or 3x8 total 24 rounds plus two under slug reloader 18 rounds total
note Mainly for commercial use and allies (,there so modification for N.A.A.T )
revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,800 credits for the gun, N.A.A.T 2000 credits; each E-6 round costs 320 credits , N.A.A.T 20 credit!!!!!


[u] Note:

Reflex targeting in Font of barrel digital and aslo has non digital and help with recoil ,add another + 2 to strike
rear sight non digital , add another + 2 to aim , burst +1
mini scope add 50% range , +1 to strike
Flash light, standard light. military version design to blind targets enemy get -1d6 to aim burst blind -1d8
silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
muzzle Flasher, not to give position
extended barrel , add 50% range
Green light targeting using infrared systems by gun user , military use
red light targeting for law enforcement
military units have both light green and red light
muzzle Flasher,
extended barrel add 50% range
last ammo type look below




http://fc03.deviantart.net/fs70/i/2014/ ... 7kj9e1.jpg

http://unspacy.deviantart.com/art/Rifts ... 1401587660


type: M.D muti barrel revolver type: quad barrel .45 , 10.6 mm CFT Experimental Weapons
Weight:
Mega-Damage:
Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!!
1d10 M.D PER ROUND!!!!
2d6 M.D PER ROUND!!!!
4d4 M.D PER ROUND!!!!
3D6 M.D. PER ROUND!!!! Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units
Volley four shot
4d4 M.D
4d6 M.D
4d8 M.D
1d4x10 M.D
1d4x10+8 M.D
1d6x10+4 M.D
1d6x10+12 M.D. !!!! Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Rate of Fire: semi-automatic DUE TO VOLLEY SHOT
Effective Range: 500 feet
Payload: in chamber 4 row or 4x8 total 32 rounds plus two under slug reloader 18 rounds total

Note: look below
Mainly for commercial use and allies (,there so modification for N.A.A.T )
revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,800 credits for the gun, N.A.A.T 2000 credits; each E-6 round costs 320 credits , N.A.A.T 20 credit!!!!!

Note:
Reflex targeting in Font of barrel digital and also has non digital and help with recoil ,add another + 2 to strike
rear sight non digital , add another + 2 to aim , burst +1
mini scope add 50% range , +1 to strike
Flash light, standard light. military version design to blind targets enemy get -1d6 to aim burst blind -1d8
silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
muzzle Flasher, not to give position
extended barrel , add 50% range
Green light targeting using infrared systems by gun user , military use
red light targeting for law enforcement
military units have both light green and red light
muzzle Flasher,
extended barrel add 50% range
last ammo type look below




http://fc00.deviantart.net/fs70/i/2014/ ... 7kjtj2.jpg

http://unspacy.deviantart.com/#/art/Rif ... 80286?hf=1


type: M.D muti barrel revolver type: five barrel .45 , 10.6 mm CFT Experimental Weapons
Weight:
Mega-Damage:
Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!!
1d10 M.D PER ROUND!!!!
2d6 M.D PER ROUND!!!!
4d4 M.D PER ROUND!!!!
3D6 M.D. PER ROUND!!!! Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units
five Volley shot
5d4 M.D
5d6 M.D
1d4x10 M.D
1d4x10+10 or 5d10 M.D
1d6x10 M.D !!!!
2d4x10+10 M.D !!!! Standard FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Rate of Fire: semi-automatic DUE TO VOLLEY SHOT
Effective Range: 500 feet
Payload: in chamber 5 row or 5x8 total 40 rounds plus two under slug reloader 18 rounds total

Note: look below
Mainly for commercial use and allies (,there so modification for N.A.A.T )
revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,800 credits for the gun, N.A.A.T 2000 credits; each E-6 round costs 320 credits , N.A.A.T 20 credit!!!!!

Note:
Reflex targeting in Font of barrel digital and also has non digital and help with recoil ,add another + 2 to strike
rear sight non digital , add another + 2 to aim , burst +1
mini scope add 50% range , +1 to strike
Flash light, standard light. military version design to blind targets enemy get -1d6 to aim burst blind -1d8
silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
muzzle Flasher, not to give position
extended barrel , add 50% range
Green light targeting using infrared systems by gun user , military use
red light targeting for law enforcement
military units have both light green and red light
muzzle Flasher,
extended barrel add 50% range
last ammo type look below




http://th04.deviantart.net/fs70/PRE/i/2 ... 7l6qic.png

http://unspacy.deviantart.com/art/M-D-m ... 1402017441



type: M.D muti barrel revolver left and M.D muti barrel auto pistol type: dual quad or eight barrel .45 , 11.45 mm CFT Experimental Weapons
Weight: ADD 20%
Mega-Damage: pick one from below
Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!! N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

quad revolver left side
Dual quad
4d8 M.D,dual tap 1d6x10+4
8d6 M.D dual tap 1d4x10+8
1d6x10+4M.D dual tap 2d6x10+8 N.A.A.T , N.A.T.O , N.A.M.E.S and Russian core units

magazine Dual semi and full auto right side
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!! N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

magazine Full auto/ THREE round brust
round burst 2d4x10+10 MD
round burst 2d6x10M.D
round burst 4d4x10 M.D
N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Rate of Fire: fully semi-automatic
Effective Range: 300 feet
Note:
Payload:
Revolver left picture in chamber 4 row or 4x8 total 32 rounds plus two under slug reloader 18 rounds
Magazine right fully semi-automatic 20 front and magazine clip 50 rounds
Note:
revolver
Mainly for commercial use and allies (,there so modification for N.A.A.T )
revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,800 credits for the gun, N.A.A.T 2000 credits; each E-6 round costs 320 credits , N.A.A.T 20 credit!!!!!
Magazine
Take 1 attack to reload
Note:
Reflex targeting in Font of barrel digital and aslo has non digital and help with recoil ,add another + 2 to strike
rear sight non digital , add another + 2 to aim , burst +1
mini scope add 50% range , +1 to strike
Flash light, standard light. military version design to blind targets enemy get -1d6 to aim burst blind -1d8
silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
muzzle Flasher, not to give position
extended barrel , add 50% range
Green light targeting using infrared systems by gun user , military use
red light targeting for law enforcement
military units have both light green and red light
muzzle Flasher,
extended barrel add 50% range
last ammo type look below


http://th08.deviantart.net/fs70/PRE/i/2 ... 7l6qx1.jpg

http://unspacy.deviantart.com/art/Nine- ... 1402017635

type: type: nine barrel .45 , 11.45 mm CFT Experimental Weapons revolver and magazine feed
Weight: ADD 20%
Mega-Damage: pick one from below
Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!! N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

nine shot revolver left side
Dual quad
6d6 M.D M.D dual tap
9d6 M.D M.D dual tap
1d6x10+12 M.D dual tap N.A.A.T , N.A.T.O , N.A.M.E.S and Russian core units

magazine Dual semi and full auto right side
1d4 M.D PER ROUND!!!!
1d6 M.D PER ROUND!!!!
2d4 M.D PER ROUND!!!! N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

magazine Full auto/ five round burst this can take down a power amour man size
round burst 3d6x10 MD
round burst 4d6x10M.D
round burst 6d6x10 M.D Standrad FOR N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units

Rate of Fire: fully semi-automatic
Effective Range: 300 feet
Note:
Payload:
Revolver left picture in chamber 4 row or 4x8 total 32 rounds plus two under slug reloader 18 rounds
Magazine right fully semi-automatic 20 front and magazine clip 50 rounds
Note:
revolver
Mainly for commercial use and allies (,there so modification for N.A.A.T )
revolver; it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round.
Cost: 4,800 credits for the gun, N.A.A.T 2000 credits; each E-6 round costs 320 credits , N.A.A.T 20 credit!!!!!
Magazine
Take 1 attack to reload






http://unspacy.deviantart.com/art/Rifts ... 1401805018


type: M.D muti barrel revolver ten barrel .45 ,ten barrel10.6 mm CFT Experimental Weapons
Weight: as is
all ten single shot
1d4x10 M.D PER ROUND!!!!
1d6x10 M.D PER ROUND!!!!
2d4x10 M.D PER ROUND!!!!
2d6x10 or 3d6x10 N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units



all 10 barrels double tap
2d4x10 M.D PER ROUND!!!!
2d6x10 M.D PER ROUND!!!!
4d4 M.D PER ROUND!!!!
4d6x10 only N.A.A.T ,N.A.T.O , N.A.M.E.S and Russian core units
The 6d6x10 is kept as a classified and seen as a myth but it real!!! Only top Rank and high level know and only under few emergency will it shared among troops
Rate of Fire: semi auto or full auto for military
Effective Range: 500 feet
Payload: [/ u] in chamber 5 row or 5x8 total 40 rounds plus two under slug reloader 14 rounds total
[u] Note:

Reflex targeting in Font of barrel digital andnon digital systems help with recoil ,add another + 2 to strike
rear sight non digital , add another + 2 to aim , burst +1
mini scope add 50% range , +1 to strike
Flash light , standard light . military version design to blind targets enemy get -1d6 to aim burst blind -1d8
silencer , you can hear the shot :aim or burst at range of 10 feet or less even then roll on perception check
muzzle Flasher, not to give position
extended barrel , add 50% range
Green light targeting using infrared systems by gun user , military use
red light targeting for law enforcement
military units have both light green and red light
muzzle Flasher,
extended barrel add 50% range
last ammo type look below
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

http://th09.deviantart.net/fs71/PRE/f/2 ... 6r4wwq.png

http://lordhayabusa357.deviantart.com/a ... 1489&qo=17
http://th09.deviantart.net/fs71/PRE/f/2 ... 6r4wwq.png

http://lordhayabusa357.deviantart.com/a ... 1489&qo=17

HUMMER

Systems of Note:
This love by many even sold to civilian as military unit. Why the cost for smaller towns and life time repairs of the vehicle only and not the weapon systems !!! This has made available to small company in NGR and even sold to civilians as well. Even some NGR troops are been sold at a 45% drop on all cost!!! Police love for S.D.C area to MD when need be (which is often!!)
N.A.T.O. has outfitted the HUMMER with most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the HUMMER has the following:

1. Systems of Note: N.A.T.O. has outfitted the VECHILE with most of the features common to robot vehicles and power armor look below. These include standard radio communications, NO ejector seats, an environmental crew compartment and a laser targeting system. Additionally, the plane has the following:
Fossil fuel: BUT . Alternative Fuel Systems. , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often. Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor (9 feet/2.7 m and smaller), hover cycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 200 miles
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer
4. Targeting Computer assists in tracking and identification of enemy targets. 190 mile range
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 2 to strike when using long range weapons. Does not apply to hand to hand combat.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 10 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 3000 feet away.
8. Spotlights: [/b] Most will have at least one or two spotlights. Typical range is 6000 feet ,this unit carries two ,to blind target aircraft or related fly targets within it range able to blind pilot or other getting a 1d6 negative
9. NO Ejector seat:
10. Self-Destruct: A last resort measure to prevent one's vehicle from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 6D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete environmental pilot and crew compartment: the compartment can usually seat 2 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.M.D 240
13. chaff Damage: for N.A.A.T,N.A.T.O,N.A.M.E.S
None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Effective Range: 100 feet

14. Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculation breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 98 hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

