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

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could you email me at desubateta@aol.com please?
I wanted to pick your brains on how you set up
multiple force fields on a certain hit location and
the old destroid war monster.

thanks,
john Hall
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ZINO
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Re: N.A.AT Germany BOOK 2

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Hi many have email to see what up
Since I fell of the map
Well the dame thing happen my pc lost it
Mother board
Then my C and D and F drive fail
Now it seems again the Mother board
Or the graphic card
Every time I use the web browser
My PC freezes up check for virus and other malware and found nothing
Took it to geek squad twice
Lost all data for RPG
So now you know guys

Aslo my two laptops fail replace part and a new gaming laptop had the wrong OS install and had to send that one back and pay to send it !!!! over 100 dollars but return was free
Been with a pc for weeks now
It will take some time to post thing up lost over 500USD!!!!
Thank you for your emails
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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Allied Mercenary Mercenary crops


After the fall of Wroclaw one of the major cities in New Germany republic, there were thousands of refugee, human and D-Bee. And N.A.A.T was able to see if they could help by acting as the largest security firms in Europe , the civilian population was able to brings skill and add skills needed to make a mercenary army was the final goal. This brought German refugees, Poland refugees, Russian and many D-Bee refugees this had over 2,500,000 thousand alone plus 450,000 to 700,000 from surrounding areas looking for work. The fall of this city caught N.G.R off guard, N.A.A.T is an expert to handle these types of emergency scenarios and acts very fast. This let N.G.R go on the military level and reduce cost by millions of credit and N.A.A.T was able to handle the refugee’s crisis for N.G.R. This allows spreading out and looking for the best candidates, from human to D-bee. Here everyone equal, from the janitor to the robot pilot and there very little anti-D-Bee groups to make trouble. The political organization was literal kick out by the crowds due start protest, and true it was the gargoyles that brought the city down.

The president of N.G.R made it clear this security firm group went over night as the first civilian mercury group call A.M.C or know as allied mercenary core group getting found by the Russian mercenary core and N.A.M.E.S and help quietly from N.A.A.T they got million to jump start this group and stand on its own. The Russian mercenary core was ahead and now A.M.C was next, there war machine to solider to engineer to janitors to teachers to civil projects help this populations, jobs, and health coverage, to security that was lost. N.A.A.T, and N.A.M.E.S and Russian mercenary core made sure everyone was help and get to produce what was need direct or indirect way the A.M.C and this was all done under 10 month by 80% productions.

The first group within the A.M.C is known as N.A.T.O, the second group add are D.M.Z, the third polish task force, the forth group if the Russian paratrooper , the fifth group civil task force and last and they are not well know are civil naval task force and civil air force, civil air force these are deep within N.G.R and Kingdom of Tarnow, the N.A.T.O, navy units work with N.G.R navy which have a major benefit on both sides.
Just like in North America splitting the support in raw material, man power, war machine, civilian manufacture centers, vehicles, weapons, equipment, and budget to split cost and product
To 1/6 the cost and time to get all the hardware, but training will take from 1 to 2 years but the Russian are the well best train and ready equipment wise, the second are the Russian paratroopers and second largest when it comes to bots on the grounds. They were the first to cover area in the D.M.Z in N.G.R and work with the Russian core troops.
Another small mercenary group is panzer core this where N.G.R love the idea gun crazy Germany citizen a way to vent off and belong to paramilitary group that has different ideas and able to use that force for the good of the nation and not attacking the Good D-Bee groups but attacking the real target with the help of other mercenary groups or direct N.G.R troops.

A.M.C will support in any way possible and stricken like glue whatever law N.G.R has, all see N.G.R as the first to give order then secondary mission roles some time work hand in hand in combat. More than once videos have been leak how each has put on the table and kept cost down and other ideas that N.G.R would have thought not using but mercenary and security firm will find useful to even the civilian groups. This have relief areas where N.G.R solider need to be ,to keep civilian /mercenary deal with locals ,supply line, escort ,to search and destroy targets where N.G.R has a hard time get to . But in having cost many D-Bee community safe and being use and pay well and ideas too many times that N.G.R has over look.

also when fear hit N.G.R it allowed A.M.C to grow fast ,and many anti- foreign and D-Bee getting a gun was going to be out of the question but a nation in terror will allowed mercenary to grow in NGR.

The following so far in A.M.C:
• The Russian mercenary core
• Russian paratroopers
• D.M.Z
• N.A.T.O,Civil navy task force ,Civil air force
• Kingdom of Tarnow
• N.A.M.E.S (N.A.A.T)
• Panzer core
• N.G mercenary core
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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Need Rifts - Adventure Source book 05 page 30

Russian paratroopers


Russian paratroopers,tin- solders,combat mages
are the main reason why they were so dangerous it use tech and magic which has even the odds again gargoyles and even to the brokil troops . at first these troop look like cannon folder . but when press to action during the fall of Warsaw they were crack troops of the 2000 paratroopers, 500 tin- soldiers, and 1000 combat mages drop in parachuting in war they made an opening for troops to get in and support flee law enforcement to and thousand of civilian. Then add robot ,gunships , A.P.C,tanks ,hum vs, power armor and combat magic into the mix well this will stop or slow to a crawled the city invasion. Still with all this it was not enough to save the city they knew this before N.G.R reply . Russian paratroopers try to be as independent as they can which helps at keep cost down and allows magic and known B-Dee race with magic to join to help Russian paratroopers as well.http://th00.deviantart.net/fs71/PRE/i/2 ... 6j1u5e.png been drops by the hundred to reenforce the line for retreating civil force during the fall of fall of Wroclaw one of the major cities in New Germany republic,none were lost during the first combat operations!!!
Russian Paratroopers
http://th09.deviantart.net/fs71/PRE/i/2 ... 56dtpq.jpg operation take down was a mock run that N.G.R allowed ,the operation went well dropping tanks ,A.P.C ,gunships and air support all done by Russian Paratroopers.little did they know where they did this operation in Wroclaw ,they would return to Wroclaw for the real deal!!!
While some soldiers specialize in covert actions to become commandos or special forces ,others trains in alternate methods of insertions into enemy lines . methods such s HALO or LALO parachuting ,beaching assaults ,strikes behind enemy lines. These job fall to troops who often the first boots on the grounds,the paratroopers are call in. the paratroopers of rifts earth are the equivalents to the 20 th century airborne , navy seals , army rangers and marines as well .Referred to paratroopers as just the paratroopers in north America ,but in Europe there are to major types call Russian paratroopers similar to specnaz will the most feared ,till the NATO paratroopers link up with the Russian paratroopers will be truly a terror to be feared by many super natural in Europe, for they know paratroopers are drooping in ,they are in for do or die ,or run or fight if not they enemy will be dead .
Minor modifications
In Europe Russian paratroopers act as SWAT as seen in this picture http://fc09.deviantart.net/fs71/f/2012/ ... 527y12.jpg
http://lordhayabusa357.deviantart.com/a ... -306060806

O.C.C SKILLS
REPLACE : ground vehicles or water vehicle ;with aircraft or A.P.C /tank most for air drops
OR add one pilot related skills
REPLACE W.P ancient with knifes , and swords
O.C.C related
1)piloted skills ,air or ground or sea add one pilot related skills theses are paratroopers train to drops troops and if need drop as well if vehicle is lost these reduces loss

2) robot piloted skills heavy armored expert level and related pick either man size or giant size robot or air robot vehicles and two combat related skills

3) conventional armed units that can be tanks , A.P.C, or hover combat vehicles and two combat related skills

4) gunship these are most feared in all from of combat some are combat operation to combat reuse operations and will have highest loss in any vehicle but many will join

5) all add WP W.P. Automatic and Semi-automatic Rifles ( mainly the AK series S.D.C and the M.D.C ROUNDS add plus +3 to aim shots and plus 1 to burst add as well ) AND W.P. Heavy
Standard equipment
Medium body armored
Flex armored 62 full EBA systems but can add 10 M.D.C OR ,20 M.D.C plating in main body , CAN add N.E systems knock off version and get fully heavy shields 420 M.D.C.

Cyber paratroopers light machine type package 1
Keep O.C.C skills as is and only saves vs etc, are kept BUT The hardware
Common to Light Machines
55% Conversion Package for the typical Partial Cyborg
• One Head jack and ear implant, or hand jack.
• Cyber-Link feature.
• Two sensor/communications system implants of choice.
• Reinforced Endo-Skeleton and Body Frame; 15 M.D.C.
• Full Leg Conversion (everything except blood vessels is artificial).
Typical Speed: 45 (30 mph/48 km). The legs can propel their owner in a leap 10 feet (3 m) up or 12 feet (3.6 m) across from a standing start, (twice that with a short run).
Each leg has 60 M.D.C., each foot 15-20 M.D.C.
• One bionic arm (40 M.D.C.) and hand (12 M.D.C.) with two
weapons each; P.S. 18-20. and P.P. 18-20
• Lung Implants: Gas Filtration System and Oxygen Storage Cell.
• Light Cyborg Armor (heavier and thicker than normal body armor, but can be more easily accommodated by the machine limbs and reinforced body frame) is 140 M.D.C., but ordinary body armor can be worn instead (30-90 M.D.C. on average).
Cost: 300,000 credits; credits. Note: Additional features like a radio, language translator, cyber-disguise, internal organs, eye and other implants can be acquired by the individual are need for military basis , or purchased with his own money at a reduce cost of 65%.
• Heavy Force Field 100 to 300 M.D.C for main body and Force Shields cover a particular legs, arms, head, rear back 100 to 240

70-80% Conversion Package: package2
• One Head jack and ear implant, or hand jack.
• Cyber-Link feature.
• Four sensor/communications system implants of choice.
• Bionic reinforced Body Frame and full torso Conversion (everything
save organs is artificial); 65 M.D.C.
• Full Leg Conversion (everything except blood vessels is artificial).
Typical Speed: 50 (35 mph/56 km). The legs can propel their owner in a leap 10 feet (3 m) up or 15 feet (4.6 m) across from a standing start, (twice that with a short run). The
legs have 100 M.D.C. each, the feet 25 M.D.C. each.
• Both arms and hands are full bionic conversions. The arms have 40 M.D.C. each, and hands 18 M.D.C. each. Each arm has 2-3 weapons and a P.S. and P.P. of 20. Each hand also has 2-3 weapons or special features (a wrist weapon counts as one of the hand weapons).
• Bionic Lung with Gas Filtration System and Oxygen Storage Cell.
• Bionic or reinforced head/skull with Built-in Language Translator, Radio Receiver and Transmitter.
• Light Cyborg Armor (heavier and thicker than normal body armor, but can be more easily accommodated by the machine limbs and reinforced body frame) is 140 M.D.C., but ordinary body armor can be worn instead (30-90 M.D.C. on average).
Cost: 500,000 credits Note: Additional features like a radio, language translator, cyber-disguise, internal organs, eye and other implants can be acquired by the individual are need for military basis , or purchased with his own money at a reduce cost of 65%.
• Heavy Force Field 100 to 300 M.D.C for main body and Force Shields cover a particular legs ,arms , head ,rear back 100 to 240



Light Machine Full Conversion package 3

Although called a "full conversion" cyborg, this is more like a 95% to 98% conversion, because many retain their human face, brain, blood and some internal organs. The emphasis with full conversion Light Machines is on human size and general appearance, although the 'Borg may look completely mechanical. The conversion provides superhuman strength, agility, speed, stamina and an M.D.C. body, while, at the same time, allowing the individual to wear normal clothing and body armor,
use standard equipment and vehicles, and otherwise appear as human as desired. These characters usually retain a strong sense of their original human identity and maintain close ties to family, friends and ordinary people.
Light Machine Cyborg Soldier/Warrior/Merc Class: Full Conversion Light Cyborg.
Attribute Requirements: M.E. 9 or higher is suggested, as is a good I.Q. (8+), 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

O.C.C. Skills:
Native Language (probably Russian,German ; at 92%)
Language: Euro (+20%)
Language: One of choice (+15%)
Radio: Basic (+15%)
Radio: One of choice or Computer Operation (+10%)
Pilot Hover cycle (+10%)
Pilot: Two skills of choice (+10%)
Military Etiquette (+10%)
Climbing (+10%)
Swimming (+10%)
W.P. Paired Weapons
W.P. Automatic Rifle
W.P. Energy Rifle
W.P. Trick Shooting (choice of only one)
W.P. Two of Choice (any)
Hand to Hand: Basic, but can be changed to Expert for the cost of one O.C.C. Related skill, or to Martial Arts (or Assassin if anarchist or evil) for the cost of two skills.