Crew: Two, driver and gunner, plus 2-4 passengers. [/b]
M.D.C. by Location:
* Headlights (4) - 3 each
* Hardened Tires (4) - 44 each/ (4) tracks 75
* Roof Gun (typical) – 50 to 150
Door 100 each
* Box Style Launcher (1 to 4 ) - 10 each
* Front Mounted armored Engine – 240
Standard Front Engine 100
NAAT/NATO/ NAMES cockpit compartment 225
** Main Body – 175
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
*** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless. If it goes negative value it will blow up to crew and a blast radius 16 feet

A U.S. Air Force airman in Southwest Asia stands in the ring mount of a FRAG 6-reinforced HMMWV in April 2010
Add 50 M.D to all location but not the tires or tracks

http://upload.wikimedia.org/wikipedia/c ... treads.jpg
At the Bridgeport, California Mountain Warfare Training Center in March 1997, a test HMMWV drives through the snow, equipped with Mattracks treads.
MDC combar treads treads 100 MD for each ,civilian treads 50 each
Look standard model above




http://upload.wikimedia.org/wikipedia/c ... Humvee.JPG

Pre-rifts history: Mattracks
Mattracks are used for recreation, work, commercial and agricultural applications, Mattracks can equip most 4 wheel drive vehicles from a small ATV to trucks up to 25,000 lbs. The rubber track system simply bolts on an independent track unit in place of each vehicle wheel.One or two people with hand tools and a floor jack can easily install the entire Mattracks system.
Mattracks have been used for a variety of applications, both for work and recreational purposes. Mattracks equipped vehicles have been used to travel over difficult terrain.
Mattracks equipped vehicles have been used for oil & gas, installing and servicing telecommunications systems, construction, mining, drilling, logging, forestry, surveying, power transmission lines and pipeline construction. These track systems have also been put to work in other industries including: agricultural, law enforcement, search and rescue, emergency services and government agencies. They are also used in Humvees. Since the 1994 introduction, Mattracks have been sold on all 7 continents and in over 72 countries.Mattracks are being used by various domestic and foreign government agencies, search and rescue units, maintenance and engineering crews, commercial users and recreational users.


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

Ambulance, one driver and copilot, six lying flat, one doctor and one paramedic, no weapons, aslo escorted

http://upload.wikimedia.org/wikipedia/c ... mrkoww.jpg
Additional set grenade launcher added four pick one se for all four: tear gas, smoke, flares or standard grenade each tube can hold four total 16 grenade

* The items marked by a single asterisk are small and difficult to hit and require a Called Shot to str ike with the shooter suffering a penalty of -3 to strike.
** Depletin g the M.D.C. of the main body completely destroys the vehicle.
Note: This is not an environmental enclosure, the crew sits exposed to the elements, but does have the bene fits of partial cover and concealment. Shots directed at the crew suffer a penalty of -2 to strike.

Speed:
Maximum Speed:
120 mph ( 192 mph), off-road spee d is reduced . A fully-loaded FAV travels cross country at speeds varying from 25-60 mph (40 to 96 km) depending on the difficulty of the terrain.


http://upload.wikimedia.org/wikipedia/c ... Humvee.jpg
An M1113 Humvee chassis-mounted XM1124 Hybrid-Electric diesel-series hybrid-powered HMMWV on display in September 2009.

Range : 2000 miles due to its electric engine. Fossil fuel 300 miles, Nuclear powered systems unlimted, but add 120 M.D to engine & frontal armored and 75 M.D location
Statistical Data:
Height6 feet, 3 inches ( 1.9 m).
Width: 6 feet, 11 inches (2. 11 01 ).
Length : 13 feet, 11 inches (4.25 m).
Weight: 2,750 Ibs , Nuclear powered add 1000 pounds
Cargo: varies look above.
Power System: Electrical engine. Varies look above

Cost: varies look below
HUMMER 40,000 credits fully loads
HUMMER FRAG 6-reinforced add 5,000 credits
Humvee equipped with four snow treads. 2000
HUMMER Mattracks 3000 credits
HUMMER Ambulance 20,000 credits fully loads
HUMMER Additional set grenade launcher added four 10,000 credits fully loads
HUMMER M1113 Humvee chassis-mounted XM1124 Hybrid-Electric diesel-series hybrid-powered HMMWV 2000 credits fully loads

Weapon Systems:

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




http://upload.wikimedia.org/wikipedia/c ... umvees.jpg
1. Roof turret Gun: can have a dual Grenade Launcher and/or a heavy M.D is .50 Caliber Heavy Machine-Gun or other systems . This weapon is mounted on a reinforced roll-bar and requires a gunner (typically one of the passengers standing up on his seat and strapped into the gunner's harness). The weapon can rotate 360 degree and has a 90 degree arc of fire up and down. The new systems can even be remote control inside the vehicle or add a drone systems or VR systems for gunner
It can be as well additional plating added as well look above M.D 150 get hit first them manchinegun .

Mega-Damage:
Grenade launcher:

Weapons systems WI-GL 20 Automatic grenade Launcher
Automatic grenade fire systems .
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
[b] Damage:
None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes

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

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


type: M,D .50 Caliber Machine-gun
Weight: 100 pounds
Mega-Damage:
.50 caliber: 1d6 MD single round Damage
Two round burst 2d6
Three round burst 3d6
four round burst 4d6
Five round 5d6
six round burst 6d6
Eight round burst 8d6
ten. round burst 1d6x10
Twenty round burst 2d6x10
fourth round burst 4d6x10
Rate of Fire: Brust
Effective Range:
Payload: 1000 rounds and three box of 500 rounds
Note: solid slug stantad load out can add or type of M.D 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


2. Additional set grenade launcher added four pick one se for all four: tear gas, smoke, flares or standard grenade each tube can hold four total 16 grenades

3. Side opening to fire weapon this where side seated are able to fire from there window and even the rear with exposing passenger or lowering the window to fire. This feature is love by many and has made very popular, but you cannot fire a Grenade launcher from these port, M.D rifle to light rail guns. Can front window in the side seated front and the doors as well ,finally in the rear as well . There been report where it very handy to fire and save the crew life more than once.


http://fc01.deviantart.net/fs71/i/2014/ ... 75m04u.jpg

Enclosed turret 200 rest the same M.D

http://upload.wikimedia.org/wikipedia/c ... wv-036.jpg

Fire and forget missiles systems or T.O.W heavy missiles systems and have a side mounted M.D heavy .50 cailber machine gun as stanrad issue

Type : Can Missile fire any standard medium missile type , 5D6 x10 M.D. this the heavy dnage and standard misslies but other can be use , T.O.W heavy missiles 6d6x10
Rate of Fire: One at a time .
Effective Range: About 1 to 40 mile away but T.O.W heavy missiles 2 mile only

Payload: 1, auto realoder 6 more take two attacks to reload
3. Systems of Note: souped up engine for fast turns and evasive maneuvers (half the usual piloting penalties for trick and evasive moves).



http://fc07.deviantart.net/fs70/i/2014/ ... 75m2wg.png

A HMMWV equipped with surface-to-air missiles,
Modified AIM-54 Phoenix surface-to-air missiles (4 or 8):
A HMMWV equipped was a stock of ancient AIM-54 missiles which the technicians at Golden Age and improved by N.A.T.O Weapon smiths repaired for use by the Super-Tomcat. Each missile is fitted with a modern plasma warhead for medium-range air-to-air intercept missions.N.A.T.O add vector thruster systems, it combine TV image , thermo and radar systems making hard for chaff to take effect .
Mega-Damage: 5D6xlO M.D.
Rate of Fire: One at a time or in volleys of up to 8.
Effective Range: 1 to 125 miles
Payload: 4 to 8 missiles total.
cost 50,000 credits fully loads
Note : vector thruster systems add+3 to strike ,and nre targeting systems add+2

http://unspacy.deviantart.com/art/Humme ... 86004&qo=2

http://fc00.deviantart.net/fs71/i/2014/ ... 75npx7.jpg
type: Missiles fire and forget
Weight: Missiles 125 pounds each, Missiles Launcher 1000 pounds
Mega-Damage: fire and forget +6 to stike
Rate of Fire: one ,two ,three, four or eight the max per attack
Effective Range: from 1 to 10 miles and more up to 40 miles
Payload: 24 Missiles
Note:
Missiles total weight 1.5 tons
credits fully loads 60,000 credits fully loads




http://th09.deviantart.net/fs70/PRE/f/2 ... 523x3q.jpg
http://progv.deviantart.com/art/Hummer-305872982
Hummerby ProgV
Robot hummer

artist comment NONE


Features


fossil fuel : BUT . Alternative Fuel Systems . , introduced Solid Oxide Fuel Cell and Electric Battery systems. The value in power supplies other than nuclear is reduced cost in the short-term, with the alternative systems reducing the cost of most robots by 6-29 million credits, depending on which alternative is selected. The downside is a finite power supply that needs replacement or recharging much more often.
Nuclear: 12-20 years average life. Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored vehicles and aircraft; 8 weeks in most man-sized power armor
(9 feet/2.7 m and smaller), hovercycles, rocket bikes and light vehicles.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most mansized power armor, hovercycles, rocket bikes and light vehicles

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

Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -1 to dodge WHEN IN WALKER MODE weight 1ton

Laser targeting add +1 to all weapons systems

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

External audio pick up: same as robots

Spotlight range 1 mile optional

Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

Voice actuated locking systems

Complete environmental pilot and crew compartment Weight add: 2 tons giant size robot . man size 200 pounds

N.A.A.T ADD thermos Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons giant size robot . man size 100 pounds

Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons giant size robot . man size 200 pounds

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

N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!1


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

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

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

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

Basic EVA systems (back up)

This the only mecha that can become a with heavy combat escort unit , which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only

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

M.D.C Robot mode

Main body 325
Main body primary force field-420,
Secondary force field-240,
Auxiliary force field-150,
Emergency force field-100
Upper Legs (2) 240
Lower Legs (2) 325
Feet (2) 100
Reinforce cockpit compartment: 275
Russian Model force field 100
Generators (1) 100
*Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless. Going into the negative -1d4x10 M.D.C., then blow up if the robot or powered armored/suit giant size 2d6x10 man size 2d4x10.

Stats
Height looks above
Length looks above
Depth/width looks above
Weight 5 tons empty
Cost classified only N.A.T.O ,N.A.M.E.S and N.A.A.T
Black market none

Speed
Range: look above
Flying jump jets range up to 1000 feet
Wheel speed look above as above
Running 100 MPH
Walk 2 to 25MPH
surface water depth 25MPH



Weapons systems look above

ATL-7 Anti-Tank Laser Rifle (New Babylon).
This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclesr poered ssystems and vechiles itcan be mounted as a heavy weapon systems.
Mega-Damage:
3D6x 10+20 M.D. per shot!
Rate of Fire:
Single shot only. Each shotempties an entire E-Clip! Later 3 per melee
Range: 6,000 feet (914 m)
Payload: 1 shot per robot vechiles or vechiles with nuclear powered hand to hand

Weapons systems WI-GL 20 Automatic grenade Launcher
WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire

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

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

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



Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
M.D Damage:
M.D.C rounds: 5d4 M.D.C control burst,
1d4x10 M.D.C short burst,
2d4x10 M.D.C medium burst ,
1d6x10 M.D.C heavy
2d4x10 M.D.C long burst ,
3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds :

4d8x10 S.D.C control burst,
2d4x10 S.D.C short burst,
3d4x10 S.D.C medium burst ,
4d4x10 S.D.C heavy ,
5d4x10 S.D.C long burst ,
4d6x10 S.D.C extended burst
R.O.F:
burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst and so
Range :
2000 feet
Payload:
2000
S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers
the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst:
2d4 two round Burst,
3d4 three round Burst,
4d4four round Burst.
5d4 Five round Burst,
4d6 six round Burst,
4d8 eight round Burst,
1d4x10 for a 10 round Burst,
2d4x10 for a 20 round Burst,
3d4x10 40 round Burst,
4d4xd10 60 round Burst
5d4x10 for 120 burst ,
5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F:
burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: time three

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





Flying-Humvee
This version is used to transport up to seven or take up two laying down . the MDC is the only
Engines rear (1):175
Wings (2): 150
Rudders (2): 75 each
No turret
Main body 200
[1] Destroying a Wing will cause the plane to crash.
[2] Destruction of rudders or one elevator will still allow the aircraft to be controlled by the varying of power levels of the engines but aircraft has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive. The destruction of one of the engine will cause the aircraft to crash.
[3] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight.

http://th01.deviantart.net/fs71/PRE/i/2 ... 7681j5.png

http://unspacy.deviantart.com/#/art/Fly ... 16161?hf=1

Flying-Humvee
cost 100,000 credits fully loads
Speed:
Driving on Ground :
look above wheel base .
Flying:
The Flying-Humvee can hover and go up to a maximum speed of 284 knots (326.6 mph, 522.6 km/hour). The Flying-Humveecan hover stationary up to 5,040 feet (1,646 meters) and can fly up to 24,700 feet (7,528.6 meters) if not hovering. Aircraft cannot use vertical take off mode if over ninety percent loaded with cargo but can still take off and land in a short distance.
Range: look above power systems fossil fuel 200 miles

A: Fuel in self-sealing wing tanks outside of crew compartment
B: High-inertia rotor system for powerful performance
C: Gambled rotor hub provides rotor tilt & tilting mast enable efficient cruise
D: Pitch and yaw thrust deflectors for stability and control at high & low speeds
E: All-movable stabilizers for stability and control in cruise.
F: Ducted fan concept for propulsion, cruise flight and general mobility
G: Ailerons for roll control in cruise
H: Robust ground vehicle for all terrain mobility
I: Fully autonomous integrated FCS to support control by non-rated ground personnel
J: Long-stroke, high energy suspension system for off- road operations
K: Electric in-wheel 4-wheel drive for ground operations including run silent capability
L: JP-8 fueled turboshaft engine for airborne cruise
M: Crumple zone for NHTSA crash protection
N: Lightweight composite armor and ballistically tolerant windscreens
O: This space for rent

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

standard rifts erath grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Joined: Mon Jul 14, 2008 5:02 pm
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

not feeling
:puke:
well TY for asking MAY post something on Thursday or after
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

look like i got my wife sick on Thursday have it just cannot post it YET
so sorry for the delay
you know who i am taking to here
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

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http://th08.deviantart.net/fs70/PRE/i/2 ... 7p3id7.jpg
http://unspacy.deviantart.com/#/art/Swo ... 17403?hf=1


SWORDS
Special Weapons Observation Reconnaissance Detection System


Systems of Note: N.A.T.O. has outfitted the combat drones with most of the features common to robot vehicles and power armor look below. These include standard radio communications, ejector seats, an compartment to laser targeting system.
They are added to escort units, and to squads where heavy combat may occur or a squad can request them as well, added to guarded duty as well. To be drop off into combat or add to paratroopers as well. They be used as cannon fodder or allowed troops to retreat in combat or additional firepower.they have saved hundreds of troop ,lives and are used like the coalition states in north America but these are over the counter and there are many added against supernatural being form been possessed or taken over by magic. Many troops add these features.
SWORDS or the Special Weapons Observation Reconnaissance Detection System, is a weaponized version being developed by Foster-Miller for the US Army. The robot is composed of a weapons system mounted on the standard TALON chassis. The current price of one unit is $230,000; however, Foster-Miller claims that when it enters mass production the price may drop to between $150,000 and $180,000 but in rifts mass pordution 45,000 credits each unit .
There are a variety of different weapons that can be placed on the SWORDS; M16 rifle, 5.56 mm SAW M249, 7.62 mm M240 machine gun, .50 cal M82 Barrett rifle, a six barreled 40 mm grenade launcher or quad 66 mm M202A1 FLASH incendiary weapon.
SWORDS units have demonstrated the ability to shoot precisely. It is not autonomous, but instead has to be controlled by a soldier using a small console to remotely direct the device and fire its weapons. Foster-Miller are currently at work on a "Game Boy" style controller with virtual-reality goggles for future operators. later systems add a simple VR mounted in any combat helmet just using eye to LCD systems and don't add to weight to infantry .very easy to use and no skills required.
In 2007, three SWORDS units were deployed to Iraq. Each unit is armed with a M249 machine gun. This deployment marks the first time that robots are carrying guns into battle; however, their weapons have remained unused as the Army has never given the go-ahead for using them.The Army stopped funding the SWORDS robots after deploying the initial three robots. Foster-Miller is working on a successor: the Modular Advanced Armed Robotic System (MAARS)
By August 2013, the Smithsonian Institution had acquired a SWORDS robot for its collection. One is also on display at the National Infantry Museum in Fort Benning, Georgia.
later 300 years later N.A.T.O will improve on these combat drones .
Additionally, has the following:

features :


Step one Types : of Robot Drones or Simple Intelligences
Step Two: : Intelligence : principled
General Military Program: Includes radio:
basic, mathematics: basic (98%),
and speaks/understands (not read) American, Spanish, Euro, Dragonese, and Techno-can languages; all at 99%. Also programmed for common human slang and behavior.

Bonuses: : range weapon One additional attack per melee, + 1 to strike, parry
and dodge, +1 on initiative.
credits.
Step two Weapon Proficiencies: : All W.P modern

The frame of this bot resembles that of any number of ordinary motorcycles or hover cycles, only it possesses a robot intelligence and special capabilities.
Step three Speed: :
Depends on type of propulsion. Sleek, aerodynamic body provides a bonus of 10 mph (32 km) to the final propulsion speed.

Step four Light Frame: : 50 pounds (135 kg) and 100 M.D.C. main body tracks (2)50 MDC each , weapon mount 25 , weapon in general 75 each, tubes 25 each many add N.E systems copied from them 420 same rules applied


Number of Seats none.

Step five Frame Reinforcement: : CAN Add 50 pounds and 100 M.D.C. points to the main body for each reinforcement done to the frame.
As many as three (3) reinforcements can be done, but each instills an accumulative skill penalty of —2% to prowl.due to size



Step Six: Engine:
Alternative Fuel Systems introduced Solid Oxide Fuel Cell and Electric Battery systems.
Electric Battery: 96 hours (4 days) in robots, heavy and armored vehicles, and aircraft; 144 hours (6 days) for most man-sized power armor, hover cycles, rocket bikes and light vehicles

Step seven Vehicular Locomotion Treads/tracks : Small : (tiny car size): 50 MDC each (2)

Step Eight: :
: Sensors and Optics
Audio:
Basic Listening System: :
Stereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver
enables the robot to hear/receive commercial radio (AM &FM); Range: 5 miles (8 km).

Advanced Audio System: Amplified stereo hearing: ;
hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver(not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and other radio transmission frequencies (Range: 50 miles/80 km with a retractable antenna, half range without). And universal headjack.

Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative. Total
Note: : The abilities ofthe advanced audio system can be purchased individually and
are identical to cybernetic systems, but cost 20% more.

Bug Detector: :
A small device that picks up radio signals from surveillance listening devices (bugs). Range: 50 feet (15 m).

Radar Signal Detector: :
A tiny radar receiver which will alert the character with a silent alarm or pinging when he is being scanned by radar; 80% accuracy.

Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna).

Radio Signal Scrambler System :
is linked to the radio system to send and receive coded messages. Cost: 10,000 credits.

Audio Recorder: :
A audio disc recording system with external access. Contains 48 hours of recordable disc time. Of course, the one inch discs can be used repeatedly.

Loudspeaker: : Amplifies the robot's voice up to 90 decibels.


Single Voice Synthesizer: :
Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.

Modulating Voice Synthesizer and Sound Analysis Computer: :
Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by calibre, engines, and other sounds. It also has the capability to analyze, compare, match
and remember 50,000 new sounds;
1 - 88% likelihood of identifying a person by voice pattern.
Can imitate another person's voice with 80% accuracy.

Inaudible Frequency Transmission: :
The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs.

Step eight Optics systems :
Basic Robot Optic System:
A color sight system with an analysis computer for 3-D images; 20/20 vision. Cost: 50,000 credits.

Advanced Robot Optic System: [b]
Includes color vision, 3-D analysis, passive nightsight, infrared, and ultraviolet sight. Range: 2000 ft (610m).
[b] Note: :

Infrared vision emits a pencil-thin beam of infrared light, invisible to
the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a ten feet width (3 m).

Night Sight:
is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

Laser Targeting System: :
A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light
beam hits its target, a computer locks an and registers the fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise,
P.P. bonuses do not apply to long-range weapons. Range: 4000 feet (1200 m).

Targeting Sight and combat computer: :
A special system thatsuperimposes cross hairs for more accurate targeting. The computer recognizes 30,000 enemy targets, including vehicles,
robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus: +1 to strike. Range: equal to optic system; usually 2000 to 6000 feet.

Telescopic Vision: :
Magnifies an image area like a gun's scope or binoculars. Automatic, self-focusing. Range: 6000 ft (1800m), 20 feet (6 m) image area.

Thermo-Imager: :
An optical heat sensor that converts the infrared radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, and through smoke. Range: 2000ft(610m).

External Video and Audio Surveillance System: :
A high-resolution video camera, often built into the eyes, but can be a separate system, relays images directly to the robot's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording.
The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disc can be ejected at will. Range: 40 miles (64 km).



Step nine Sensors:
Bio-Scan Medical Survey Unit: :
A computer system designed to monitor the life signs of biological life forms. Sensors are built in the robot's hand or must be removed from a concealed
compartment and attached. Monitors vital signs, such as respiration, blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer
will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition. Cost: 350,000 credits.
Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/
impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +1 to parry and dodge.

Sensory Antenna: :
Registers vibrations in the air, indicating movement, as well as having touch and heat sensor. The antenna enables the bot to maneuver, even in total darkness, by feeling his way around. Range: Touch, usually six to twelve feet (1.8 to 3.6 m). Bonus: Blindness penalties are
half and adds +1 dodge. 5 M.D.C. per antenna.

Micro-Radar: :
A small, but sophisticated radar system usually used in human and animal size robots. Can identify up to 30 targets and simultaneously track 10. Rate of travel, direction,
and location are indicated. Range: One mile (1.6 km).



Step Ten: Special Features:

Self-Destruct System: :
Robot explodes when an internal command is given. Safety features include a triple confirmation sequence followed by a one minute count down during which the command can be canceled. Inflicts 1D6xlO damage to a 20 foot area .

Remote Probe: :
An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled,
following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master
bot. Range of transmissions and control is 2000 ft (487 m). M.D.C. 10, size: About the size of a soccer baseball (4 inches).