O.C.C. Related Skills:
Select three MOS skills (with a +15% bonus each) from any category regardless of whether or not it's normally available (i.e. can pick skills from Espionage, Electrical, Mechanical, Science, etc., which aren't otherwise available, or from an available category just to get the higher bonus). In addition, select two Military or Piloting skills, and three 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 (+10%)
Domestic: Any (+5%)
Electrical: None
Espionage: Intelligence and Sniper only.
Mechanical: Basic and Automotive Mechanics only (+5%)
Medical: First Aid only (+5%)
Military: Any (+10%)
Physical: Any that are still appropriate.
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any (+2%)
Science: Math only (+5%)
Technical: Any (+10%)
W.P.: Any, except additional Trick Shooting skills.
Wilderness: Any


Secondary Skills: The character also gets to select two secondary skills from the list, excluding those marked "None," at levels 2,4, 8 and 13. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses.
All secondary skills start at the base skill level. Standard Military issue for Cyborg Soldiers: All the appropriate ammunition and equipment for the Borg's body styling and weapon systems. Energy rifle of choice, four extra E-clips, four grenades of choice, distancing binoculars, utility belt, backpack, walkie-talkie (for backup), utility belt, long
coat, cap or hat, scarf, gloves and boots (all clothes are either for show or disguise), and regular maintenance and repairs. Also see Typical Bionics.

Vehicle: Starts with a battered looking hovercycle, minus 6D6 M.D.C., but otherwise in good condition.

Cybernetics: Typical Bionics: package 4
The following stats, weapons and features are typical of the Light Machine. Customizing, personal tastes, and additional bionics acquired as rewards for heroism, duty, and rank, as well as authorized purchases, may come later. Of course there are reasonable limitations. Those not associated with a mercenary Russian or marine Mercenaries, N.A.A.T OR N.A.M.E.S are on their own in acquiring additional bionics and start with one less weapon, one less head feature, and don't have the Gromeko I.F.F system.
Average Size: Roughly human, typically six feet (1.8 m).
Weight: 250-350 pounds (112.5 to 157.5 kg). Those not associated with a mercenary Russian or marine N.A.A.T OR N.A.M.E.S add 60% Weight
Power Source: Nuclear
M.D.C. by Location:
* Palm Lasers (2) — 12 each
* Concealed Vibro-Blades (2) — 50 each
* Ion Beam Wrist Blaster — 10
* Arms (2) — 60 each
* Hands (2) —25 each
Legs (2) — 100 each
Feet (2) —25 each
Heavy Force Field 100 to 300 M.D.C for main body and Force Shields cover a particular legs ,arms , head ,rear back 100 to 240 (total 8 Heavy Force Field)
** Head — 80; 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.
*** Main Body — 190 plus M.D.C. from conventional body armor (any of the Russian, Triax or environmental body armor suits: 30-100 M.D.C.) or light (140 M.D.C.) or medium cyborg armor (180); Light Machines cannot wear heavy cyborg armor. Bionic or Cyborg armor is heavier and thicker than normal body armor, but can be more easily accommodated by the augmented mechanical body with minimal penalty (-10% to prowl, acrobatics, gymnastics, swim, climb, palming, and similar skills). Those associated with a mercenary Russian, marine mercenary, N.A.A.T mercenary or N.A.M.E.S mercenary Elite or special forces will have add +10 to P.S ,ADD X2 speed

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 -4 to strike. The hands and Vibro-Blades are extremely
difficult targets to hit, and are -5 to strike on a Called Shot.

** 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 48 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 12 hours means the character dies. Massive amounts of damage (100+ M.D.C. below zero), completely destroy the 'Borg, with no hope of recovery.

Bionic Attributes:
• Tactile sensitivity: At least 50%; typically 85%
• Bionic P.S. of 28-30 (S.D.C. damage); power punch and leap kick do 1D4 M.D.
• Bionic P.P. of 20-24
• Face: P.B. Modifier: Pick one.
1. Natural face, roll 3D6 as usual (+1D6 if a 16-18 is rolled).
2. 3D6+6 a sculpted human face is used and the character wants to be attractive (may be the original face tweaked and modified to look better).
3. 1D6+4 the face is the standard robotic one without any human facial features (as depicted in the illustration).
4. 1D4+3 a monstrous, frightening or inhuman face (animal, insect, etc.) is used; Horror Factor 10.
• Bionic Speed Running: 120 mph (192 km).
• Leaping: Super-powerful hydraulic leg pistons are capable of launching the full conversion Light Machine 15 feet (4.6 m) high or 25 feet (7.6 m) lengthwise; increase by 50% with a running start.
• Speed & Flight Options: Cyber jet Nodes for jet assisted leaps, increased speed and limited hovering, or human or 'Borg jet packs (see cybernetic equipment section for details),
or by vehicle.
Bonuses:
• +3 on initiative.
• +1 to pull punch.
• +1 to strike and parry.
Cost: Around 1 million credits on the open market
5.Add five techno wizard spells defensive spell and 5 offense spell built in P.P.E Battery 400 P.P.E Battery starting , level two 600 P.P.E Battery , level three 800 P.P.E Battery but must be hidden or should on the Borg.


Standard Cybernetic Systems (non-weapon types):
1. Full 20/20 Enhanced Color Vision (to line-of-sight).
2. Targeting Sight (+1 to strike) and light filters. (5000 ft/1524 m).
3. Telescopic Eye with Passive Night vision (5000 ft/1524 m).
4. Mulch-System Eye Socket.
5. Universal head jack/ear implant with Augmentation
6. Amplified Audio
7. Built-in Language Translator
8. Built-in Radio Transmitter & Receiver (5 miles/8 km)
9. Cyber link Vehicle Interface (2; one in hand and head).
10. Gromeko Friend or Foe Identification Computer.
11. Bionic Lung with gas filter & oxygen storage cell.
Standard Weapon Systems & Special Features:
1. Concealed Vibro-Blades (2): Each forearm has a retractable
Vibro-Short Sword that can be extended at will and locked or heavy Vibro-Short Sword that can be extended at will and locked
into place.
Primary Purpose: Anti-Personnel
Damage: 2D4 M.D. each. Vibro-Short Sword 3d6
Attacks Per Melee Round: Melee weapons; each strike counts as one attack.
Replace Wilk heavy blade 6d6 M.D.C
Payload: Unlimited; draws on the 'Borg's power supply.
2. Ion Palm/Wrist Blaster (1 or 2): This item can be built into one or both hands/wrists. It too retracts when not in use and extends to fire. When only one unit is used in one hand, the other hand typically has a different weapon system, often a chemical spray, garrote wrist wire, or wrist needle and drug dispenser. The ion blaster is designed for close combat, assault and defense
Primary Purpose: Assault
Mega-Damage: 6D6 M.D. per blast.
Range: 500 feet (152m).
Rate of Fire: Each blast counts as one melee attack. If the cyborg points both arms at the same target and fires both blasters simultaneously, the damage is doubled (6D6 M.D.) and it counts as one melee attack. However, this can only be done when the cyborg is standing still and the target is at least two times human- size. Running and trying to shoot is the equivalent of shooting wild and is done at -6 to strike, and all other combat bonuses are reduced by half.
Payload: Effectively unlimited; runs on internal power supply.
3. Additional Arm Weapons (to start): One arm will have a forearm weapon in addition to the Vi bro-Blade.replace with vi bro beam damage 6d6 MD or heavy 1d4x10 MD
4. Additional Hand Features or Weapons (to start): Two hand weapons of choice.
5. Additional Leg Features or Weapons (to start): One leg feature and one weapon of choice for only one leg. The other has none.
6. Select type of face. If human, the character can select either the Type AA-1 Cyber-Disguise or two face/head or eye features.
7. Optional Weapons WILL have a bionic weapons and features, the character will own and use a variety of conventional weapons.
8. Vi bro-Blade or other blade weapons may be placed in silver to combat supernatural beings vulnerable to such things.
9. Chemical Sprays may fire holy water — water or oil blessed by a priest and used against vampires and certain other supernatural beings.


Air Pressure Detectors — Built as a network with the collection points centered along the spine and with surface sensors imbedded in the back, chest, back of the arms, anthe back of the calves. These tiny sensors are ultra-sensitive to changes in air pressure. Sensitive enough to detect any movement within 20 feet of the character. As a result the character will be aware of anyone approaching from behind,in darkness, or from a hiding place. COST: 2,000.
Bonuses: +1 on initiative, + 1 to dodge and roll, and can not be surprised by a back/sneak attack.


Arm and Leg Antenna Web — This implant puts tiny wires near the surface of the character's arms and legs. Used with a radio or telephone Implant, the antenna network gives the character a vastly improved range for sending and receiving signals. In fact, the character becomes a miniature satellite
dish. And, when spread-eagles, with arms and legs spread apart, the character can actually communicate with orbital satellites. Total range is multiplied by ten, and if satellites are available overhead, the range can be unlimited. Combined with the O.B.C. Tempest options, the regular range is merely doubled. COST: $4 ,000.

3. Microwave Web Option — An option to be used with the Arm and Leg Antenna Web. It allows the character to further augment the built-in antenna to handle microwaves without frying. As a communications medium it gives unlimited line of sight links with any microwave network (usually a ground network with booster link stations every eight to ten miles).
It can also be used as a weapon, literally "microwaving"targets as if they were in a microwave oven. At ranges of20ft (6.1m) or less they can inflict 2D6 damage to living things, as often as once per melee round. Against electronics(including Implants and Cyber-Attachments) the microwaves
do 4D6 damage direct to S.D.C. Only four (4) blasts per day are possible due to limited built-in power. Recharging takes24 hours. COST: 1 ,000

Electronic Shielding — This option shields the Implant so that it's not picked up by sensitive electronic, radio, or magnetic detectors. Note that any transmissions made by the character would still be detectable, but normal inside the body operations would be shielded. COST: 7 ,000 covers all implantsin the character's entire body.

Built-in Telephone—Works like a cellular (car) telephone.The character can make and receive radio-telephone calls anywhere in the world where services are available. Conversations
can be held, and the "phone" dialed without observer shaving the slightest hint that anything is going on. Note that sensitive radio/electronic detectors will notice the signal. Includes
a built in dialer and ringer. COST: 1 ,000.

Built-in Radio — Operates exactly like a two way radio but with a wider range of frequencies. Range is usually up to five miles (8km), but large buildings, hills, metal walls,underground operations, and other obstructions can reduce communication distance by half. COST: $10,000.

Built-in Scrambler — Combined with a radio or telephone this allows the character to have securely coded and decoded conversations automatically. Characters must preset their scrambler settings or they will find it impossible to communicate.Note that there must be scrambler devices on both ends of any communication, and both must

Tin- soldier and combat mages as is no changes
add AK 47 series standard issues MDC and SDC rounds or per skills set add NE knock off systems 420 standard issue ,can add 10 to 20 M.D.C plating ,no penalty in movement .
Last edited by ZINO on Sat Nov 16, 2013 6:16 pm, edited 4 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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just waiting for artist reply i hope they they yes
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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got green light
for new artwork which goes with what i am think for a long time
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 »

Mil24 omega class
Pre rifts data


The Mil Mi-24 CLASS (Миль Ми-24, NATO reporting name: Hind) is a large helicopter gunship and attack helicopter and capacity troop transport with room for eight passengers or borgs . It is produced by Mil Moscow Helicopter Plant and operated since 1972 by the Soviet Air Force, its successors, and more than 30 other nations.
In NATO circles, the export versions, Mi-25 and Mi-35, are denoted with a letter suffix as "Hind D" and "Hind E" respectively. Soviet pilots called the Mi-24 the "flying tank", or летающий танк (letayushchiy tank). More common unofficial nicknames were "Crocodile" (Крокодил or Krokodil) due to the helicopter's camouflage scheme and "Drinking Glass" (Стакан or Stakan) because of the flat glass plates which surround the cockpit of the Mi-24.the Crocodile a true beast ,
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vehicle Gunship
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years. Or look below for additional systems
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range (16 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio 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 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels. Or look below
7. Complete Environmental : Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air environments.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. 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).

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

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

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

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


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

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

8. 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 interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

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


10. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.

11. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.

12. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.

13. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.

14. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.

15. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).

16. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
17. Heads Up Display (HUD).

18. N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2)-this a pre rifts A modern addition, meant to improve combat vechiles survivability against missile weaponry. Two flare/chaff/smoke/ IR blockers /radar blockers launchers are installed in all combat units .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24
Weight add: too light
Note : later N.A.A.T adds energy Flare payload unlimted !!!