Step eleven Weapons: :
Has two weapon systems pick from below

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

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

Type : NAAT , NAMES OR NATO ONLY
.50 caliber or 12.7 mm
Desert Eagle, S&W X-Frame, Alexander Arms .50 Beowulf, Guncrafter Industries 1911 .50, .50 caliber Paintball markers
5D6X10 S.D.C OR 3M.D M.D Two round burst,
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
Damage
Anti-material rifle and auto cannon caliber, from this these are heavy calibers
100 SDC OR 1MD
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round, and so

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

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

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

5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,
1D4X10 M.D four round burst,
1D4X10+10 M.D five round burst,
1D6X10 MD six round burst,
2D4X10 M.D eight round burst,
2D4X10+10 M.D nine round burst,
1D10X10 M.D ten round burst,
5d4X10 M.D twenty round burst,
5D8X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D
2D6 M.D Two round burst,
3D6 M.D three round burst,
4D6 M.D four round burst,
5D6 M.D five round burst,
6D6 MD six round burst,
8D6 M.D eight round burst,
9D6 M.D nine round burst ,
1D6X10M.D ten round burst ,
2D6X10M.D twenty round burst ,
3D6X10 M.D thirty round burst,
4D6X10 fourth round burst
2D4X100=800 S.D.C OR 2D4M.D
4D4 M.D Two round burst,
4D6 M.D three round burst,
4D8 M.D four round burst,
1D4X10 M.D five round burst,
1D4X10+8 MD six round burst,
8D8 M.D OR 1D6X10+4 eight round burst ,
2D4X10 M.D ten round burst ,
4D4X10 M.D twenty round burst ,
4D6 X10 M.D thirty round burst,
4D8X10 fourth round burst AND SO

1D10X100 S.D.C OR 1d10=10 M.D
5d4 M.D Two round burst,
5d6 M.D three round burst,
1d4x10 M.D four round burst,
1d4x10+10 M.D five round burst,
1d6x10 MD six round burst,
2d4x10 M.D eight round burst,
1d10x10 M.D ten round burst ,
5d4x10M.D twenty round burst ,
5d6x10 M.D thirty round burst,
5d8x10 fourth round burst
2D6X100 S.D.C OR 2D6 M.D
4d6 M.D Two round burst,
6d6 M.D three round burst,
1d4x10 +8 M.D four round burst,
1d6x10 M.D five round burst,
1d10x10 M.D eight round burst,
2d6x10 M.D ten round burst ,
4d6x10 M.D twenty round burst ,
6dx10 M.D thirty round burst,
8d6x10 fourth round burst

5D4 X100 S.D.C OR 5d4M.D
1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,
1d10x10 M.D five round burst,
2d6x10 MD six round burst,
4d4x10 M.D eight round burst,
3d6x10 M.D nine round burst ,
5d4x10 M.D ten round burst ,
5d8 x10 M.D twenty round burst ,
Range : 3000 FEET
Rate of fire: burst
Payload: 300 ROUNDS
note/bonus /penalties : look below


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


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

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

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



Weapons systems WI-GL 20 Automatic grenade Launcher
Automatic grenade fire systems
Damage can fire
Use amour piercing grenade 3d6x10 for 10 feet blast radius
1. Smoke for cover 40 feet per grenade
2. Tear gas crowd control
3. Flag bang crowd control or other
Range; 7000 feet direct fire only
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)- A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Payload 100 for each

Or

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


Type : Mini-Missiles tubes
Range : 1 mile
Rate of fire: one or any or all
Payload: each tube two Mini-Missiles fout tubes that eight
note/bonus /penalties : can mix and macth per tube


Flame Thrower: : this is from NG techs not showen in picture
Type : MD Flames
Damage : 1d4x10 single barrel dual barrel 2d4x10
Range : 500 feet to 2000 feet
Rate of fire: hand to hand : single blast
Payload: 100 blast
bonus /penalties : same rules to fire

ATL-7 Anti-Tank Laser Rifle (New Babylon). This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclesr poered systems and vehicles it can be mounted as a heavy weapon systems.
Mega-Damage:
3D6x 10+20 M.D. per shot!
Rate of Fire:
Single shot only. Each shot empties an entire E-Clip! Later 3 per melee
Range: 6,000 feet (914 m)
Payload: 1 shot per robot vehicles or vehicles with nuclear powered hand to hand only clip 10 shots only



Step twelve Combat : 8 additional attack per melee,+ 2 to strike,+3 parry
and +4 dodge, +5 on initiative
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT Germany BOOK 2

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The Robot warrior suit
Mecha /robot Descripción

In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet/NATO mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits. At the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second Dark Age. However they severed a critical role to save humanity.


The Robot warrior suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH (Advanced Research Military Technology) is the leading the amour tech in leaving infantry units in the new M.D.C age.
Robot warrior suit is a extreme robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills.

artist comment

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

2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -1 to dodge weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 2 tons giant size robot . man size 200 pounds

11. N.A.A.T ADD thermos Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons giant size robot . man size 100 pounds

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons giant size robot . man size 200 pounds

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

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!1


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

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

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

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

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

20. Basic EVA systems (back up)

21. This the only mecha that can become a heavy combat escort unit , which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.

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




M.D.C

Main body 450

Upper Arms (2) 220
Lower Arms (2) 220
Upper Legs (2) 220
Lower Legs (2) 220
Feet (2) 120
Head 220
Reinforce cockpit compartment: 200
Others Model force field 200 only
Only N.A.T.O ,N.A.M.E.S and N.A.A.T primary force field 420 , secondary force field 240,
Auxiliary force field 150
Emergency force field 100
Generators 100
*Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless. Going into the negative -1d4x10 M.D.C., then blow up if the robot or powered armored/suit giant size 2d6x10 man size 2d4x10.


Stats
Height 11 feet
Length 4feet 10 inches
Depth/width 5 feet
Weight Generators 1000 lds suit 3000 lds without weapon systems
Cost 4,500,000
Black market none

Speed
Range: pilots endurance
Flying 100 MPH
Running 45 MPH
Walk 2 to 35 MPH
under water depth 500 Feet

Hand to hand: robotic P.S 45

Weapons systems
Type 25 MM mini gun right arm (1)MD 220
The standard slug are sold for others unit
25 MM [/b]:1D8 MD single round Damage
Two round burst 2d8 or 3d6
Three round burst 3d8 or 4d6
four round burst 4d8
Five round 5d8
six round burst1d4x10+8
Eight round burst 8d8
ten round burst 2d4x10 or 1d8x10
Twenty round burst 2d8x10
fourth round burst 4d8x10
fifth round burst 5d8x10


The following only N.A.T.O ,N.A.M.E.S and N.A.A.T
H.E.A.P damage effect ,critical hit 18
25 mm -5d4 M.D short controlled burst 1d4x10 ( 5 rounds) , short burst 10 rounds 1d6x10 , medium burst 15 rounds 2d4x10, long burst 30 rounds 4d4x10 , heavy burst 60 rounds 4d8x10
L.E.A.Prange effect add 50% !!!
25 mm – 3d6 M.D short controlled burst 6d6 ( 5 rounds) , short burst 10 rounds 1d4x10 , medium burst 15 rounds 1d6x10, long burst 30 rounds 2d6x10 , heavy burst 60 rounds 4d6x10

A.P.F.S.D.S round damage effect critical hit 18 and knock down effect
25 mm - 6d6 MD short controlled burst 1d6x10 ( 5 rounds) , short burst 10 rounds 2d6x10 , medium burst 15 rounds 4d4x10x10, long burst 30 rounds 3d6x10 , heavy burst 60 rounds 5d6x10
Range: 3 miles standard range
Rate of fire burst
Payload: 1500 to 2000 rounds
Note: short controlled burst add +4 to strike , other burst +2
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 systems mini missiles systems
Type mini missiles
Damage varies
Range varies
Rate of fire: one or any amount or all counts as ont attack
Payload: by location
Hip 6 each side or 12 total
Lower leg 3 or total 6
Right shoulder 12
Bonus/note/ penalties:
Last edited by ZINO on Mon Aug 11, 2014 12:13 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT Germany BOOK 2

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N.A.T.O TANKER Shocktroopers

" N.A.T.O Ultra Machines," (THIS IS THE COMBAT BORG FORM THE USA EMPIRES THAT WAS NEVER MADE BEYOND THE USA DURING THE FALL ,VERY FEW EVEN THE COALITION STATES DON’T KNOW THIS)these are no longer Warlords' elite and most deadly cyborg warriors . The N.A..T.O Shock troopers are dedicated human soldiers who volunteer from the ranks of the Knights of the Realm to be transformed into some of the most powerful cyborgs on Earth. These dedicated men and women willingly subject themselves to full bionic conversion due to injury in some way are turned to massive mechanical constructs that have little to no human semblance.
N.A.T.O Shock troopers
Class: Full Conversion Heavy Cyborg.
Player Note: As an adventurer, the advantage of having a Cyborg Shocktrooper speaks for itself. It's nice to have a mountain of metal behind you when negotiating or facing down bandits or supernatural forces. On the other hand, they attract trouble and are often the targets of the worst assault (assailants figuring they need to liquidate the cyborg threat first). The character can be any alignment, and played as a fiercely singular presence, a team player, a lone wolf, or quiet wallflower (except in combat). As noted earlier in this section, most N.A.T.O Shocktroopers (80%) stay in loyal service to their N.A..T.O for their entire lives. Only about 15% ever leave the N.A..T.O and to embark on their own adventures, but even they usually hold onto old loyalties and stay loyal sympathizers to their old allies. This can mean periodic friendly encounters, trade with N.A..T.O , and exchanges of information. These ex-patriots will freely warn and help their old N.A..T.O whenever they can, and may even fight at their side or accept freelance missions on their behalf. Although the exact number varies from, only about 5% leave their N.A..T.O and comrades under truly bad circumstances. This is typically under a cloud of suspicion.
Also ONLY dedicated N.A.A.T and N.A.T.O have additional systems one is a A.I systems (look below) to in area of skills they fail to have and back up if pilot is killed or attempted to captured the unit war machine !!! it can take over if pilots is dead or hid and to finish mission parameters and then either return to base for new pilots or self destruct if need be.
also it carries built-in jet back in arms legs main body and several N.E shield to give extra flight movement.
N.A.T.O Cyborg Shock trooper O.C.C.
All Shock troopers have the same basic training. In many ways, they are souped-up Heavy Machines designed explicitly for heavy combat, which their skills reflect. Attribute Requirements: M.E. 12 or higher is suggested, as is a good I.Q. (9+), but all that is required is a human in good mental health, with the spirit to fight and the belief that being a Mashiniye Chilovyeki is a good and desirable thing. Once the bionic conversion is performed, there is no hope of ever becoming human again.HOWEVER there an another option not mention only to N.A.A.T and N.A.T.O
O.C.C. base Skills:

Native Language (probably GERMAN for Europe and English for NAAT and NATO as well; at 90%)
Language: Euro (+15%) ADD TWO MORE
Language: One of choice (+10%)
Basic Math (+10%)

O.C.C. Skills:

Radio: Basic (+15%)
Radio: One of choice and Computer Operation (+10%)
Pilot: Two skills of choice (+10%)
Military Etiquette (+10%)
Find Contraband (+10%)
Intelligence (+15%)
Interrogation (+15%)
Climbing (+10%)
Pilot jet pack (+25%)
Swimming (+10%)
W.P. Paired Weapons
W.P. Sword
W.P. Energy Rifle
W.P. Heavy Weapons
W.P. six of Choice (any)
Boxing (don't forget about the extra attack this provides).
Hand to Hand: Expert, which can be changed to Martial Arts
(or Assassin if anarchist or evil) for the cost of one O.C.C. Related skill.