MDC
Nose gun 25 each
*** Main rotors Each 120
Optional 30 MM cannon left side barrel 120 each (2)
Wing (2) 150 Each
** Main Body 450
Main tail (1) 240
Engine (below main rotors ) 250(2)
Wheel(3) 25 Each
***Force filed standard 250 ,NAAT OR NAMES 420

** Destroying the main body/ both Engine /one Main tail knocks the helicopter out of the sky and destroys it completely.

***Destroying Crocodile main rotors will knock the Crocodile off course (pilot loses initiative and three melee actions that round, or the next, to maintain control), speed is reduced by 20% and the pilot suffers a -20% on all subsequent piloting skill rolls. Destroying three rotors will knock the bird out of the sky! Roll under piloting skill -40% for a successful crash landing —the helicopter doesn't explode or disintegrate on impact. If successful, the Crocodile is wrecked, but crew and passengers are uninjured and crash damage is half. A crash will do 4D6xlO M.D. to the helicopter and crew, and 1D6xlO M.D. to a 50 foot (15.2 m) radius from the point of impact from flying debris, etc.
Force filed is the frist to take damage , recover full MDC in 12 hours or replace systems in 5 minutes add 1 tons

Speed:

Ground: taxi ,when fully load need 100 feet run to land
Flying:
can hover stationary, V.T.O.L, and travel at a maximum flight speed of 200 mph .
Cruising and attack speeds 150 MPH
Altitude: A maximum ceiling (altitude) of 16076 ft feet Combat height (the height in which air to ground attacks are possible): any feet
Range: varies
cost 100,000 with basic weapons sytemand runniy on battrey power, Solid Oxide Fuel Cells 125,000 ,fossil fuel systems 90,000, nuclear systems 1,000,000

Statistical Data
Height: 21 ft 3
Width: Body Rotor diameter:: 56 ft 7 in
Length : 57 ft 4 in
Main rotors
Weight: 10 tons empty and additional 15 tons loaded total 15 tons
crew2–3: pilot, weapons system officer and technician Capacity: 8 troops or 4 stretchers
Power System: look above
Or
Rifts® World Book 33: Northern Gun™ One
Alternative Fuel Systems pages 101 to 102[u][b]
Solid Oxide Fuel Cells . info
Standard Solid Oxide Fuel Cells weight 42 lds duration 1400 hours or 58 days
M.D.C shell 15 MDC
Heavy-Duty Solid Oxide Fuel Cells for tanks, power armor, combat robots, heavy energy weapons systems weight 221 pounds each unit duration 700 hours or 58 days
M.D.C shell 30 M.D.C
Dangers and Limitations MUST READ THIS BUY THE BOOK
Converting Vehicles to Solid Oxide Fuel Cells
NG’s Electric Batteries. MUST READ THIS BUY THE BOOK
Weight 31 POUNDS, duration 96 hours or 4 days for robots and heavy vehicles 144 hours for 6 days for any man size power armor, hover cycles, rocket bikes and light vehicles

[u][b] Cost:
liquid fuel systems 900,000 with no rails guns , with rails varies 900,000plus , base cost 900,000 add power systems Rifts® World Book 33: Northern Gun™ One Alternative Fuel Systems pages 101 to 102
Weapon Systems




Weapons systems summary standard model

• The turret flexible 12.7 mm standard model one or rail gun
• The turret flexible 12.7 mm (later has three )
• The turret 30 mm autocannon standard model replace 12.7 mm
• The turret 30 mm autocannon (later has three )
• 2 side mount fix 30 mm auto cannon controlled by pilot
• Wings hard points (per wing 3) Rocket pods varies , misslies :mini misslies , short range misslies or medium range misslies fire and forget systems


Weapons systems
[ b] [ u] Type : [/u] [/b] The turret flexible 12.7 mm ,Anti-material rifle and auto cannon caliber, from this these are heavy calibers,the nose gun can one or two or three a 12.7 MM machine gun weapon systems added or 30 mm as well but must pick one either a 12.7 MM machine gun or 30 MM cannon. Pick one or the other plus there a massive ampoun of options ,and even adding rail gun doing a 5d6, 1d4x10, or 1d6x10 ,payload times but pick one only .it able to taget eitherone target with 1 to 3 guns or three diffrnt targets !!!
Damage :
One barrel [color=#FF0000]

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,

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,
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

Range : 6000 feet
Rate of fire: burst
Payload: 2000 rounds
note/bonus /penalties : look below pick one
Bullets for M.D.C black powder
or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.


1. 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 triple barrel 12.7 mm
Type : 12.7 mm
Damage :
Single barrel or one barrel fring AT ONE TARGET ]

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,

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,
5D4X10 fourth round burst ,

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


Dual barrel or two barrel firing AT ONE TARGET]

100 SDC OR 1MD
2D4 M.D eight round burst,
1d10 M.D for ten round burst,
2D6 MD for 12 round burst,
4d4 M.D for 16 round burst,
3d6+1 M.D for 32 round burst ,
5d4 M.D for 20 round burst ,
1d4x10 M.D for 40 round burst ,
1d6x10 M.D for 60 round burst,
2dx10 for 80 round burst ,
2d6x10 for 120 round ,
4d4x10 for 160 round,
5d4x10 for two hundred round,
4d6x10 for two hundred twenty round,

5D4 X10 S.D.C OR 2 M.D
2D4 M.D for 4 round burst,
2D6 M.D for 6 round burst,
4D4 M.D for 8 round burst,
5d4 M.D for 10 round burst,
4D6 MD for 12 round burst,
4D8 M.D for16 round burst,
6D6 M.D for 18 round burst ,
1d4x10 M.D for 20 round burst ,
2D4X10 M.D for 40 round burst ,
2D6X10 M.D for 60 round burst,
4D4X10 for 80 round burst

5D6X10 S.D.C OR 3M.D
2D6 M.D for 4round burst,
1d10 M.D for 6round burst,
4d6 M.D for8 round burst,
5d6 M.D for 10 round burst,
6D6 MD for 12 round burst,
1d4x10+8 M.D for 16 round burst,
5d10+4 M.D for 18 round burst ,
1d6x10 M.D for 20 round burst ,
2D6X10 M.D for 40 round burst ,
4D4X10+10 M.D for 60 round burst,
4D6X10 for 80 round burst

5D8X10 OR 4 M.D OR 1D4 M.D
3d6 M.D 4 round burst,
4d6 M.D for 6 round burst,
4d8 M.D for 8 round burst,
1d4x10 M.D for 10 round burst,
1d4x10+8 MD for 12 round burst,
1D6X10+2 M.D for 16 round burst,
1D6X10+ 12 M.D for 18 round burst ,
2d4x10 M.D for 20 round burst ,
3d4x10 M.D for 40 round burst ,
4d6x10 M.D for 60 round burst,
4d8x10 for 80 round burst

5D10 X10 S.D.C OR 5 M.D
5D4 M.D for 4 round burst,
1D6X10 M.D for 6 round burst,
2D4X10 M.D for 8 round burst,
1D10X10 M.D for 10 round burst,
2D6X10 MD for 12 round burst,
4D4X10 M.D for 16 round burst,
3D6X10 M.D for 18 round burst,
5D4X10 M.D for 20 round burst,
5D8 X10 for 80 round burst ,

1D6X100 S.D.C OR 1D6 M.D
4D6 M.D for 4 round burst,
6D6 M.D for 6 round burst,
1D4X10+8 M.D for 8 round burst,
1D6X10 M.D for 10 round burst,
1D6X10+12 MD for 12 round burst,
1D10X10 M.D for 16 round burst,
1D10X10+4 M.D for 18 round burst ,
2D6X10M.D for 20 round burst ,
4D6X10M.D for 40 round burst ,
6D6X10 M.D for 60 round burst,



Thriple barrel at three barrel firing AT ONE TARGET ]
100 SDC OR 1MD
3D4 M.D for 12 round burst,
3d4+3 M.D for 15 round burst,
3D6 MD for 18 round burst,
4d6 M.D for 24 round burst,
5d6 M.D for 30 round burst ,
1d6x10 M.D for 60 round burst ,
2d4x10 M.D for 90 round burst,
3D4X10 for 120 round burst ,
3d6x10 for for 180 round ,
4d6x10 for 240 round,
5d6x10 for 300 hundred round,
6d6x10 for 340 round,

5D4 X10 S.D.C OR 2 M.D
3D4 M.D for 6 round burst,
3D6 M.D for 9 round burst, ,
5d6 M.D for 15 round burst,
6D6 MD for 18 round burst,
1d4x10+8 M.D for 24 round burst,
5d10+4 M.D for 36 round burst ,
1d6x10 M.D for 40 round burst ,
3D4X10 M.D 60 round burst ,
3D6X10 M.D 90 round burst,
4d6x10 120 round burst

5D6X10 S.D.C OR 3M.D
3D6 M.D for 6 round burst,
4d6 M.D for 9 round burst,
6d6 M.D for 12 round burst,
1d4x10+5 M.D for 15 round burst,
5d10+4 MD for 18 round burst,
1d6x10+12 M.D for 24 round burst,
2d4x10+1 M.D for 36 round burst ,
2d4x10+10 M.D for 40 round burst ,
3D6X10 M.D for 60 round burst ,
4d6x10 M.D for 90 round burst,
6D6X10 for 120 round burst

5D8X10 OR 4 M.D OR 1D4 M.D
6d6 M.D for 6 round burst,
6d6 M.D for 9 round burst,
1d4x10+8 M.D for 12 round burst,
1d6x10 M.D for 15 round burst,
1d6x10+12 MD for 18 round burst,
1d10x10 M.D for 18 round burst,
1d10x10+8 M.D for 27 round burst ,
3d4x10 M.D for 30 round burst ,
4d6x10 M.D for 60 round burst ,
6d6x10 M.D for 90 round burst,
6d8 x10 for 120 round burst ,

5D10 X10 OR 5 M.D
5D6 M.D for 6 round burst,
2D4X10+10 M.D for 9 round burst,
3D4X10 M.D for 12 round burst,
1D4X10+10 M.D five round burst,
1D6X10 MD six round burst,
2D4X10 M.D eight round burst,
3D4X10+30 M.D for 16 round burst,
5D6X10 M.D for 30 round burst,
1D6X100 OR 10D6X10 for 120 round burst ,

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
1D4X10+8 M.D for 6 round burst,
1D6X10+12 M.D for 9 round burst,
2D4X10+10 M.D for 12 round burst,
3D4X10 M.D for 20 round burst,
3D4X10+18 MD for 18 round burst,
5D4X10 for 22 round burst ,
4D6X10 M.D for 30 round burst ,
6D8X10 M.D for 90 round burst ,
12D6 X10 M.D 120 round burst,

[u] [b] Range :
7,000 feet
Rate of fire: look at burst
Payload: each 12.7 MM gun carries 2000 rounds or 6000 total and if one barrel is destroyed it can tranfer rounds to the other barrels
NOTE /bonus /penalties : LOOK ABOVE
One barrel pick one type of round ,or for two barrels pick two type of rounds and for three barrel pick three type of rounds OR YOU CAN PICK ONE TYPE OF rounds for either two barrel or three barrel last KEEP TRACL OF DAMGE AND EFFECT AS WELL [color=#FF0000]










type: 30 MM Cannon
Mega-Damage:

M.D Conventional rounds

2 generation auto-cannon standard rounds30 mm
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
5d4 M.D( max damage 20) blast radius 1 feet per 20 rounds
1D4X10 M.D Two round burst for one cannon ,
2d4x10 for four round burst for two cannon four round ,
3d4x10 for 18 round burst for three

1D6X10 M.D three round burst for one cannon,
2d6x10 for 6 round burst for two cannon ,
3d6x10 for 24 round burst for three cannon ,

2D4X10 M.D four round burst for one cannon,
4d4x10 for 8 round burst for two cannon ,
4d8x10 for 48 round burst for three cannon

1D10X10 M.D five round burst for one cannon,
5d4x10 M.D for 10 round burst for two cannon ,
4d6x10 M.D for 98 round burst for two cannon ,

2D6X10 MD six round burst for one cannon,
4d6x10 M.D for 12 round burst for two cannon ,
6d6x10 M.D for 120 round burst for three cannon

4D4X10 M.D eight round burst for one cannon,
4d8x10 M.D for round burst for two cannon ,
7d6x10 M.D for 220 round burst for three cannon

3D6X10 M.D nine round burst for one cannon ,
6d6x10 M.D for 16 round burst for two cannon ,
8d6x10 M.D for 440 round burst for three cannon


5D4X10 M.D ten round burst for one cannon ,
5d8x10 M.D for round burst for two cannon ,
9d6x10 M.D for 500 round burst for three cannon







H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius 30 mm -4d6 M.D (max damage 24)


8d6 M.D or 1D4X10+8 M.D Two round burst,
2d4x10+16 M.D for 4 round burst for two cannon ,
3d4x10x10 +16 M.D for 20 round burst for three cannon
N/A M.D three round burst,

1D10X10 M.D four round burst,
5d4x10+16 M.D for 8 round burst for two cannon ,
5d8x10+16 ,
7d6x10 M.D for 40 round burst for three cannon


2D6X10 M.D five round burst,
4d6x10 M.D for 10 round burst for two cannon ,
8d6x10 M.D for 120 round burst for three cannon
N/A M.D six round burst,

5D4X10 M.D eight round burst,
5d8x10 M.D for 16 round burst for two cannon ,
9d6x10 M.D for 240 round burst for three cannon





A.P.F.S.D.S round NO blast radius30 mm -1d4x10 M.D( max damage 40 )


2D4X10 M.D Two round burst,
4d4x10 M.D for 4 round burst for two
4d8x10 cannon M.D for 8 round burst for three cannon

3D4X10 M.D three round burst,
4d6x10 M.D for 6 round burst for two cannon ,
5d8x10 M.D for round burst for three cannon

4D4DX10M.D four round burst,
4d8x10 M.D for 8 round burst for two cannon ,
6d6x10 M.D for 16 round burst for three cannon

5D4X10 M.D five round burst,
5d8x10 M.D for 10 round burst for two cannon ,
7d6x10 M.D for 30 round burst for three cannon

4D6X10 MD six round burst,
5d6x10 M.D for 12 round burst for two cannon ,
6d6x10 M.D for 36 round burst for three cannon

4D8X10 M.D eight round burst,
6d6x10 M.D for 18 round burst for two cannon ,
7d6x10 M.D for 54 round burst for three cannon

The "cartridge" energy weapon system 30mm
1d4x10 two round burst for one cannon
2d4x10 M.D for 4 round burst for two cannon ,
4d4x10 M.D for 12 round burst for three cannon


Third generation ram jet rail gun auto-cannon
hyper rail gun ram jet rounds RAIL GUN ROUNDS 30MM one round 5d4+1 M.D

This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D

5D10 M.D two round burst for one cannon
1d10 x10 M.D for 4 round burst for two cannon ,
5d4x10 M.D for 8 round burst for three cannon

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Range : 3 miles
Rate of fire: burst
Payload: 1000 rounds
note/bonus /penalties : look above for the type of round or weapon systems

Type 5 mm mini-gun as its coax/turrnt 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.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, add +3 to strike, 1d4x10 M.D for round burst for two cannon , 1d6x10 M.D for round burst for three cannon
1d4x10 M.D.C short burst, 2d4x10 M.D for 10 round burst for two cannon , 3d4x10 M.D for 20 round burst for three cannon

2d4x10 M.D.C medium round burst for one cannon burst , 4d4x10 M.D for 30 round burst for two cannon ,4d8x10 M.D for 60 round burst for three cannon


heavy 2d4x10 M.D.C long burst 15 round burst for one cannon , M.D for round burst for two cannon , M.D for round burst for three cannon

3d4x10 M.D.C extended burst , 4d6x10 M.D for round burst for two cannon , 8d6x10 M.D for round burst for three cannon

R.O.F:
M.D for round burst for 1 cannon ,burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst for one cannon,
times 2 round burst for two cannon , times 3 round burst for three cannon

Range : 2000 feet
Payload: 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,
4d4 M.D for round burst for two cannon , 4d8M.D for round burst for three cannon
3d4three round Burst,

4d6 M.D for round burst for two cannon , 1d4x10+8M.D for round burst for three cannon
4d4four round Burst.

4d8 or 1d4x10+8 M.D for round burst for two cannon ,2d4x10+16 M.D for round burst for three cannon
5d4 Five round Burst,

1d4x10 M.D for round burst for two cannon , 2d4x10 M.D for round burst for three cannon
4d6 six round Burst,

1d4x10+8 M.D for round burst for two cannon , 2d4x10+16 M.D for round burst for three cannon
4d8 eight round Burst,

8d8 M.D for round burst for two cannon ,2d6x10 M.D for round burst for three cannon
1d4x10 for a 10 round Burst,
2d4x10 M.D for round burst for two cannon ,4d4x10 M.D for round burst for three cannon
2d4x10 for a 20 round Burst,

4d8x10 M.D for round burst for two cannon , 5d8x10M.D for round burst for three cannon
3d4x10 40 round Burst,

4d6x10 M.D for round burst for two cannon , 6d6x10 M.D for round burst for three cannon
4d4xd10 60 round Burst ,

4d8x10 M.D for round burst for two cannon ,7d6x10 M.D for round burst for three cannon
5d4x10 for 120 burst ,

5d8x10 M.D for round burst for two cannon , 8d8x10 M.D for round burst for three cannon
5d8x10 for a 240 round burst
8d8x10 M.D for round burst for two cannon , 2d4x100 M.D for round burst for three cannon

R.O.F:
For one cannon burst only, for one cannon fired short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds M.D for round burst for one cannon

For two cannon short burst 10 rounds , medium burst 20 rounds, long burst 40

For three cannon short burst 20 rounds , medium burst 60 rounds, long burst 80
Range : 2000 feet
Payload: 3000 rounds




Weapons systems left side mount fix 30 mm auto cannon controlled by pilot
http://upload.wikimedia.org/wikipedia/c ... ekov-6.jpg

[/b] [/u] Type : LOOK BELOW
[u] [b] Damage : single barrel for both cannon fired times two ,JUST DAMGES TIMES TWO AND ROUNDS COST TIMES TWO

M.D.C Conventional rounds

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

30 mm-5d4 M.D( max damage 20) blast radius
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 ,5D8X10 M.D twenty round burst , 1D6X100 OR 10D6X10 M.D thirty round burst, 2D4X100 fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst ,12D6X10 M.D thirty round burst, N/A M.D fourth round burst

A.P.F.S.D.S round NO blast radius

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst , 2D4X10 M.D twenty round burst , 2D6X100 M.D thirty round burst, 4D4X100 fourth round burst

The "cartridge" energy weapon system

30 MM 2D4X10 M.D= 80 M.D

4D8X10M.D Two round Burst,

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
30MM 5D10
1D10X10 M.D Two round Burst,
5D4X10 M.D three round Burst ,

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range : 3miles
Rate of fire: burst
Payload: 1000 rounds
note/bonus /penalties : look above for type of rounds and weapon systems



Weapons systems
[/b] [/u] Type : Wings hard points FROM LEFT TO RIGHT
Standard hind L mark two this how it starts and can go up 16 hard point !!!
call in the west or called the "flying tank or Crocodile in Europe
http://upload.wikimedia.org/wikipedia/c ... y_82RB.JPG
three hard points per wing total 6
http://fc05.deviantart.net/fs70/i/2013/ ... 6u20oa.png
hind M for medium combat hind middle picture gunship
in main wing 5 per wing total 10
small wing 2 per wing total 4
http://fc05.deviantart.net/fs70/i/2013/ ... 6u20oa.png
right side of the picture
in main wing 5 per wing total10
small wing 3 per wing total 6
each can arry two pods each hard point for a total of 32 pods!!!!
[u] [b] Damage :
varies
Standard rockets can carry the following
2.5 inch rockets 1d4 M.D.C Armor piercing balst radius 1 feet per misslies
2.5 inch rockets 1d4 M.D.C armor piercing incendiary 2 feet per missiles and each missile gives 1d4 for 1d4 for 15 seconds
2.5 inch rockets HE heavy explosive 1d6 M.D

Any mini misslies pods pick one type of misslies

Short range pods pick one type of misslies

Medium range missile pods pick one type of misslies

One or two barrel 5 MM minigun ,M.D.C manchine gun , rail gun ,Automatic grenade Launcher or ATL-7 Anti-Tank Laser Rifle (New Babylon). can be single barrel or dual barrel from 3d6 M.D to 2d6x10 M.D the max
can be fix or 360 angle with gun camera tie two gunner add +2 to all strike or aim
Range : varies
Rate of fire: burst or , misslies one ,or any or all counts as one attack for misslies
Payload:
2.5 inch rockets pods 100 per pod
Any mini misslies pods 24 per pod
Short range pods pods 6 per pod
Medium range pods 4 per pod
M.D.C manchine or rail gun pods 1200 rounds per pod
5 MM minigun look above gun pods 2400 per pod
Rate of fire:
2.5 inch rockets pods 22,000 feet
Any mini misslies pods 1 mile
Short range pods pods varies
Medium range pods varies
M.D.C manchine or rail gun pods look above
5 MM minigun look above gun pods look above
Automatic grenade Launcher look below
note/bonus /penalties : N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2 per pod )-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: 100 pounds



ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 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

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
1. Damage can fire
2. Use amour piercing grenade 3d6x10 for 8 feet blast radius
3. Smoke for cover
4. Tear gas crowd control
5. 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
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:
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; 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


The following are NAAT OR NAMES gunships pilots training gunships para troopers
O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth [b] The following are NAAT OR NAMES gunships pilots training gunships para troopers

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
[/b]


Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth ,this is the MOS will be used
Specific Helicopter picks two add +20 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC The following are NAAT OR NAMES gunships pilots training gunships para troopers
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level

Note pick one from numbers 1 to 5

1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles onlyIN THIS CASE TANK GUNNER
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5%
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3


OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)

Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH
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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so sorry for the mistakes i made will fix later
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4063
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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got green light !!! for art work will post maybe thurday or friday ,work on draft .... thats about 1000 pages !!!
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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The Mil Mi-24 CLASS or Mil24 omega class (Миль Ми-24, NATO reporting name: Hind) is a large helicopter gunship and attack helicopter[1] and capacity troop transport with room for eight passengers or borgs . It is produced by Mil Moscow Helicopter Plant and operated since 1972 by the Soviet Air Force, its successors, and more than 30 other nations.
In NATO circles, the export versions, Mi-25 and Mi-35, are denoted with a letter suffix as "Hind D" and "Hind E" respectively. Soviet pilots called the Mi-24 the "flying tank", or летающий танк (letayushchiy tank). More common unofficial nicknames were "Crocodile" (Крокодил or Krokodil) due to the helicopter's camouflage scheme[2] and "Drinking Glass" (Стакан or Stakan) because of the flat glass plates which surround the cockpit of the Mi-24.the Crocodile a ture beast ,

this model was given to the paratrooper as ground support or medium range drop ,heavy in M.D.C and fire . in N.G.R it done well enough to survive the gargoyle threat in has encounter so far



vehicle Gunship
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years. Or look below for additional systems
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range (16 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio 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 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels. Or look below
7. Complete Environmental : Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air environments.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. 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).

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

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

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

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


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

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

8. 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 interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

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


10. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
11. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
12. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
13. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
14. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
15. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
16. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
17. Heads Up Display (HUD).
18. N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2)-this a pre rifts A modern addition, meant to improve combat vechiles survivability against missile weaponry. Two flare/chaff/smoke/ IR blockers /radar blockers launchers are installed in all combat units .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24
Weight add: too light
Note : later N.A.A.T adds energy Flare payload unlimted !!!

MDC
Nose gun 25 each
*** Main rotors Each 120
Optional 30 MM cannon left side barrel 120 each (2)
Wing (2) 150 Each
** Main Body 450
Main tail (1) 240
Engine (below main rotors ) 250(2)
Wheel(3) 25 Each
***Force filed standard 250 ,NAAT OR NAMES 420

** Destroying the main body/ both Engine /one Main tail knocks the helicopter out of the sky and destroys it completely.

***Destroying Crocodile main rotors will knock the Crocodile off course (pilot loses initiative and three melee actions that round, or the next, to maintain control), speed is reduced by 20% and the pilot suffers a -20% on all subsequent piloting skill rolls. Destroying three rotors will knock the bird out of the sky! Roll under piloting skill -40% for a successful crash landing —the helicopter doesn't explode or disintegrate on impact. If successful, the Crocodile is wrecked, but crew and passengers are uninjured and crash damage is half. A crash will do 4D6xlO M.D. to the helicopter and crew, and 1D6xlO M.D. to a 50 foot (15.2 m) radius from the point of impact from flying debris, etc.
Force filed is the frist to take damage , recover full MDC in 12 hours or replace systems in 5 minutes add 1 tons

Speed:

Ground: taxi ,when fully load need 100 feet run to land
Flying:
can hover stationary, V.T.O.L, and travel at a maximum flight speed of 200 mph .
Cruising and attack speeds 150 MPH
Altitude: A maximum ceiling (altitude) of 16076 ft feet Combat height (the height in which air to ground attacks are possible): any feet
Range: varies
cost 100,000 with basic weapons sytemand runniy on battrey power, Solid Oxide Fuel Cells 125,000 ,fossil fuel systems 90,000, nuclear systems 1,000,000

Statistical Data
Height: 21 ft 3
Width: Body Rotor diameter:: 56 ft 7 in
Length : 57 ft 4 in
Main rotors
Weight: 10 tons empty and additional 15 tons loaded total 15 tons
crew2–3: pilot, weapons system officer and technician Capacity: 8 troops or 4 stretchers
Power System: look above
Or
Rifts® World Book 33: Northern Gun™ One
Alternative Fuel Systems pages 101 to 102

Solid Oxide Fuel Cells . info
Standard Solid Oxide Fuel Cells weight 42 lds duration 1400 hours or 58 days
M.D.C shell 15 MDC
Heavy-Duty Solid Oxide Fuel Cells for tanks, power armor, combat robots, heavy energy weapons systems weight 221 pounds each unit duration 700 hours or 58 days
M.D.C shell 30 M.D.C
Dangers and Limitations MUST READ THIS BUY THE BOOK
Converting Vehicles to Solid Oxide Fuel Cells
NG’s Electric Batteries. MUST READ THIS BUY THE BOOK
Weight 31 POUNDS, duration 96 hours or 4 days for robots and heavy vehicles 144 hours for 6 days for any man size power armor, hover cycles, rocket bikes and light vehicles

Cost: liquid fuel systems 900,000 with no rails guns , with rails varies 900,000plus , base cost 900,000 add power systems Rifts® World Book 33: Northern Gun™ One Alternative Fuel Systems pages 101 to 102
Weapon Systems




Weapons systems summary standard model

• The turret flexible 12.7 mm standard model one or rail gun
• The turret flexible 12.7 mm (later has three )
• The turret 30 mm autocannon standard model replace 12.7 mm
• The turret 30 mm autocannon (later has three )
• 2 side mount fix 30 mm auto cannon controlled by pilot
• Wings hard points (per wing 3) Rocket pods varies , misslies :mini misslies , short range misslies or medium range misslies fire and forget systems


Weapons systems
Type : The turret flexible 12.7 mm ,Anti-material rifle and auto cannon caliber, from this these are heavy calibers, the nose gun can one or two or three a 12.7 MM machine gun weapon systems added or 30 mm as well but must pick one either a 12.7 MM machine gun or 30 MM cannon. Pick one or the other plus there a massive amount of options ,and even adding rail gun doing a 5d6, 1d4x10, or 1d6x10 ,payload times but pick one only .it able to target either one target with 1 to 3 guns or three different targets !!!
Damage :
One barrel

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,

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,
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

Range : 6000 feet
Rate of fire: burst
Payload: 2000 rounds
note/bonus /penalties : look below pick one
Bullets for M.D.C black powder
or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.