O.C.C. Related Skills: Select four MOS skills
(with a +30 % bonus each if dedicated to N.A.A.T and N.A.T.O ) from one of the following categories: Communications,Espionage, Military, or W.P., regardless of whether or not it's normally available. In addition, select 6 other skills of choice from the list below. One additional skill is selected at levels 4, 8 and 12. All new skills start at level one proficiency.
Communications: Any
Electrical: None
Espionage: Intelligence and Interrogation only.
Mechanical: None
Medical: First Aid only (+11%)
Military: Any ; many are demolitions experts.
Physical: Any that are still appropriate.
Pilot: Any that are still appropriate
Pilot Related: Any
Rogue: Any that are still appropriate
Science: Math only.
Technical: Any
W.P.: Any, except Trick Shooting.
Wilderness: Any

Secondary Skills:
The character also gets to select four secondary skills from the list, excluding those marked "None," at levels 2,3,4, 8 and 13. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses.

The AI SYSTEMS OR Artificial intelligence was made by independent Triax and Northern Gun able to merger the best of the best (with the help of other engineers as well) . this help the war machine where before it was alone and can help where is kills fall short for a cyborg and are made for dedicated N.A.M.E.s , N.A.A.T and N.A.T.O only and are given to these war machine on rifts earth look ahead of it time . also these Artificial intelligence take if pilots dead or knock that when security features areas protect the war machine and can continue by pilots dead or KO and either returned to base or must self-destruct and last very important it carries feature from being taken possessions making a well round war machine !!!!They allows to carry more skills then the regular Artificial intelligence know even to Triax !!!it base of software first and then hardware the pilots can take over easily unless it was KO or kill that where you can run into a problem .
Also aiding in skills area while cyborg worries about combat is vital as well .it can be a little girls or human female voice or guy for that matter it varies .
Alignment as pilots
Artificial Intelligences skills
General Robot Skill Program: Includes radio basic, mathematics: basic (98%), pilot automobile, land navigation, and speaks/understands ( read) American, Spanish, Euro, and
Techno-can languages; all at 94%.
Also programmed for common human slang, protocol and behavior. The bot can identify
and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The Artificial Intelligences also recognizes 20,000 different life forms, including humans and common D-Bees, mutants, animals and insects.
Communications: Select five
Domestic: Select five at 94%.
Electrical: All at 94%.
Mechanical: Select four at 94%.
Medical: Paramedic, forensics, and pathology only. All at 80%.General Military Program: Includes radio: basic, mathematics: basic (98%), pilot automobile, pilot hover craft, land navigation, and speaks/understands (not read) American, Spanish, Euro, Dragonese, and Techno-can languages; all at 94%.
Also programmed for common human slang and behavior.
Bonuses: One additional attack per melee, + 1 to strike, parry and dodge, +1 on initiative.
Espionage Basic: Intelligence, detect ambush, detect concealment, cryptography, and first aid. All at 80%.
Espionage Spy: Intelligence, tracking, disguise, escape artist, pick locks, photography, radio scrambler, and basic electronics. All at 80%
Espionage Thief/Rogue skills: Intelligence (80%), pick locks (80%), pick pockets, palming, concealment, prowl, and streetwise. All at 60%.
Military (Demolitions): All, plus W.P. Heavy. All at 94%.
Physical: Hand to Hand: Expert or Martial Arts (equal to 8th level), climbing, swimming, gymnastics. at 94%.
Pilot: Select eight; except robot and tank skills at 94%.
Pilot Related: All; at 94%.
Weapon Proficiencies: All



In addition to standard equipment : Also see Specific Arch-Typical Cyborg Shock troopers
start at the base skill level. Standard Military issue for Cyborg Soldiers: All the appropriate ammunition and equipment for the Borg's body styling and weapon systems. One weapon and four extra E-clips for each W.P., distancing binoculars, utility belt, backpack, walkie-talkie (for backup), utility belt, and regular maintenance and repairs.


Built in jet pack :
This is a knock off Naruni Enterprises' all-purpose utility jet pack, designed to be affordable and yet offer superior capabilities. The NE-07JPJet Pack cannot be used underwater.
Maximum Speed: 400 mph
Maximum Range: 8000 miles (I 2,800 km) or 48 hours of flight time before the unit's must be recharged.
A compartment on top of the NE-07JP holds a spare.
Weight: 135 lbs (I6 kg).
Pack M.D.C.: 40



N-550 Super heavy force field :
is another knock off from NAAT and NATO which add combat endurance first Primary shields goes then when Primary shields go Secondary shields take over but here the kicker this applies to without cyborg body armor
All cyborg body armor N-550 Super heavy force field : use the same systems given it twice amount of protection to this a 840 for Primary shields if need then Secondary shields 320 for each location!!! But most use the body armored then cyborg body shields
MDC 420 Primary shields cover the whole cybrog
MDC 160 Secondary shields in arms ,legs head and main body

Underwater Propulsion:
Similar to the jet thruster system, the bionic legs or lower back can have a propulsion system installed for underwater use. The system operates in the same
manner as the Underwater Propulsion Pack but has a fairly limited range unless the cyborg is also outfitted with an internal energy supply. Maximum Speed: 50 mph (80 km). Engine: nuclear engine. Range: . The underwater propulsion system can
run indefinitely with a nuclear power supply, the only factor restricting
range is the oxygen supply of the pilot.



Internal IV Feed:
A device implanted in the torso of the character that supplies liquid nutrients directly into the bloodstream. The individual has complete control over the flow of nutrients. Most recipients of the IV feed implant will be full conversion cyborgs or special forces troopers. These characters will use the liquids for survival, when they are unable to stop to hunt for food. While the system holds only enough nutrients for3 days, the trained soldier can stretch that amount to last for a
week to ten days, twice that time for ' Borgs. Note that the individual will be able to function but they will be uncomfortable from lingering hunger pains. After the 7-10 days are over, the character will start suffering from the effects of starvation.

Field Repairs:
From A.I systems to Operators, Cyber-Docs and even the cyborg himself can make basic repairs in the field of battle. In general, these makeshift repairs are temporary at best, although it is left to the Game Master to determine how long such jury -rigging will last. Also,temporary repairs of this kind can only be performed once on any given cyborg (or robot), until the unit is properly and fully repaired. In other words, characters can not jury-rig a part of their cyborg buddy more than once or twice before that item
(arm, leg, armor, etc.) is broken beyond his repair. The more skilled a mechanic, the more the character can do to help the cyborg without having to make a skill roll. By making a skill roll, the character can attempt to actually do some repair work by welding, tacking, or bonding additional M.D.C. onto the cyborg, or by making a few quick mechanical or electrical adjustments or patches. The most M.D.C. anyone can replace like this is limited by the specific skill he is using (see below for details) and the tools/repair kits he has available. If skill rolls are made and failed, the repair is flawed or inadequate, and no M.D.C. is restored. (At the G.M.'s discretion, failed repairs can actually worsen the condition of a damagedcyborg.) All repairs, even those that are "automatic," still require time to perform, and could, depending on the complexity, take a few minutes or an hour or two (G.M.' s discretion).

Cyber-Nano-Rohot Repair Systems (CNRRS) :
Similar to the RMK and IRMSS medical repair systems used by humans, these nano-bots can be released when needed most to make minor repairs. They use available spare materials to effect
mechanical and armor repairs, but can also reroute, patch, and secure internal circuits and repair internal organs - at least to some degree. As much as 40 M.D.C. can be restored to armor or anyone single limb, the head or main body - or anyone optic
system (eye), sensor, implant, weapon or internal organ can be repaired completely (or close to it). Time required varies with the task . Something small and simple (10 M.D.C. or less): 3d6 minutes. Something medium-sized ( 15-100 M.D.C.): 1D6x10+50
minutes, and large or complicated, like an entire hand and arm,
leg, major organ, major weapon, main body, etc. (360 M.D.C. maximum): 2D6x 10+90 minutes. Payload : Good for two repair jobs before used up.

Micro-Repair Robots (MiRR) :
This system allows a cyborg to begin repairing itself almost immediately after being damaged. However, repairs are limited to body armor, external casing (skin, hard coverings) and support structures (bionic
bones and struts), nothing mechanical or technical (see the CNRRS for that). A unit filled with miniature repair robots is housed in each extremity as well as the torso. When the cyborg takes damage, the repair system sends out the little robots and
they begin to fix the damaged armor and outer shell of the 'Borg. Each unit of robots can only fix 20 M.D.C. (or 800 S.D.C.) of damage, but multiple systems can be purchased to
provide enough MiRR units to completely repair the cyborg' s body armor or basic framework. Once the unit uses it 20 M.D.C. worth of repairs, the micro-machines become dormant and will not function until they can be recharged and replenished at a
cost of 4,000 credits per set of MiRR. They can also be released onto other M.D.C. structures to effect repairs. In either case, once spent, the MiRR return to their concealed housing to await replenishment and their next job.


Pilot Robot or Basic Mechanics:
This skill provides the character with basic robot maintenance. When dealing with actual damage, this character can do little more than make observations and guesses, but his training does allow him to make superficial repairs on robots and cyborgs. Basic techniques with the on board tools, and possibly the help of the cyborg himself, enables a skilled pilot to loosen stuck joints, clear or un-jam a weapon and replace 1D6 x10 M.D.C. automatically, while a portable robotics kit would allow him to replace 2D6x10 M.D.C. If the character/A.I can succeed at a skill roll at -40%, the amount of M.D.C. replaced is doubled.


Automotive or Aircraft Mechanics or Field Armorer :
With some understanding of mechanics, this character is able to automatically replace 4D6x10 M.D.C. with basic tools and 6D6x10 with a portable robotics tool kit. A successful skill roll at -20% will double the number of M.D.C. points restored. This character can also un-jam weapons, perform a basic diagnostic readout and make a fair assessment of the damage. Most repairs are temporary,
lasting 4d6 hours. Mechanical and Electrical Engineer and/or Robot Mechanic (typically an Operator): Characters with this skill (or skills) are knowledgeable on most matters mechanical and can pinpoint trouble, make an accurate assessment, fix or reroute
damaged power supplies, reconnect wires, and restore 1D4xl0 M.D.C. with only basic tools and 1D6xl0 M.D.C. with a portable robotics tool kit. A successful skill roll at -15% means twice as much M.D.C. can be replaced and mechanical systems brought back online. Characters with these advanced skills can perform spot welding and fix most robot" systems. Remember, a lot of the principles of mechanical engineering and robotics are found in the actual machine parts of the cyborg, and this is
what can be diagnosed and repaired if the appropriate tools are available. These skills are of no value involving Bin-Systems, internal bionic organs, or anything requiring surgery or connecting bioware to the living body. Surgery is out of the question.
Most repairs are solid and will last for 6d6+10 for A.I ,human half 3d6+10 days.