1. 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 triple barrel 12.7 mm
Type : 12.7 mm
Damage :
Single barrel or one barrel firing AT ONE TARGET ]

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,

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,
5D4X10 fourth round burst ,

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


Dual barrel or two barrel firing AT ONE TARGET]

100 SDC OR 1MD
2D4 M.D eight round burst,
1d10 M.D for ten round burst,
2D6 MD for 12 round burst,
4d4 M.D for 16 round burst,
3d6+1 M.D for 32 round burst ,
5d4 M.D for 20 round burst ,
1d4x10 M.D for 40 round burst ,
1d6x10 M.D for 60 round burst,
2dx10 for 80 round burst ,
2d6x10 for 120 round ,
4d4x10 for 160 round,
5d4x10 for two hundred round,
4d6x10 for two hundred twenty round,

5D4 X10 S.D.C OR 2 M.D
2D4 M.D for 4 round burst,
2D6 M.D for 6 round burst,
4D4 M.D for 8 round burst,
5d4 M.D for 10 round burst,
4D6 MD for 12 round burst,
4D8 M.D for16 round burst,
6D6 M.D for 18 round burst ,
1d4x10 M.D for 20 round burst ,
2D4X10 M.D for 40 round burst ,
2D6X10 M.D for 60 round burst,
4D4X10 for 80 round burst

5D6X10 S.D.C OR 3M.D
2D6 M.D for 4round burst,
1d10 M.D for 6round burst,
4d6 M.D for8 round burst,
5d6 M.D for 10 round burst,
6D6 MD for 12 round burst,
1d4x10+8 M.D for 16 round burst,
5d10+4 M.D for 18 round burst ,
1d6x10 M.D for 20 round burst ,
2D6X10 M.D for 40 round burst ,
4D4X10+10 M.D for 60 round burst,
4D6X10 for 80 round burst

5D8X10 OR 4 M.D OR 1D4 M.D
3d6 M.D 4 round burst,
4d6 M.D for 6 round burst,
4d8 M.D for 8 round burst,
1d4x10 M.D for 10 round burst,
1d4x10+8 MD for 12 round burst,
1D6X10+2 M.D for 16 round burst,
1D6X10+ 12 M.D for 18 round burst ,
2d4x10 M.D for 20 round burst ,
3d4x10 M.D for 40 round burst ,
4d6x10 M.D for 60 round burst,
4d8x10 for 80 round burst

5D10 X10 S.D.C OR 5 M.D
5D4 M.D for 4 round burst,
1D6X10 M.D for 6 round burst,
2D4X10 M.D for 8 round burst,
1D10X10 M.D for 10 round burst,
2D6X10 MD for 12 round burst,
4D4X10 M.D for 16 round burst,
3D6X10 M.D for 18 round burst,
5D4X10 M.D for 20 round burst,
5D8 X10 for 80 round burst ,

1D6X100 S.D.C OR 1D6 M.D
4D6 M.D for 4 round burst,
6D6 M.D for 6 round burst,
1D4X10+8 M.D for 8 round burst,
1D6X10 M.D for 10 round burst,
1D6X10+12 MD for 12 round burst,
1D10X10 M.D for 16 round burst,
1D10X10+4 M.D for 18 round burst ,
2D6X10M.D for 20 round burst ,
4D6X10M.D for 40 round burst ,
6D6X10 M.D for 60 round burst,



Triple barrel at three barrel firing AT ONE TARGET]
100 SDC OR 1MD
3D4 M.D for 12 round burst,
3d4+3 M.D for 15 round burst,
3D6 MD for 18 round burst,
4d6 M.D for 24 round burst,
5d6 M.D for 30 round burst ,
1d6x10 M.D for 60 round burst ,
2d4x10 M.D for 90 round burst,
3D4X10 for 120 round burst ,
3d6x10 for for 180 round ,
4d6x10 for 240 round,
5d6x10 for 300 hundred round,
6d6x10 for 340 round,

5D4 X10 S.D.C OR 2 M.D
3D4 M.D for 6 round burst,
3D6 M.D for 9 round burst, ,
5d6 M.D for 15 round burst,
6D6 MD for 18 round burst,
1d4x10+8 M.D for 24 round burst,
5d10+4 M.D for 36 round burst ,
1d6x10 M.D for 40 round burst ,
3D4X10 M.D 60 round burst ,
3D6X10 M.D 90 round burst,
4d6x10 120 round burst

5D6X10 S.D.C OR 3M.D
3D6 M.D for 6 round burst,
4d6 M.D for 9 round burst,
6d6 M.D for 12 round burst,
1d4x10+5 M.D for 15 round burst,
5d10+4 MD for 18 round burst,
1d6x10+12 M.D for 24 round burst,
2d4x10+1 M.D for 36 round burst ,
2d4x10+10 M.D for 40 round burst ,
3D6X10 M.D for 60 round burst ,
4d6x10 M.D for 90 round burst,
6D6X10 for 120 round burst

5D8X10 OR 4 M.D OR 1D4 M.D
6d6 M.D for 6 round burst,
6d6 M.D for 9 round burst,
1d4x10+8 M.D for 12 round burst,
1d6x10 M.D for 15 round burst,
1d6x10+12 MD for 18 round burst,
1d10x10 M.D for 18 round burst,
1d10x10+8 M.D for 27 round burst ,
3d4x10 M.D for 30 round burst ,
4d6x10 M.D for 60 round burst ,
6d6x10 M.D for 90 round burst,
6d8 x10 for 120 round burst ,

5D10 X10 OR 5 M.D
5D6 M.D for 6 round burst,
2D4X10+10 M.D for 9 round burst,
3D4X10 M.D for 12 round burst,
1D4X10+10 M.D five round burst,
1D6X10 MD six round burst,
2D4X10 M.D eight round burst,
3D4X10+30 M.D for 16 round burst,
5D6X10 M.D for 30 round burst,
1D6X100 OR 10D6X10 for 120 round burst ,

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
1D4X10+8 M.D for 6 round burst,
1D6X10+12 M.D for 9 round burst,
2D4X10+10 M.D for 12 round burst,
3D4X10 M.D for 20 round burst,
3D4X10+18 MD for 18 round burst,
5D4X10 for 22 round burst ,
4D6X10 M.D for 30 round burst ,
6D8X10 M.D for 90 round burst ,
12D6 X10 M.D 120 round burst,

Range : 7,000 feet
Rate of fire: look at burst
Payload: each 12.7 MM gun carries 2000 rounds or 6000 total and if one barrel is destroyed it can transfer rounds to the other barrels
NOTE /bonus /penalties : LOOK ABOVE

type: 30 MM Cannon
Mega-Damage:

M.D Conventional rounds

2 generation auto-cannon standard rounds30 mm
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
5d4 M.D( max damage 20) blast radius 1 feet per 20 rounds
1D4X10 M.D Two round burst for one cannon ,
2d4x10 for four round burst for two cannon four round ,
3d4x10 for 18 round burst for three

1D6X10 M.D three round burst for one cannon,
2d6x10 for 6 round burst for two cannon ,
3d6x10 for 24 round burst for three cannon ,

2D4X10 M.D four round burst for one cannon,
4d4x10 for 8 round burst for two cannon ,
4d8x10 for 48 round burst for three cannon

1D10X10 M.D five round burst for one cannon,
5d4x10 M.D for 10 round burst for two cannon ,
4d6x10 M.D for 98 round burst for two cannon ,

2D6X10 MD six round burst for one cannon,
4d6x10 M.D for 12 round burst for two cannon ,
6d6x10 M.D for 120 round burst for three cannon

4D4X10 M.D eight round burst for one cannon,
4d8x10 M.D for round burst for two cannon ,
7d6x10 M.D for 220 round burst for three cannon

3D6X10 M.D nine round burst for one cannon ,
6d6x10 M.D for 16 round burst for two cannon ,
8d6x10 M.D for 440 round burst for three cannon
5D4X10 M.D ten round burst for one cannon ,
5d8x10 M.D for round burst for two cannon ,
9d6x10 M.D for 500 round burst for three cannon
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius 30 mm -4d6 M.D (max damage 24)


8d6 M.D or 1D4X10+8 M.D Two round burst,
2d4x10+16 M.D for 4 round burst for two cannon ,
3d4x10x10 +16 M.D for 20 round burst for three cannon
N/A M.D three round burst,

1D10X10 M.D four round burst,
5d4x10+16 M.D for 8 round burst for two cannon ,
5d8x10+16 ,
7d6x10 M.D for 40 round burst for three cannon


2D6X10 M.D five round burst,
4d6x10 M.D for 10 round burst for two cannon ,
8d6x10 M.D for 120 round burst for three cannon
N/A M.D six round burst,

5D4X10 M.D eight round burst,
5d8x10 M.D for 16 round burst for two cannon ,
9d6x10 M.D for 240 round burst for three cannon
A.P.F.S.D.S round NO blast radius30 mm -1d4x10 M.D( max damage 40 )


2D4X10 M.D Two round burst,
4d4x10 M.D for 4 round burst for two
4d8x10 cannon M.D for 8 round burst for three cannon

3D4X10 M.D three round burst,
4d6x10 M.D for 6 round burst for two cannon ,
5d8x10 M.D for round burst for three cannon
4D4DX10M.D four round burst,
4d8x10 M.D for 8 round burst for two cannon ,
6d6x10 M.D for 16 round burst for three cannon
5D4X10 M.D five round burst,
5d8x10 M.D for 10 round burst for two cannon ,
7d6x10 M.D for 30 round burst for three cannon

4D6X10 MD six round burst,
5d6x10 M.D for 12 round burst for two cannon ,
6d6x10 M.D for 36 round burst for three cannon
4D8X10 M.D eight round burst,
6d6x10 M.D for 18 round burst for two cannon ,
7d6x10 M.D for 54 round burst for three cannon

The "cartridge" energy weapon system 30mm
1d4x10 two round burst for one cannon
2d4x10 M.D for 4 round burst for two cannon ,
4d4x10 M.D for 12 round burst for three cannon


Third generation ram jet rail gun auto-cannon
hyper rail gun ram jet rounds RAIL GUN ROUNDS 30MM one round 5d4+1 M.D

This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D

5D10 M.D two round burst for one cannon
1d10 x10 M.D for 4 round burst for two cannon ,
5d4x10 M.D for 8 round burst for three cannon

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Range : 3 miles
Rate of fire: burst
Payload: 1000 rounds
note/bonus /penalties : look above for the type of round or weapon systems

Type 5 mm mini-gun as its coax/turrnt 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.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, add +3 to strike, 1d4x10 M.D for round burst for two cannon , 1d6x10 M.D for round burst for three cannon
1d4x10 M.D.C short burst, 2d4x10 M.D for 10 round burst for two cannon , 3d4x10 M.D for 20 round burst for three cannon

2d4x10 M.D.C medium round burst for one cannon burst , 4d4x10 M.D for 30 round burst for two cannon ,4d8x10 M.D for 60 round burst for three cannon


heavy 2d4x10 M.D.C long burst 15 round burst for one cannon , M.D for round burst for two cannon , M.D for round burst for three cannon

3d4x10 M.D.C extended burst , 4d6x10 M.D for round burst for two cannon , 8d6x10 M.D for round burst for three cannon

R.O.F:
M.D for round burst for 1 cannon ,burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst for one cannon,
times 2 round burst for two cannon , times 3 round burst for three cannon

Range : 2000 feet
Payload: 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,
4d4 M.D for round burst for two cannon , 4d8M.D for round burst for three cannon
3d4three round Burst,

4d6 M.D for round burst for two cannon , 1d4x10+8M.D for round burst for three cannon
4d4four round Burst.

4d8 or 1d4x10+8 M.D for round burst for two cannon ,2d4x10+16 M.D for round burst for three cannon
5d4 Five round Burst,

1d4x10 M.D for round burst for two cannon , 2d4x10 M.D for round burst for three cannon
4d6 six round Burst,

1d4x10+8 M.D for round burst for two cannon , 2d4x10+16 M.D for round burst for three cannon
4d8 eight round Burst,

8d8 M.D for round burst for two cannon ,2d6x10 M.D for round burst for three cannon
1d4x10 for a 10 round Burst,
2d4x10 M.D for round burst for two cannon ,4d4x10 M.D for round burst for three cannon
2d4x10 for a 20 round Burst,

4d8x10 M.D for round burst for two cannon , 5d8x10M.D for round burst for three cannon
3d4x10 40 round Burst,

4d6x10 M.D for round burst for two cannon , 6d6x10 M.D for round burst for three cannon
4d4xd10 60 round Burst ,

4d8x10 M.D for round burst for two cannon ,7d6x10 M.D for round burst for three cannon
5d4x10 for 120 burst ,

5d8x10 M.D for round burst for two cannon , 8d8x10 M.D for round burst for three cannon
5d8x10 for a 240 round burst
8d8x10 M.D for round burst for two cannon , 2d4x100 M.D for round burst for three cannon

R.O.F:
For one cannon burst only, for one cannon fired short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds M.D for round burst for one cannon

For two cannon short burst 10 rounds , medium burst 20 rounds, long burst 40

For three cannon short burst 20 rounds , medium burst 60 rounds, long burst 80
Range : 2000 feet
Payload: 3000 rounds


Weapons systems left side mount fix 30 mm auto cannon controlled by pilot
http://upload.wikimedia.org/wikipedia/c ... ekov-6.jpg


Type : LOOK BELOW
Damage : single barrel for both cannon fired times two ,JUST DAMGES TIMES TWO AND ROUNDS COST TIMES TWO
M.D.C Conventional rounds

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

30 mm-5d4 M.D( max damage 20) blast radius
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 ,5D8X10 M.D twenty round burst , 1D6X100 OR 10D6X10 M.D thirty round burst, 2D4X100 fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst ,12D6X10 M.D thirty round burst, N/A M.D fourth round burst

A.P.F.S.D.S round NO blast radius

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst , 2D4X10 M.D twenty round burst , 2D6X100 M.D thirty round burst, 4D4X100 fourth round burst

The "cartridge" energy weapon system

30 MM 2D4X10 M.D= 80 M.D

4D8X10M.D Two round Burst,

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
30MM 5D10
1D10X10 M.D Two round Burst,
5D4X10 M.D three round Burst ,

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range : 3miles
Rate of fire: burst
Payload: 1000 rounds
note/bonus /penalties : look above for type of rounds and weapon systems

Weapons systems
Type :
Wings hard points FROM LEFT TO RIGHT
Standard hind L mark two this how it starts and can go up 16 hard point!!!
Call in the west or called the "flying tank or Crocodile in Europe
http://upload.wikimedia.org/wikipedia/c ... y_82RB.JPG
Three hard points per wing total 6
http://fc05.deviantart.net/fs70/i/2013/ ... 6u20oa.png
Hind M for medium combat hind middle picture gunship
In main wing 5 per wing total 10
Small wing 2 per wing total 4
http://fc05.deviantart.net/fs70/i/2013/ ... 6u20oa.png
Right side of the picture
In main wing 5 per wing total10
Small wing 3 per wing total 6
Each can carry two pods each hard point for a total of 32 pods!!!!
Damage : varies
Standard rockets can carry the following
2.5 inch rockets 1d4 M.D.C Armor piercing balst radius 1 feet per misslies
2.5 inch rockets 1d4 M.D.C armor piercing incendiary 2 feet per missiles and each missile gives 1d4 for 1d4 for 15 seconds
2.5 inch rockets HE heavy explosive 1d6 M.D
Any mini missiles pods pick one type of missiles
Short range pods pick one type of missiles
Medium range missile pods pick one type of missiles
One or two barrel 5 MM minigun ,M.D.C manchine gun , rail gun ,Automatic grenade Launcher or ATL-7 Anti-Tank Laser Rifle (New Babylon). can be single barrel or dual barrel from 3d6 M.D to 2d6x10 M.D the max
can be fix or 360 angle with gun camera tie two gunner add +2 to all strike or aim
Range : varies
Rate of fire: burst or , misslies one ,or any or all counts as one attack for missiles
Payload:
2.5 inch rockets pods 100 per pod
Any mini missiles pods 24 per pod
Short range pods pods 6 per pod
Medium range pods 4 per pod
M.D.C machine gun or rail gun pods 1200 rounds per pod
5 MM minigun look above gun pods 2400 per pod
Rate of fire:
2.5 inch rockets pods 22,000 feet
Any mini missiles pods 1 mile
Short range pods pods varies
Medium range pods varies
M.D.C machine gun or rail gun pods look above
5 MM mini gun look above gun pods look above
Automatic grenade Launcher look below
note/bonus /penalties : N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2 per pod )-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: 100 pounds



ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 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 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

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
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:
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; 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


The following are NAAT OR NAMES gunships pilots training gunships para troopers
O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth [b] The following are NAAT OR NAMES gunships pilots training gunships para troopers

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
[/b]


Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth ,this is the MOS will be used
Specific Helicopter picks two add +20 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC The following are NAAT OR NAMES gunships pilots training gunships para troopers
They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what they do. They were unknown until the coalition wars broke out in North America. Some say that they belong to the U.S.A Empire Military, co-pilots of the old and have survived somehow, but no one really knows. However they are known to watch the pilots back when they go to combat or type of missions. Because Rifts co-pilots varies greatly in what do. Rifts co pilots have become a specialist in that area; still not all Rifts co-pilots are the same which is why they stick to what they know best. In reality this OCC came directly from the old USA empire military forces of the air force support personal and /or assist pilots in military jet fighters, hovercrafts, and gunship support. The coalition is very worry with all these pilots that are coming out from all major cities / Mercenary Company which are better than the coalition pilots with the right hardware.

Rifts Copilot class O.C.C Related all get the following
Attribute Requirements: 10 Higher in P.S, P.E, and M.E add 1d4x10% +10

Wardrobe and grooming 50%+4% per
Body Building & Weight Lifting
Physical labor
W.P Heavy military weapons
W.P Heavy M.C weapons
W.P Energy pistol
W.P pistol
Imitate Voice/sound 42%+2/36%+4 per level
Literacy Native 40+5% per Level
Language Native 88%+1 per level
Mathematics: Basic & Advanced 45%+5% per level
Hand to Hand: Basic only no upgrade

Pick one M.O.S

M.O.S #1
COPILOT COMMUNICATIONS SPECIALIST Note: add 1d4x10% +10 to skill, pick one
PICK 1D4+3 SKILL FROM COMMUNICATIONS
PLIOT 1D4 (no robot or power amour type or Mecha)
PILOT RELATED ALL

M.O.S #2
COPILOT SPECIALISTS Note: add 1d4x10% +10 to skill pick
PICK 1D4+3 IN PILOT (giant size or two to pilot Mecha)
PICK 1D4 COMMUNICATIONS
PILOT RELATED ALL
Pick one M.O.S

M.O.S#3
GENERAL Copilot class Note: add 1d4x10% +10
Radio: Basic 45 %+5 per level
Navigation: Air, Land, Water 40% +5 % per level
Electronic Countermeasures30%+5% per level
Cryptography25% +5% per level
Laser communications 30 %+5% per level
Sensory equipment 30 %+5% per level
TV/Video 25%+5% per level
Surveillance 30%+5 % per level
Imitate Voice/sound 42%+2/36%+4 per level

Note pick one from numbers 1 to 5

1. Any flying Vehicles, pick only 1D4+3 Military add skills Parachuting for Military air Vehicles onlyIN THIS CASE TANK GUNNER
2. Ground Vehicles, pick only 1D4 Military add skills trap/mine detection add1d4x10+5%
3. Sea Vehicles only pick only 1D4 Military add swimming add SCUBA skills
4. Robot & power armor pick only 1D4 Military 1D4 Giant size Elites
5. all hovercrafts pick either skill from #2 or #3


OCC related skills
4 other skills and one(1) 3,6,9,11 and ADD 5d4%+10%
Communications: Any (+5)
Domestic: Any
Electrical: O.C.C related Espionage: only wilderness survival , Detect Ambush, Detect Conceal, Land Navigation, NBC Warfare , Tracking, Wilderness Survival, Traps Trap/Mine Detection,
Mechanical: O.C.C related
Medical :First aid only
Military :Any(+15)
Physical : limited to Hand to Hand: Basic the rest are allowed any
Pilot any
Pilot Related: look O.C.C Rogue: none
Science: math and Chemistry only Technical: only Computer Operations only W.P: any Wilderness: hunting and navigation only
Secondary Skills
4 more secondary skills from "other" without bonuses (only I.Q IF any)

Bonus
add+2 to any range weapon ,+1 attacks for pilot +3 initiative +1d4+1 to dodge/roll and this are natural skill (,these skill work only in military Vehicles ) The Pilot get the following +1to all, +1D10+10% piloting and add +2 attacks to the pilot( do not apply this to any military jets with no V.T.O.L abilities ).

For the Co pilots
#2 to 5 only Detect ambush, prowl 30%+5 add 1d4x10+5 % added this is considered a natural abilities under 120 MPH
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 »

Kamov Ka-50
The Kamov Ka-50 "Black Shark" (Russian: Чёрная акула; Chornaya Akula Black Shark, NATO reporting name: Hokum A) is a single-seat Russian attack helicopter with the distinctive coaxial rotor system of the Kamov design bureau. It was designed in the 1980s and adopted for service in the Russian army in 1995. It is currently manufactured by the Progress company in Arsenyev. It is being used as a heavily armed scout helicopter.
During the late 1990s, Kamov and Israel Aerospace Industries developed a tandem-seat cockpit version, the Kamov Ka-50-2 "Erdogan", to compete in Turkey's attack helicopter competition. Kamov also designed another two-seat variant, the Kamov Ka-52 "Alligator" (Russian: Аллигатор, NATO reporting name: Hokum B).

http://upload.wikimedia.org/wikipedia/c ... _Ka-50.jpg
The Ka-50 is the production version of the V-80Sh-1 prototype. Production of the attack helicopter was ordered by the Soviet Council of Ministers on 14 December 1987.[10] Development of the helicopter was first reported in the West in 1984. The first photograph appeared in 1989. Following initial flight testing and system tests the Council ordered the first batch of helicopters in 1990. The attack helicopter was first described publicly as the "Ka-50" in March 1992 at a symposium in the United Kingdom.
The helicopter was publicly unveiled at the Mosaeroshow '92 at Zhukovskiy, in August 1992. The following month, the second production example made its foreign debut at the Farnborough Airshow, where it was displayed with an image of a werewolf on its rudder—gaining the popular nickname "Werewolf". The fifth prototype gave the Ka-50 a particularly enduring designation. Painted black for its starring role in the movie Чёрная акула/Black Shark, the helicopter has been known by that nickname ever since. In November 1993, four production helicopters were flown to the Army Aviation Combat Training Centre at Torzhok to begin field trials. The president of the Russian Federation authorized the fielding of the Ka-50 with the Russian Army on 28 August 1995. The collapse of the Soviet Union led to a severe drop in defense procurement. This resulted in a mere dozen Ka-50s delivered, instead of the planned several hundred to replace the Mil Mi-24.
The Ka-50 was designed to be small, fast and agile to improve survivability and lethality. For minimal weight and size (thus maximum speed and agility) it was—uniquely among gunships—to be operated by a single pilot only. The Ka-50 carries one 2A42 30-mm gun. The gun is mounted near the centre of fuselage. It has 460 rounds of ammunition pick one , high-fragmentation and explosive incendiary rounds and armour-piercing rounds.
Kamov concluded after thorough research of helicopter combat in Afghanistan and other war zones that the typical attack mission phases of low-level approach, pop-up target acquisition and weapon launch do not simultaneously demand navigation, maneuvering and weapons operation of the pilot; and thus with well-designed support automation a single pilot can carry out the entire mission alone. During operational testing from 1985 to 1986, the workload on the pilot was found to be similar to that of a fighter-bomber pilot, and the pilot could perform both flying and navigation duties.