Cyberware Skill :
A.I/ character with th is skill is an expert in cybernetic and bionic machines. He can perform an accurate diagnosis, test parts, repair, rebuild, and mix and match parts, salvage pieces, assess the cost of repairs or value of parts and make complete repairs provided the right tools are available. He can fix most any type of bionic or cybernetic system short of Bio-Systerns, including bionic limbs, weapons, sensors, servos, joints, reconnect a limb or optics, etc., in the field. Characters
with this skill can automatically restore 1D6xI0 M.D.C. to a damaged cyborg appendage or body armor, and on a successful skill roll at -10%, can replace 80 M.D.C. and get a damaged limb or sensor system back in working order until it suffers significantly
more damage. Most repairs made with this skill are permanent and are not makeshift in nature. They may not look pretty, but the repairs will hold under stress. Once the cyborg is taken to a bionics facility, this character can attempt to repair any other damage, and replace mechanical parts. Surgery and the installation of bionic implants, internal organs or Bio-Systems are out of the question. This is a hardware expert. He can repair the bin-machine, but when it comes to integrating it with a flesh and blood body, he is helpless.
Cyber-Doc Skill: This is another cybernetics expert, only this character specializes at installing cybernetics and bionics (-15% to install bionics, unless a Bionics Surgeon by taking the skill twice). This is the surgeon who can surgically implant, install
and remove cyberware, as well as make basic repairs to cybernetic (no penalty) and bionic systems (-15% skill penalty). Automatically restores 1D6x I0 M.D.C. to a damaged cyborg appendage or body armor, and on a successful skill roll at -10%,
can replace 80 M.D.C. and get a damaged limb or sensor system back in working order. Most repairs made with this skill are permanent and are not makeshift in nature. The character can also determine incompatibility, rejection, internal injury and other
maladies affecting the body.
Medical Doctor Skill: This character can surgically remove damaged prosthetics and damaged implants (-10% penalty on cybernetics, -40% on bionics), and stop the bleeding, but cannot easily install bionics (there is a -40% penalty) nor repair the actual
mechanical device. Diagnoses involving bionics are made at : -20%.

Tool Kits
Without tools, repairs are simply impossible. An A.I/ Operator,
Robotics Engineer or Cyber-Doc is likely to have one of these tool kits. Certainly most bionics facilities and the best Body-Chap-Shops have several of each and the personnel to use them. Please note that similar kits are available for any mechanical orelectrical projects, including vehicles and spacecraft. It should also be noted that the Operator can build these kits for reduced costs, except for the DiSCuS system.

Portable Cybernetics or Robotics Tool Kit:
This is a large, heavy briefcase filled with small mechanical tools (wrenches and screwdrivers), electronic tools, a small diagnostic computer, and welding/soldering tools. It can be used to locate and identify problems and realign, recalibrate, and repair armor and systems. This kit carries enough supplies and spare parts torepair up to 30 M.D.C. worth of damage. Any further repairs will require additional materials and or spare parts.

Medium Cybernetics or Robotics Kit:
A heavy, metal tool case that weighs almost 90 Ibs. (40.5 kg), this kit has nearly everything needed for field repairs on a robot, including everything found in the Portable Cybernetics/Robotics Kit and much
more. It can be used to repair armor and replace damaged systems
(spare parts/systems may be required). The medium kit cannot be used to build or reconstruct parts, but it can repair most systems to the point where they function, at least temporarily. This is often enough to get the cyborg home to a facility where new systems can be installed. A medium kit can carry enough supplies to restore 60 M.D.C.



Heavy Climb Cord :
Similar to the cybernetic garrote wire, this is a 50 foot length of 6 tons test cord, thicker than string, that can be pulled out of an wrist arm or shoulder and legs . The cord is primarily used for espionage. A weight can be attached and used as a chain-type weapon (1d6 S.D.C. damage), or a small grappling hook can be attached for climbing

Hardened Circuits : Any piece of bioware can have its circuits hardened against the effects of electromagnetic scramblers and EMPs

Computer & Calculator built into the Arm:
A miniature high level computer, similar to the tiny hand-held model, built into the forearm , upper arm or even inner side of the thigh and can be control via HUD systems of cyborg and help from A.I systems . The cyborg needs the Computer Operation skill and literacy to utilize it.it also has Blue tooth tech and WIFI as well and 1000 Terra bites of space

Hacking Computer
Similar to the common mini- computer in appearance, this is a top grade computer system and program package designed for hacking and other heavy computer operations. It comes with an Advanced Bionic Head jack. Bonus: Adds +20% bonus to the Hacking skill and + 10% to the Computer Programming and Artificial Intelligence skills, and + 10% to the Research skill

Hyper-Link :
The cyborg can , via a Headjack or Fingerjack, tap into a computer and effectively become one with the machine. This includes ordinary computers and radios or other types of communications/transmission systems in which
he can navigate the computer system and access and download files twice as fast as he could normally and with a +5% bonus to his computer skills. Breaking through guarded and locked files will require the appropriate computer skill , like Computer Programming or Computer Hacking.

As for communication systems, the cyborg is + I0% with the appropriate skill, can boost signals/range 2D6x10% and while he is in control the line of communication can NOT be jammed or broken unless the hardware is shut off, cut or destroyed.
The cyborg can also link to the computer systems of vehicles to pilot a vehicle (+5% to his normal piloting skill and +I0% to the performance of evasive and trick maneuvers, plus he can increase speed by 10%).Lastly, the Borg can use Hyper-Link to commandeer one on board weapon system and, with zen-like focus or A.I help , use it with a bonus of +2 on initiative, + I to strike and one extra attack per melee round, in addition to any normal bonuses the weapon might have to begin with.
As good as all of this might sound, there is some downside.
This applies to the cyborg :
1. It take two melee rounds (30 seconds) to establish the link.
2. While linked the cyborg is barely aware of anything going on around him other than his specific task, i.e., using weapons to defend, piloting the vehicle, gathering information. This means the' Borg can NOT defend his body from physical attack, only
attacks in/from his current medium. Thus, while linked to a computer or blasting away with a laser turret, someone in the back seat could lean forward and shoot him in the head. This means the cyborg typically needs support personnel or a friend
to guard his back.
3. Only something intrusive, obvious or serious (life threatening, a friend in jeopardy, etc.) will catch the hyper-linked cyborg's attention to get him to break his link prematurely.
4. Even after terminating the link, the cyborg's own senses are scrambled for 1D6 melee rounds. During that period all combat bonuses and skill performance are reduced by half. and considered experimental. There may be unknown side effects.

Gills:
Artificial gills can be implants or built into partial and full conversion 'Borgs. Gills are usually placed in the neck or rib cage, or just below the ribs. They enable the recipient of the implant to remove oxygen from the water like a fish and breathe
underwater for indefinite periods of time.

Re breather Lung:
A new and revolutionary oxygen storage cell that does more than store oxygen. Its special chemical process allows the lung implant to recycle breathable air. When it is
not in use, the re breather lung stores oxygen from the character's regular breathing. When oxygen is low, the storage cell releases oxygen back into the lungs. Using the stored oxygen, the character has the ability to go without breathing for 2 hours.
Once the stored oxygen is used up, the chemical process starts to recycle the air, allowing it to be "re breathed." Through this process, the character can go for 12 hours without breathing. If the character has two re breather lung implants, the individual
will be able to go without breathing fresh air for an amazing 24hours.


E-Clip Port:
A standard E-Clip port very similar to the connector unit found on most energy weapons. While such pons are often intended to power a built-in weapon or as a powe r backup for weapons, E-Clips can also be used to power independent modular units and non-weapon sys tems like special sensors, cameras and such

Universal Energy Link (UEL).
The UEL is an E-Clip cabled to the energy supply within the power armor. Replace a weapon’s standard E-Clip with the UEL, and it provides the weapon with unlimited firepower from within the armor
itself. This gives the power armor the versatility to use almost any weapon that takes an E-Clip and give it an unlimited payload. This eliminates the worry of running out of energy ammo and the need of having to carry many E-Clips into combat. The UEL is a simple idea that is hitting the market like a thunderbolt.

The UEL does have a few limitations ( but NG books one and two epic book IMHO copied from NG designers it cannot power weapons that inflict more than 1D6x10 M.D., and it can only power energy weapons. If the weapon does more damage than 1D6x10 M.D., it cannot fire when hooked to the UEL. Anything more powerful saps the system and causes it to shutdown. Of course, it has no effect on rail
guns and other projectile weapons that require physical ammunition. The greatest danger is if the cable is severed. Cut the power cord (5 M.D.C.), and the weapon is dead until repairs can be made or the UEL connector is swapped out for a traditional E-Clip with a finite payload. Most pilots keep several Enegry -Clips on them for just such circumstances. That’s also why there is usually one UEL in each arm and sometimes a third in one of the hips. If he has the time, a smart pilot will remove and stow the UEL back in its travel compartment before entering into melee combat, to prevent the cable from getting cut. Of course, that’s not always possible, and other times one needs the
weapon to be powered and available for continued fighting. NG designers have found UELs built into the forearm are the most efficient. The cable usually runs a very sort distance between the arm and the gun, where it is protected and barely visible. Those with cables trailing from the shoulder or hip are a bit more vulnerable, especially in
hand to hand combat.


Psionic Filters
Implants and filters that provide (minor) defense against some psionic attacks . Each costs separately. This is another advancement from W.M. Smith R&D of Kingsdale. Empathic Transmission Blocker: Brain implant. +1d4+2 to save vs
Empathic Transmission and any type of psychic fear.

Mind Control Blocker:
Brain implant. Bonus: 1d4+2 to save vs possession, + I to save vs all other forms of mind control, including magical and psionic illusions.

Telepathic Blocker:
Brain implant that enables the cyborg to sense/feel when being probed or touched by telepathy. At that point the character can concentrate to "block" the telepathic probe or message the same as the Mind Block psi-ability, only
the required concentration reduces the cyborg's number of attacks and skill performance by half and combat bonuses are -1.
Note: Bionics and cybernetics bioware is impervious to all forms of Telemechanics to begin with.

H.U.D. Visor:
An easily removable face-plate with visor that attaches to the head of the cyborg. The visor blocks all regular vision but is attached to a multi-optics camera that relays visual data, equal to normal vision, directly to the visor. The visor has
several split screens that can display, in addition to the camera generated view, radar information, compass direction. Current time, pressure/depth, oxygen levels, floor plan grids, and maps.

Vehicles
None to start. Vehicles must be able to support the heavy cyborg's bulk, size and weight.

Equipment Available Upon Assignment: '
explosives, vehicle or transportation, additional weapons and equipment. The character also has access to Warlord sanctioned or owned bionics facilities and free repairs and replacement of bionics damaged or lost in the line of duty.
Note: Availability of equipment and bionics may be limited or unavailable depending on the local commander, supply stock, location and combat conditions.
Note: Shocktroopers are highly respected by the people and treated well by most of their fellow soldiers, including and War-Knights.
Money:
The N.A..T.O Shocktrooper starts with 1D6x10000 credits and 3D6xl000 in trade able goods. The monthly salary is 20,200 credits on rank and record, plus all their basic needs, weapons and repairs are provided for by the N.A.M.E.S , OR N.A.T.O OR N.A.A.T for dedicated troops but non deducated troops dived by 1000 wages .