Like other Kamov helicopters, it features Kamov's characteristic contra-rotating co-axial rotor system, which removes the need for the entire tail rotor assembly and improves the aircraft's aerobatic qualities—it can perform loops, rolls and "the funnel" (circle-strafing), where the aircraft maintains a line-of-sight to the target while flying circles of varying altitude, elevation and airspeed around it. Using two rotors means that a smaller rotor with slower-moving rotor tips can be used, compared to a single-rotor design.Since the speed of the advancing rotor tip is a primary limitation to the maximum speed of a helicopter, this allows a faster maximum speed than helicopters such as the AH-64. The elimination of the tail rotor is a qualitative advantage, because the torque-countering tail rotor can use up to 30% of engine power. Furthermore, the vulnerable boom and rear gearbox are fairly common causes of helicopter losses in combat; the Black Shark's entire transmission presents a comparatively small target to ground fire.
The single-seat configuration was considered undesirable by NATO. The first two Ka-50 prototypes had false windows painted on them. The "windows" evidently worked, as the first western reports of the aircraft were wildly inaccurate, to the point of some analysts even concluding its primary mission was for hunting and killing NATO attack helicopters.For improved pilot survivability the Ka-50 is fitted with a NPP Zvezda (transl. Star) K-37-800 ejection seat, which is a rare feature for a helicopter. Before the rocket in the ejection seat deploys, the rotor blades are blown away by explosive charges in the rotor disc and the canopy is jettisoned.
The Ka-50 and its modifications have been chosen as the special forces' support helicopter, while the Mil Mi-28 has become the main army's gunship. The production of Ka-50 was recommenced in 2006. In 2009, the Russian Air Force received three units, built from incomplete airframes dating from the mid-1990s.

http://upload.wikimedia.org/wikipedia/c ... S-2009.jpg

sea vercion

http://upload.wikimedia.org/wikipedia/c ... _Ka-52.jpg
Gun boat

http://upload.wikimedia.org/wikipedia/c ... raphic.gif

http://upload.wikimedia.org/wikipedia/c ... raphic.gif
Standard ver gunship

Mil Mi-28 Omega Class

http://unspacy.deviantart.com/#/art/Mil ... 61872?hf=1
http://fc04.deviantart.net/fs71/i/2013/ ... 6v47sg.jpg

Like other Kamov helicopters, it features Kamov's characteristic contra-rotating co-axial rotor system, which removes the need for the entire tail rotor assembly and improves the aircraft's aerobatic qualities—it can perform loops, rolls and "the funnel" (circle-strafing), where the aircraft maintains a line-of-sight to the target while flying circles of varying altitude, elevation and airspeed around it. Using two rotors means that a smaller rotor with slower-moving rotor tips can be used, compared to a single-rotor design. Since the speed of the advancing rotor tip is a primary limitation to the maximum speed of a helicopter, this allows a faster maximum speed than helicopters such as the AH-64. The elimination of the tail rotor is a qualitative advantage, because the torque-countering tail rotor can use up to 30% of engine power. Furthermore, the vulnerable boom and rear gearbox are fairly common causes of helicopter losses in combat; the Black Shark's entire transmission presents a comparatively small target to ground fire.
The single-seat configuration was considered undesirable by NATO. The first two Ka-50 prototypes had false windows painted on them. The "windows" evidently worked, as the first western reports of the aircraft were wildly inaccurate, to the point of some analysts even concluding its primary mission was for hunting and killing NATO attack helicopters.[16] For improved pilot survivability the Ka-50 is fitted with a NPP Zvezda (transl. Star) K-37-800 ejection seat, which is a rare feature for a helicopter.Before the rocket in the ejection seat deploys, the rotor blades are blown away by explosive charges in the rotor disc and the canopy is jettisoned.
The Ka-50 and its modifications have been chosen as the para troopers and special forces' support helicopter, while the Mil Mi-28 has become the main army's gunship. The production of Ka-50 was recommenced in 2006. In 2009, the Russian Air Force received three units, built from incomplete airframes dating from the mid-1990s.
vehicle Gunship
1. Nuclear Powered: Which means they have an effectively unlimited
fuel capacity and power source. Average life: 15 to 20 years.
look below
2. Radar: Can identify and track up to 24 targets simultaneously at
a range of 10 miles (16 km).
3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range (16 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio 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 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. Complete Environmental : Suitable for use in all hostile environments, including under water (150 foot/46 m max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air environments.
Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielding.


In addition
1. 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).

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

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

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

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


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

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

8. 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 interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

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

10. 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.

11. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
12. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
13. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.
14. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.
15. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
16. Radiation shielded to at least 1,000 rads (enough to make acharacter ill almost instantly).
17. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
18. Heads Up Display (HUD).Design



Statistical Data
Crew: 1 pilot
Length: 17.01 m (55 ft 10 in)
Rotor diameter: 17.20 m (56 ft 5 in)
Height: 4.70 m (15 ft 5 in)
Disc area: 232.35 m² (2,501 ft²)
Empty weight: 8,600 kg (18,960 lb)
Loaded weight: 10,700 kg (23,590 lb)
Max. takeoff weight: 11,500 kg (25,350 lb)
Powerplant: 2 × Klimov TV3-117VMA turboshaft, 1,636 kW (2,194 shp) each
OR
Rifts® World Book 33: Northern Gun™ One
Alternative Fuel Systems pages 101 to 102

Solid Oxide Fuel Cells . info
Standard Solid Oxide Fuel Cells weight 42 duration 1400 hours M.D.C shell 15 MDC
Heavy-Duty Solid Oxide Fuel Cells for tanks, power armor, combat robots, heavy energy weapons systems weight 221 pounds each unit duration 700 hours M.D.C shell 30 M.D.C
Dangers and Limitations MUST READ THIS BUY THE BOOK
Converting Vehicles to Solid Oxide Fuel Cells
NG’s Electric Batteries. MUST READ / BUY THE BOOK
Weight 31 POUNDS, duration 96 hours or 4 days for robots and heavy vehicles 144 hours for man size power armor, hover cycles, rocket bikes and light vehicles

Performance
Maximum speed: 320 km/h (172 knots, 199 mph)
Cruise speed: 270 km/h (145 knots, 168 mph)
Range: 435 km (234 nmi, 270 mi)
Service ceiling: 5,700 m (19,000 ft)
Rate of climb: 13.6 m/s (2,677 ft/min)
Cost 1,000,000 base add 50,000 for any systems no nuclear systems

http://upload.wikimedia.org/wikipedia/c ... _Ka-52.jpg
Gun boat version MDC SAME ONLY, carries two pods misslies, hard point per wing, no 20 MM chin gun , but passive and active radar ,, can have a 20 MM cannon or machine gun hard point per wing,

http://upload.wikimedia.org/wikipedia/c ... S-2009.jpg

sea version MDC SAME ONLY Change 2 hard point per wing ,no 20 MM chin gun , but passive and active radar ,all misslies +3 to all misslies at any rage ,can have a 20 MM cannon or machine gun hard point per wing,


MDC

Nose gun 100
*** Main rotors Each 100
Wing (2)125
** Main Body 450
Main tail (2) 200
Engine 240
Wheel 25 Each(3)
***Force filed standard 240 ,N.A.A.T or N.A.M.E.S 420
** Destroying the main body/ both Engine /one Main tail knocks the helicopter out of the sky and destroys it completely.
***Destroying guship of the main rotors will knock the gunship off course (pilot loses initiative and three melee actions that round, or the next, to maintain control), speed is reduced by 20% and the pilot suffers a -20% on all subsequent piloting skill rolls. Destroying three rotors will knock the bird out of the sky! Roll under piloting skill -40% for a successful crash landing —the helicopter doesn't explode or disintegrate on impact. If successful, the guship is wrecked, but crew and passengers are uninjured and crash damage is half. A crash will do 4D6xlO M.D. to the helicopter and crew, and 1D6xlO M.D. to a 50 foot (15.2 m) radius from the point of impact from flying debris, etc.
Force filed is the frist to take damage , recover full MDC in 12 hours or replace systems in 5 minutes add 2 tons



General characteristics
• Crew: One (for Ka-52: two)
• Length: 16.0 m (52 ft 6 in)
• Rotor diameter: 14.5 m (47 ft 7 in)
• Height: 4.93 m (16 ft 2 in)
• Disc area: 330.3 m² (3,555 ft²)
• Empty weight: 7,700 kg (17,000 lb)
• Loaded weight: 9,800 kg (21,600 lb)
• Max. takeoff weight: 10,800 kg (23,810 lb)
• Powerplant: 2 × Klimov TV3-117VK turboshafts, 1,641 kW (2,200 shp) each
• For Ka-52:
o Loaded weight: 10,400 kg (22,930 lb)
Performance
• Never exceed speed: 350 km/h (189 knots, 217 mph) in dive
• Maximum speed: 315 km/h (170 knots, 196 mph) in level flight
• Cruise speed: 270 km/h (146 knots, 168 mph)
• Range: 545 km (339 miles)
• Ferry range: 1,160 km(720 mi)with 4 drop tanks
• Service ceiling: 5,500 m (18,000 ft)
• Rate of climb: 10 m/s (32.8 ft/s)
• Disc loading: 30 kg/m² (6 lb/ft²)
• Power/mass: 0.33 kW/kg (0.20 hp/lb)
Armament Weapons systems summary
• Guns: 1x mobile semi-rigid 30 mm Shipunov 2A42 cannon (460 rounds total, dual feeding AP or HE-Frag)
• Hardpoints: 4 with a capacity of 2,000 kg and provisions to carry combinations of:
o Rockets: ,Light M.D.C
o Missiles: mini missiles pods .short range missiles pods or medium range missiles pods
o Bombs: use mini missiles .short range missiles or medium range missiles
o Other: 23 mm UPK-23-250 gun pods (240 rounds each),
• Two pods on the wingtips with flare and chaff countermeasure dispensers, 4 UV-26 dispensers each (total 512 chaff/flare cartridges in each pod)


Type : LOOK BELOW pick one only
Damage : single barrel ,
M.D.C Conventional rounds

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

30 mm-5d4 M.D( max damage 20) blast radius
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 ,
5D8X10 M.D twenty round burst ,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst,
N/A M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A M.D six round burst,
5D4X10 M.D eight round burst, N/A M.D nine round burst ,
4D6X10 M.D ten round burst ,


A.P.F.S.D.S round NO blast radius

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst,
3D4X10 M.D three round burst,
4D4DX10M.D four round burst,
5D4X10 M.D five round burst,
4D6X10 MD six round burst,
4D8X10 M.D eight round burst,
6D6X10 M.D nine round burst ,
5D8X10 M.D OR 1D4X100 M.D ten round burst ,

The "cartridge" energy weapon system

30 MM 2D4X10 M.D= 80 M.D

4D8X10M.D Two round Burst,

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
30MM 5D10 one round
1D10X10 M.D Two round Burst,
5D4X10 M.D three round Burst ,

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range : 3 miles
Rate of fire: burst
Payload: 250 rounds

note OR replace with gun nose turrent from below

ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 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

OR

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
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


OR

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:
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

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

note/bonus /penalties : look above for type of rounds and weapon systems

Type : wing hard points two, three, or five per wing
in main wing 2 per wing total 4 each can carry two pods each hard point for a total of 8 pods!!!!
Damage : varies
Standard rockets can carry the following
2.5 inch rockets
1d4 M.D.C Armor piercing balst radius 1 feet per missiles
2.5 inch rockets
1d4 M.D.C armor piercing incendiary 2 feet per missiles and each missile gives 1d4 M.D.C for 1d4 for 15 seconds
Any mini missiles type
pods pick one type of misslies

Short range pods
pick one type of misslies

Medium range missile pods
pick one type of misslies

or

One or two barrel 5 MM minigun ,M.D.C manchine gun , rail gun ,Automatic grenade Launcher or ATL-7 Anti-Tank Laser Rifle (New Babylon). can be single barrel from 3d6 M.D to 2d6x10 M.D the max
can be fix or 360 angle with gun camera tie two gunner add +2 to all strike or aim
Range : varies
Rate of fire: burst or , misslies one ,or any or all counts as one attack for misslies
Payload:
2.5 inch rockets pods 100 per pod
Any mini misslies pods 24 per pod
Short range pods pods 6 per pod
Medium range pods 4 per pod
M.D.C manchine or rail gun pods 250 rounds per pod
5 MM minigun look above gun pods 500 rounds per pod
Rate of fire:
2.5 inch rockets pods 22,000 feet
Any mini misslies pods 1 mile
Short range pods pods varies
Medium range pods varies
M.D.C manchine or rail gun pods [/b] look above
5 MM minigun look above gun pods look above
Automatic grenade Launcher look below
note/bonus /penalties : N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2 per pod in main body )-
A modern addition, meant to improve mecha survivability against missile weaponry.
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: 100 pounds


Type : LOOK BELOW pick one only
Damage : single barrel ,
M.D.C Conventional rounds

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

30 mm-5d4 M.D( max damage 20) blast radius
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 ,
5D8X10 M.D twenty round burst ,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst,
N/A M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A M.D six round burst,
5D4X10 M.D eight round burst, N/A M.D nine round burst ,
4D6X10 M.D ten round burst ,