Cybernetics: Typical Bionics: Each type of Cyborg
N.A..T.O Shocktrooper has its own unique design, strengths, weaknesses, abilities and special weapons. These design parameters and special weapons are only available to the Cyborg
Shocktrooper(s) of a particular Warlord and his Camp. No others use them.
The following stats and features are typical of most N.A..T.O Cyborg Shock trooper . Some customizing and identification markings are allowed, but most N.A..T.O Cyborg Shock trooper of a particular divion look the same.
Racial Restrictions: Exclusively human, approved by the mercenary .
Average Size: 10 feet tall.
Weight: 1-6 tons
Power Source: Nuclear
M.D.C. by Location:

* Forearm Weapons (2; one each arm) — 25 each
* Arms (2)—150 each
* Hands (2) —30 each
Legs (2)—200 each
* Feet (2) —45 each
** Head — 100 to 280 ; it may be flesh outside, but underneath is a metal skull, plus it is usually protected with additional M.D.C. from a helmet and visor or helmet and face plate from bionic
body armor; typically 80 M.D.C. Many 'Borgs, especially full conversion Heavy Machines, wear a bionic or metal face plate reminiscent of the ancient Samurai. The face plate can look high-tech, human or monstrous.(M.D.C.), medium (180 M.D.C.), or heavy (280 M.D.C.) cyborg
body armor. Heavy Machines cannot wear human-sized armor. Cyborg armor is heavier and thicker than normal body armor, but can be more easily accommodated by the augmented mechanical body with comparatively minimal penalties: -10% to prowl, acrobatics, gymnastics, swim, climb, palming, and similar skills when using light or medium armor, -20% for heavy
*** Main Body —380, plus M.D.C. from light (140 M.D.C.), medium (180 M.D.C.), or heavy (280 M.D.C.) cyborg body armor. Heavy Machines cannot wear human-sized armor.
Cyborg armor is heavier and thicker than normal body armor, but can be more easily accommodated by the augmented mechanical body with comparatively minimal penalties: -10% to prowl, acrobatics, gymnastics, swim, climb, palming, and similar skills when using light or medium armor, -20% for heavy
Also all N.A..T.O Cyborg Shock trooper carry one N.E force field systems 420 M.D,and some who have shield(M.D.C 200 ) will add one N.E force field systems 420 M.D

Damage Notes:
* A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called Shot" and even then he is -3 to strike.
** Destroying the head of a cyborg will kill the character! This is where the brain is housed and when it's gone, that character is dead. However, the rest of the body can be salvaged and
reused.
*** Depleting the M.D.C. of the main body will effectively destroy the artificial body, but emergency systems will keep the brain and vital organs alive for 12 hours. Recovery of the damaged body will enable Cyber-Docs to place the character on a life support system that will keep him alive until a new bionic frame becomes available. Failure to find the brain within 98
hours means the character dies. Massive amounts of damage (100 or more M.D.C. below zero) completely destroy the 'Borg, with no hope of recovery



Bionic Attributes:
• Tactile sensitivity: Typically 35% to 55%.
• Robotic P.S. is typically 35-45
(M.D.C. damage from punches and kicks. See robot P.S. on page 25 of Rifts® Conversion Book One', does a minimum of 1D6 M.D., double for a power punch. cyborg armor/ Cyborg armor enhancer add to P.S +15
• Bionic P.P. of 20-24.
Bonuses: Each Shock trooper will have it own set of bonuses.
Standard Cybernetic Systems (non-weapon types):
1. Full 20/20 Enhanced Color Vision (to line-of-sight)
2. Multi-Optic Eye
3. Multi-System Eye Socket
4. Universal headjack/ear implant with Augmentation
5. Amplified Audio
6. Built-in Language Translator
7. Built-in Radio Transmitter & Receiver (5 miles/8 km)
8. Cyberlink Vehicle Interface (2; one in hand and head).
9. Gromeko Friend or Foe Identification Computer.
10. Bionic Lung with gas filter & oxygen storage cell.
11. Clock Calendar
12. Gyro-Compass
13. Weapon Mounts: 3-6
14. Has a NE force fieild systems 420 ,back either the same or lighter vercion
15. four arms for males ,females with keep just one set of arms and the usual features common to cyborgs.


Built-in weapon systems 25 MM rapid fire gun and ATL 6 systems combine look like a massive Gatling gun and in the center the ATL6.

ATL-7 Anti-Tank Laser Rifle (New Babylon). This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclear powered systems and vehicles it can be mounted as a heavy weapon systems.

M.D 25 MM rapid fire gun it was used from tank to A.P.C ,I.F.V to air crafts now light enough to be carry by a cyborg as anti infantry to anti tank to anti monsters roll in one pack

Mega-Damage:
Rate of Fire:
Single shot only. Each shot empties an entire E-Clip!
Range: 6,000 feet (914 m)
Payload: 1 shot per robot vehicles or vehicles with nuclear powered equal hand to hand


Weapons systems combine systems
Type
M.D 25 MM rapid fire gun
ATL-6
This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclear powered systems and vehicles it can be mounted as a heavy weapon systems.

Damage pick one ammo type from below CAN FIRE BOTH AT 6,000 FEET OR LESS !!!
25 MM rapid fire gun
The following only N.A.T.O ,N.A.M.E.S and N.A.A.T
H.E.A.P damage effect ,critical hit 18
25 mm -5d4 M.D short controlled burst 1d4x10 ( 5 rounds) , short burst 10 rounds 1d6x10 , medium burst 15 rounds 2d4x10, long burst 30 rounds 4d4x10 , heavy burst 60 rounds 4d8x10
L.E.A.Prange effect add 50% !!!
25 mm – 3d6 M.D short controlled burst 6d6 ( 5 rounds) , short burst 10 rounds 1d4x10 , medium burst 15 rounds 1d6x10, long burst 30 rounds 2d6x10 , heavy burst 60 rounds 4d6x10

A.P.F.S.D.S round damage effect critical hit 18 and knock down effect
25 mm - 6d6 MD short controlled burst 1d6x10 ( 5 rounds) , short burst 10 rounds 2d6x10 , medium burst 15 rounds 4d4x10x10, long burst 30 rounds 3d6x10 , heavy burst 60 rounds 5d6x10

ATL 6: 3D6x 10+20 M.D. per shot!

Range
25 MM rapid fire gun 3miles
ATL-6: 6,000 feet
Rate of fire:
25 MM rapid fire gun :burst
ATL-6: single blast per melee
Payload:
25 MM rapid fire gun ammo drum 3000 rounds on gun or 1500 per side additional 2000 rounds in main body
ATL 6:1 shot per robot vehicles or vehicles with nuclear powered equal to hand to hand

Bonus/note/ penalties:
• Weight 450 pounds empty ammo add 2000 pounds
• Has a NE force field systems 420
• 25 MM rapid fire gun ammo type look below
Type of M.D.C Materials

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


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

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http://th01.deviantart.net/fs70/PRE/i/2 ... 674zil.jpg

http://tugodoomer.deviantart.com/art/RC ... -374787021



Description
the RC APC COUGAR will the over the counter that will share with many allies ONLY. it will be over the counter it major APC HOWEVER draw will be it main gun is energy base tech which is why infantry will depend on multipurpose APC and support from infantry and APC . Which works well when well trained and support by N.A.T.O units.

Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years. For allies or defense units in NGR gasoline turbine range 1500 miles
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radiowith a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 12000 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachute safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included: [/b][/u]
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.
13. Flare/Chaff Launchers (2)-A modern addition, meant to improve survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons


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

15. Gromeko Battlefield Computers: Takes care of communications,visual data and internal cybernetic systems (monitorspersonal damage). All communications are automatically encrypted/ decrypted by the sender/receiver units without their operators having to specify it. This can be turned off if desired, 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 vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

16. Enviro-Sensors: An external and internal sensor systemthat monitors the environment outside and inside the vehicle.This is done on a molecular level and used to detect and measure impurities, chemical, germ/biological and other dangerous agents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe 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 dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pull down over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehicles functions, and is controlled cybernetic 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 tohis level of experience! Warlords sitting in their Warthrones can usually access almost all their weapons at once!

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


19. Cyborg Containment Slings (CCS's): Most larger Russian vehicles come standard with cyborg containment slings,which are connected to the ceiling of the main troop compartment near the sides. 'Borgs may rest in these harness 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.

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

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

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

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

24. Full environmental pilot and crew compartment: 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 or move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. It checks air quality, presence of harmful gases or radiation, excessive heat and cold and so on. Any suspicious condition swill be instantly red-lighted in the cockpit and all control stations of the vehicle.
26. 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 100 M.D.C. Note: Small vehicles don't have blast doors, and may not have an environmental compartment. Internal cooling and temperature control.
27. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), all of which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
28. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normal fires do no damage. Nuclear,plasma, and magic fires do full damage.
29. Radiation shielded to at least 1,000 rads (enough to make a character ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observation windows (when applicable).
31. Heads Up Display HUD design
32. Surface transport system can ride Surface water at speed of 45 MPH max depth 20 feet under water speed 5 MPH.


Stats
Height: 14 feet
Width: 10 feet
Length 15 feet long
Weight empty
crew 2 pilots and 6 passenger human or heavy cyborg
Cargo:
Power System:
Cost:
Black Market Cost

MDC
Main body 300
Force fields (1) 420
Wheel(4) 50 each
Main turret 125
Main gun 100
Rear door (1)240
Trap door (1) 125
Indirect Grenade launcher systems (4 total)

Weapon systems summary
main turret ATL-7 Anti-Tank Laser Rifle or cannon (2)
direct /indirect tube WI-GL 20 Automatic grenade Launcher


main turret ATL-7 Anti-Tank Laser Rifle or cannon (2)
This was a one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. The same design was kept but add a mini nuclear add to weight 100 pounds for cyborgs and power armor troopers can use it as a rifle without trouble. No recoil when fire and can have an extended range which is love by many. the and finally addition to this heavy weapon systems is there variable laser systems but only N.A.A.T , N.A.M.E.S , N.A.T.O , Russian core unit and allied forces in A.M.C as well .
Mega-Damage:
3D6x 10+20 M.D. per shot! Dual shot 6d6x10+40
Weight 200 pounds standard
Rate of Fire: Single shot only. Each shot empties an entire E-Clip 10 shot , nuclear powered hand to hand for each cannon
Range: 3,000 feet (914 m)
Payload: 10 shot per E-Clip. nuclear powered unlimted
Weapon system: # A.T.L AKA anti-tank Variable heavy laser 8 this is similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10 dual
Range: 12,000 feet
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities

direct /indirect tube WI-GL 20 Automatic grenade Launcher

WI-GL 20 tube Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire FORM EACH TUBE one or two shots asset of four
1. amour piercing grenade 3d6x10 for 8 feet blast radius for 10 shot brust
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range 7000 feet ,indirect fire 18,000 feet
Rate of fire: single shot or dual shot for each tube each systems has three tubes
Payload: 200 grenades each systems 800 per systems or 3200 total
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (4)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

Weapons systems
Light Boom gun from the GB:
No need ploy need due to weight light rail gun similar to the boom gun 2d4x10 M.D.C, burst must use pylons 4d4x10 M.D.C, range 2 miles, payload 300 burst
CAN USED AS remote or manual turrets has weapon

OR

Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun: 40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire:
One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload: 12 (x4); an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional later heavy drum 40 weight 60 lds
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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ok send the hate mail now


This was the first time man who heads the states from NGR sit with the well-known mercenary unit heads of Europe. The president of NGR General Rasheen's and Triax industries high reps (very unhappy to sit here as well) and other Free Scandinavian Alliance, Kingdom of Tarnow , Poznan Collective, The R.D.B.I.P.,RRK Korporation,, Riistung-An-Der-Rhein Korporation and in the middle N.A.A.T, Russian core and N.A.T.O when The president of NGR General Rasheen's and Triax industries high reps see N.A.A.T, Russian core and N.A.T.O it like look at a documentary show. They could just help it .when the president of NGR General Rasheen's finally enter the room saw all groups were ready and stand at attention as well as NGR generals.
This is a good sign thought
The president of NGR General Rasheen's
Well let get stared
Said
The president of NGR General Rasheen's
What our agenda said
The president of NGR General Rasheen's
Well the agenda is clears Mr President
We cannot continue to give support at long range but all of our short term and med range will all be obtain within a year…..
said N.A.A.T three star general
Just then both Triax industries high reps and the three of the five general’s for NGR military interrupted
Triax industries had bone to pick due to the fact they didn’t touch none of products and were using NGR small industries both human and D-Bee and
While three of the five general’s for NGR Military had a bone due that they were wanted to take control and standardize all Merc units .
Enough !!!
said
The president of NGR General Rasheen's

And continue
N.A.A.T three stars general has the floor and I am aware what each of parties want on top of that all parties have talk but not N.A.A.T three star general so let listen to them
Then dead silence on the floor !!!!!!!!!!
The president of NGR General Rasheen's
And continue
And to settle this Triax industries if you want to allowed hard ware to other mercenary unit it be unwise in cost for the NGR military ,so all mercenary are using cost cutting in the billions and shown to go to areas that WE as NGR military had to put man power in areas that weren’t solve and couldn’t get a second line or a buffer that WE been trying to get they mercenary unit have been able to reduce cost ,man power and lower cost
And for NGR military to standardize this mercenary unit will not work. !!! and again cost is totally unwise as well and time that we don’t have
So let hear what they been trying to say I am totally aware of the stone walling that been happening in the field and in admiration areas
Unless you want for me to shout who they are in this meeting and those that are in the shadow as well and THEN take action for putting NGR citizen in danger and even putting NGR military in danger as well keep talking

Now there was total silence on the floor even those who oppose the mercenary factions
The president of NGR General Rasheen's was very aware and had enough and was going to roll head off and that no one wanted from the NGR face!!!
So N.A.A.T three star general you may continue and any yes the floor is open but raise your hand if you wish to add or disagree .

Now N.A.A.T three star general got up and got to the point
Well thank you Mr president of NGR General Rasheen's
Number one:
I will go to the point we can help your allies here in NGR like the coalition troops that are they need military support when it comes to military hardware but these companies need to fall under P.M.C Private Military corporation this will allow to supplies yours allies and avoid delay for supplying them for any reason and allows NGR resources not to be diverted but allow these companies to cost , time and manpower from being lost going over the Atlantic seas .also the coalition does not have no manufacturing abilities here while allowing NGR companies cost will drop and their tech can be easily made and at the same time allowing to both side to have a win ,win situation.

Number two
This will allow the all mercenary faction with a long term solution for supplies here in NGR and allow NATO to risk naval travel and with any support of NGR navy as well. The New Navy has join us on joint venture and they have establish long range base adding N.A.T.O and adding the NGR navy making a deadly naval force for joint military operations and opening operations that were closed and dealing better protections for all parties.
Number three

These are smaller mercenary unit getting ready and trained under the main mercenary faction to act independent when ready but cannot do unless these N.A.A.T , N.A.T.O and Russian core units changed from mercenary units to P.M.C and the smaller mercenary stay as mercenary unit till they are ready and only via the president of NGR General Rasheen's
Number four
Allowed the Free Scandinavian Alliance, Kingdom of Tarnow , Poznan Collective our troops and not just NGR troops but our help and reduce by 50 to 90% ,which they been asking for the last four month but have been denied or allowed .


Thank Mr President Rasheen's for allowing us to work in NGR and also we will share some special systems form these small band of mercenary units .
And looking at the three of the five general’s for NGR military and Triax industries reps
The big screen turns on
To the shock of the general’s for NGR military and Triax industries reps
From the deck of the USS Ticonderoga was Nemo-2. And N.A.A.T five star general and three star general N.A.T.O form Columbia and from merc town two star general N.A.A.T and Kingdom of Tarnow diplomat , Poznan Collective diplomat all CONTECTED VIA satellite!!!

We were able to get many old pre-Cataclysm satellite they are all powered by two nuclear powered systems.
N.A.A.T three star general

And there more we can now make contact with any allies and just like in the pre-Cataclysm we can see and contact from an individual to a squad to an army. This is our gift to you …I mean to NGR also with intel to other nation we see and not made yet like japan and true soviets in Russia, all of you have this lost tech more intel other power bloc of earth .
However we all here cannot shared this with the coalition states.!!!

As if unison all agreed with this last statement .

Both president of NGR General Rasheen's and general’s for NGR Military and Triax industries reps were still in shock and not wasting anytime hammer out the deal with mercenary faction as a P.M.C or Private Military Cooperation but the NGR public will see them as mercenary units.
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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well what you think?
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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No comments?
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

OMG again my PC (new ) gave me 0X00000050 !!!! delay delay so sorry
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

going to fix computer to best buy
i can not figured out what wrong getting blue screen of death and too fast to read numbers
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

For those who ask thank you
well the news
the bad power unit for Pc and my 1TB c drive are damaged
now they are going to check motherboard again if damage till the 26 of Aug !!!!!!
lost artists permission reply so I have to start again grrr
so now it Will take some time now
:(
.The good news ........... I am try to find out something good here ...... any comments thank you
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Also I am using my cell phone to type in the forum here it a pain in the neck
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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http://th00.deviantart.net/fs70/PRE/f/2 ... 7h296i.jpg
http://universaleverything.deviantart.c ... -451921914
ARTIST COMMENTS
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I want two links “
Original Painting: universaleverything.deviantart…
Artist's page : universaleverything.deviantart…



The Wacom Bamboo Splash Non-Environmental M.D.C. Body Armor is a base movable Body Armor that has Available Upgrade making even low level town defender to buy it. Now with The Minion War and every piece s been sold out on NG; The Wacom Bamboo Splash Non-Environmental M.D.C. Body Armor has made introduction, at first before The Minion War came in everyone mind it was seen as low to poor man Body Armor. The Minion War is here and the demons seek to conquer Rifts Earth. They are bringing demonic armies by the tens of thousands across the dimensional divide, unleashing plagues, seeking out magic artifacts, recruiting monsters and mortal allies, and testing their strength against Earth’s military powers. Now it been bought for families and parent in low tech towns which anything to cover and to have some protection something is better than nothing will say. This was Body Armor was a pre rifts design by the European nations and Asian nation and later many African mercenary armies for both male and females designs. But recently techno wizards are getting these and adding four magic features and regular mage are buy them as well for protection and adapting to magical feature are easier for some reason (adding 5d4+10 % to negate instilling magical feature)!!!
Cost wise work well this allows NG to supposedly small independent venders which are sell in only major weapon dealer in north America. This design is been seen as a light to medium Body Armor for pre rifts amour survive the 300 years dark ages it is a testament of this suit of earth past !!!!
MDC
Head/Helmet (1) base 15 to 35 max
Arms (2)7 base to 14 each max
Legs (2) 10 base to 18 each max
Main Body (1( flex suit 44 standard similar to para -trooper Body Armor can add additional MD plates 10 to 35MD more
Weight: 1 ld. base to 9 ld. max
Mobility: Excellent -1d4% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
Cost: base 5000 credits Available Upgrade add 1000 for each


All Armor /helmets come standard with the following:
1. standard issues Goggles Tinted, polarized, eye panel that darkens in bright light and lightens in the dark.
2. Available Upgrade: Heads-Up Display (HUD) with data displayed on the visor.
3. Built-in short-range radio communicator; range 5 miles (8 km) in most environments.
4. Available Upgrade: External audio speaker to communicate without having to remove the faceplate or helmet.
5. Available Upgrade: The helmet is designed with connectors to hook snugly to the collar of the jumpsuit to prevent dust and insects from getting inside the clothing or helmet. HOWEVER, this does NOT make it an environmental armor. The wearer does not have an airtight (Available Upgrade) uniform, nor an independent oxygen supply (Available Upgrade ) or air circulation system (Available Upgrade ).
He breathes the air around him and is vulnerable to gases, disease, radiation, and anything else in the environment unless use Upgrade .
6.Available Upgrade: Language translator.
7.Available Upgrade: Helmet light similar to a miner’s lamp. The light is usually mounted on the top or on one side of the helmet.
8.Available Upgrade: Head cam. A digital camera usually mounted on the top or on one side of the helmet. Can store up to 120 hours of video.
9. Available Upgrade: Gas mask/air filtration unit worn over the mouth and nose to keep out germs and contaminants.
10. Available Upgrade: Connectors from helmet to a small, independent oxygen tank; 60 minute air supply basic mode, standard model 48 hours. Ideal for naval crews, coastal patrols and explorers and sea going troops. Connects to a gas mask-style rebreathe apparatus or other look above. A connector unit and air tank worn and hips add another 24 hours each has MD of 20 on the back.
11. Recently in the magic community it was found out this this suit is base of natural MDC in flex armored and still adding additional MD protection for any mage simple easy to make and buy as well as fix!!! This is the reason why it the only know Body Armor to get a bonus 5d4+10 % to negate penalties to instilling 4 magical feature!!! And can carry up five PPE batteries FROM 50 PPE points TO 100 PPE points !!! The Wacom Bamboo Splash Non-Environmental M.D.C. Body Armor is the rage making look tech or traditional look, techno wizard are having a field day with this Body Arm
12. standard issues front pouch able to have addition for up 12 clips ,each clip for MD rounds or SDC rounds , each clip has 30 rounds and it has 30 MD or other items like hid a pistol with additional clips and other items
13. Back pack with built-in radio range add a 10 miles range mainly for communication officer and police units as well standard issues
14. Last standard issues MD battle rifle this design was use in pre rifts earth as a SDC conventional rifle turned to both type of rounds in SDC and MD !!!
FAL is a self-loading, selective fire battle rifle produced by the Belgian armaments manufacturer Fabrique Nationale de Herstal (FN). During the Cold War it was adopted by many North Atlantic Treaty Organization (NATO) countries, with the notable exception of the United States. It is one of the most widely used rifles in history, having been used by more than 90 countries . It aslo meant to serve as a light machine gun in a support role, is also capable of automatic fire. Differences from the L1A1/C1 include a heavy barrel, squared front sight (versus the "V" on the semi-automatic models), a handguard that doubles as a foldable bipod, and a larger 30-round magazine although it could also use the normal 20-round magazines as well , now with the Minion War it can use a 60 round drum or 100 drum kit or ammo belt !!!
Type:
7.65 mm MD or SDC weapon
Range:
2000 feet
Damage:
7.65 mm or 32 caliber handgun cartridges
Single shot round
5D6X10 S.D.C OR 3M.D type one: this one round fired civilian rounds
5D8X10 OR 4 M.D OR 1D4 M.D type two: this one round fired military round

Burst
5D6X10 S.D.C OR 3M.D type one:
Two rounds Burst 1d6 MD
three rounds Burst 2d4+1 MD
four rounds Burst 2d6 MD
five rounds Burst 4d4 MD
six rounds Burst 3d6 MD
twelve rounds Burst 6d6 MD

Burst
5D8X10 OR 4 M.D OR 1D4 M.D type two: military round
Two rounds Burst 2d4 MD
three rounds Burst 3d4 MD
four rounds Burst 4d4 MD
five rounds Burst 5d4 MD
six rounds Burst 4d6 MD
twelve rounds Burst 1d4x10+4 MD

[br]Rate of fire:[/br]
Single fire/aim or Burst
Payload: clip standard clip 20 rounds or larger 30-round magazine , now with the Minion War it can use a 60 round drum or 100 drum kit or ammo belt !!!
Cost: 1000 credits with 200 rounds
Bonus :
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
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ZINO
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Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

Mercenary unit to cover defense EUROPE .this is the tip of the ice or tip of the sword here customization cost are cheaper than North America !!! able to carry defensive roll and where both quality and number are both needed. This where over sea Northern Gun is shock at the massive under taking in four months where it thought it was a one hit wonder .it has turned into better stay and make millions of credits ,for one thing has change The Minion War have made edge in combat .
let your YES be YES and your NO be NO but plz no maybe
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