A.P.F.S.D.S round NO blast radius

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst,
3D4X10 M.D three round burst,
4D4DX10M.D four round burst,
5D4X10 M.D five round burst,
4D6X10 MD six round burst,
4D8X10 M.D eight round burst,
6D6X10 M.D nine round burst ,
5D8X10 M.D OR 1D4X100 M.D ten round burst ,

The "cartridge" energy weapon system

30 MM 2D4X10 M.D= 80 M.D

4D8X10M.D Two round Burst,

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
30MM 5D10 one round
1D10X10 M.D Two round Burst,
5D4X10 M.D three round Burst ,

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range : 3 miles
Rate of fire: burst
Payload: 250 rounds

note OR replace with gun nose turrent from below

ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 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

OR

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
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


OR

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:
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

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

note/bonus /penalties : look above for type of rounds and weapon systems


Type : wing hard points two, three, or five per wing varies by model,
can carry two pods each hard point !!!!
Damage : varies
Standard rockets can carry the following
2.5 inch rockets 1d4 M.D.C Armor piercing balst radius 1 feet per misslies
2.5 inch rockets 1d4 M.D.C armor piercing incendiary 2 feet per missiles and each missile gives 1d4 M.D.C for 1d4 for 15 seconds
Any mini misslies type pods pick one type of misslies

Short range pods pick one type of misslies

Medium range missile pods pick one type of misslies

One or two barrel 5 MM minigun ,M.D.C manchine gun , rail gun ,Automatic grenade Launcher or ATL-7 Anti-Tank Laser Rifle (New Babylon). can be single barrel cfrom 3d6 M.D to 2d6x10 M.D the max
can be fix or 360 angle with gun camera tie two gunner add +2 to all strike or aim
Range : varies
Rate of fire: burst or , misslies one ,or any or all counts as one attack for misslies
Payload:
2.5 inch rockets pods 100 per pod
Any mini misslies pods 24 per pod
Short range pods pods 6 per pod
Medium range pods 4 per pod
M.D.C manchine or rail gun pods 250 rounds per pod
5 MM minigun look above gun pods 500 rounds per pod
Rate of fire:
2.5 inch rockets pods 22,000 feet
Any mini misslies pods 1 mile
Short range pods pods varies
Medium range pods varies
M.D.C manchine or rail gun pods [/b] look above
5 MM minigun look above gun pods look above
Automatic grenade Launcher look below
note/bonus /penalties : N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2 per pod in main body )-
A modern addition, meant to improve mecha survivability against missile weaponry.
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: 100 pounds


The following are NAAT OR NAMES gunships pilots training gunships para troopers
O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth [b] The following are NAAT OR NAMES gunships pilots training gunships para troopers

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
[/b]


Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

r oll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth ,this is the MOS will be used
Specific Helicopter picks two add +20 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none
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 »

Rifts chaos earth and later rifts eart 300 years later after the second dark ages : http://th00.deviantart.net/fs71/PRE/i/2 ... 6wnfbw.jpg

http://unspacy.deviantart.com/art/russi ... 27283&qo=4


The Russian Army is planning to begin modernize its armored and mechanized forces beginning in 2015, fielding a new family of vehicles comprising a new main battle tank, armored infantry fighting vehicles, and various support platforms. The new tank was expected to be unveiled exclusively to Russian leadership at the Arms Expo exhibition at Nizhny Tagil in September, 2013. Along with a new tracked vehicle and new family of wheeled vehicles. Eventually, the new tank was unveiled quietly to Top VIP, inside the ‘presentation pavilion’ reserved for the Terminator-2 BMPT72. This pavilion was oversized for that type of vehicle, and was opened to the press only on the first day of the event. The new tank was hidden from the public eye and is likely to remain secret util it’s planned fielding in 2015
The MBT will be based on the new Armata, the prototype is scheduled to enter field trials in 2013, about 10 months ahead of schedule. First Deputy Defense Minister Alexander Sukhorukov said. The new tank is under development at Uralvagonzavod in Omsk. The first deliveries of the tank to the Russian Armed Forces are scheduled for 2015. A total of 2,300 MBTs are expected to be supplied by 2020.


According to preliminary reports, the new tank designated T-99 will be less radical and ambitious than the failed ‘Object 195’ or T-95, it will weigh less, therefore, become more agile and will be more affordable, compared to its more ambitious predecessors.
The Russian industry is also developing the Boomerang family of 8×8 wheeled armored vehicles which will gradually replace the current BTR-90. Additionally, the Kurganets-25 tracked armored vehicle provides high degree of commonality with the new Armata tank. The Kurganets-25 will evolve into various models, gradually replacing BMP and BMD and MT-LB and other types of tracked armored platforms.

http://th06.deviantart.net/fs71/PRE/i/2 ... 6wnfka.jpg

http://unspacy.deviantart.com/art/russi ... 27283&qo=0

Uralvagonzavod unveiled today the new BMPT72 (also dubbed Terminator 2) combat support vehicle in public on the third day of the Russian Arms Expo RAE-2013 at Nizhny Tagil. Defense-Update reports. Unlike the first generation BMPT that was produced as a new vehicles, rolling off the T-72 production line, BMPT72 is converted from the T-72 platforms that are withdrawn from service,thus offering a cost effective solution for military forces that are already operating over 20,000 T-72 platforms. BMPT has introduced a new concept in combat support, which was not fully comprehended by users. The designers are confident that the new configuration that better integrates with the operational procedures. Under this approach, a BMPT replaces one of the squad’s tanks, thus enabling the whole unit to bring its firepower to maximum effect.

Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
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 parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

13. 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


In addition rifts earth add ons
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, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

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 measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually 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 slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

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

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 interferencefrom 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: Russianrobot vehicles typically contain enough room to seat 4-8 human-sized and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a few hours (300 -400 feet/91-122 m maximum depth). However, unless stated otherwise, the vehicle cannot propel itself underwater nor move along the bottom of a lake or sea floor.
25. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast 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), allof 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. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design


Stats
Height: 12 feet
Width: 11 feet
Length 19 feet
Weight 48 tons fully loaded
Cargo: side arms ,food ration1d4 week for each crew member ,frist aid kit
Power System: look above
Cost: 5,000,000
Black Market Cost times 1.5

MDC
Main body 550
Front armoured 450
Side armoured (2) 450
Turrent armoured 450
Under armoured 450
Rear armoured 450
Force fields standard 240
Treads 100 each (2)
Main turret 250
Main gun 125
Crew compartment 450
optional weapon system mounts Remote controlled Machines gun 100
Grenade launcher systems (2)
Note :
If M.D.C in main body goes to zero, tank shut down, but of goes to negative it blow up damage goes to Crew compartment, destroying the track stops tank form moving can only go in circles . destroying any weapon systems there a blow away ammo expolsion systems to poertect crew .frist to take damge is Force fields,then when Force fields reach zero the armoured in Front, Turrent, Under, Rear take damge finally by hull take damage

Weapon systems summary
1. 135 mm Tank Rifle
2. Heavy M.D.C Machines gun(2)
3. Heavy M.D.C Grenade launcher systems(2)


Weapons systems 135 mm Tank Rifle
Type
Damage
Conventional rounds

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

135 mm 4D4X10 M.D( max damage 160) blast radius

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

135 mm -3d6x10 M.D (max damage 180)


A.P.F.S.D.S round NO blast radius

135 mm -6d6x10 M.D( max damage 360 )

The "cartridge" energy weapon system
135 MM 8D6X10M.D = 480 M.D

Third generation ram jet rail gun auto-cannon

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

135 mm 5d6x10


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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range 2.7 MILES BUT CAN GO 3 MILES
Rate of fire: single shot
Payload: 80 of three type of rounds




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 short comings 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 vechiles itcan be mounted as a heavy weapon systems.can replace main gun or put on top gun turrent by replaceing heavy M.D.C machine gun or paired up ( double the M.D.C )
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


Or
Weapons systems 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 fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
[/b] [/u] Type :
[u] [b] 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 unlimitec any other 500 brust
not/bonus /penalties : weight 12000 pounds,if you roll 2 to 4 will over heat and cool dwn in 1d4 meles or 15 x 4 seconds



Weapons systems Heavy M.D.C Machines gun(2)
Type 14.5 mm
Damage
1d10X100 S.D.C TO 1 M.D
1D4 M.D four round burst, 1d4+1 M.D five round burst, 1D6 MD six round burst, 2d4 M.D eight round burst, 2d4+1 M.D nine round burst , 1d10 M.D ten round burst , 5d4 M.D twenty round burst , 5d6 M.D thirty round burst, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so

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

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on
5D10 X10 OR 5 M.D
1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on
1D6X100 S.D.C OR 1D6 M.D OR 6 M.D
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
4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO
1d10 M.D.C =1000 S.D.COE 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

Range 3 miles
Rate of fire: burst
Payload: 2000 rounds of two type of damage
Conventional rounds

Weapons systems Heavy M.D.C Grenade launcher systems(2)
Pick one of the folllwing below
Weapons systems WI-GL 20 Automatic grenade Launcher
standard heavy grenade systems
Light Boom gun from the GB:
Bandit 6000 Grenade Launcher Knock Off
Weapons systems laser Vulcan guns

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 direct fire , indirect fire 16,000 feet
Rate of fire burst only 10 shot
Payload: 600 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus: in addition
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 1000 feet
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

standard heavy 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

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


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


standard Flare/Chaff Launchers (2)- located in rear of the main turrent
Range: Close Defense 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
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: 2000
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited
Last edited by ZINO on Tue Dec 03, 2013 11:54 pm, edited 1 time 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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http://fc04.deviantart.net/fs70/i/2013/ ... 6wnhce.jpg
The fire support combat vehicle supporting the team with target acquisition, close and medium range fire support and anti-tank team suppression. It is also highly effective in urban operations, offering elevations and depression angles for both main weapons and sights.
The vehicle features extremely effective firepower, high Level of protection, high mobility and improved mission endurance. As the first generation BMPT it is designed to engage a wide target set, from enemy tanks, infantry fighting vehicles and other armored vehicles, dismounted infantry, and guided missile teams. The weight of the BMPT72 was reduced by four tons to 44 tons. The crew count was also reduced, from five to three, with the removal of two grenade launching positions. Besides the elimination of 2,100 grenades, the ammunition count remained unchanged – four laser guided ATAKA missiles effective against armor, helicopters or infantry targets at ranges up to 6,000 meters and remotely controlled dual 2A42 gun platform, firing 30mm projectiles. The turret contains 850 rounds of APRS-T, HEF-I, AP-T, KE rounds.
http://fc03.deviantart.net/fs70/i/2013/ ... 6wngef.jpg

http://unspacy.deviantart.com/art/new-B ... 27283&qo=1


The vehicle features extremely effective firepower, high Level of protection, high mobility and improved mission endurance. Photo: Noam Eshel, Defense-Update
Among the improvements introduced with the new BMPT72 is a redesigned turret, with lower profile and better protection, including armored shields for the missiles, protecting the missiles from splinters and small arms fire. The launchers are positioned oblique side by side rather than the previous stack configuration. The vehicle also uses improved fire control and navigation systems, utilizing video, thermal and laser rangefinder sights for both commander and gunner. The standard T72 hull received a remodeling with add-on armor, reactive armor modules and slat armor, protecting the rear area. Customers will be able to have a choice of two engines – the original 850 hp B84MC or the new 1000 hp B92C2 power plants, both are 12 cylinder V type multi fuel, liquid cooled Diesel engines. The main difference is the replacement if the centrifugal-type supercharger with a turbo supercharger for higher power and efficiency. An auxiliary power unit is used to extend the BMPT72 mission endurance, running all systems on silent watch.

Among the improvements introduced with the new BMPT72 is a redesigned turret, with lower profile and better protection, including armored shields for the missiles, protecting the missiles from splinters and small arms fire. Photo: Noam Eshel, Defense-Update


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
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 parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

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 in rifts earth
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, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

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 measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually 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 slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

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

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 interferencefrom 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: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor 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. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by special code, electronically picked or blown apart. Blastdoors 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), allof 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 acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design


Stats
Height: 10 feet
Width: 11 feet
Length 19 feet
Weight 30 tons empty
Cargo: 2 tons can be add
Power System: look above
Cost: 2 million
Black Market Cost x3
crew one commander ,one driver , gunner ,troops ; 10 human size or partial Borgs or for 2 human
MDC
Main body 350
Force fields 250
Treads 100 each(2)
Main turret 325
Main gun cannon (2)240
Crew compartment 300
Over and Under ,side armored for 225
Note :
If M.D.C in main body goes to zero, tank shut down, but of goes to negative it blow up damage goes to Crew compartment, destroying the track stops tank/APC form moving can only go in circles. destroying any weapon systems there a blow away ammo explosion systems to protect crew .first to take damage is Force fields, then when Force fields reach zero the armored in Front, Turret, Under, Rear take damage finally by hull take damage ,if Main turret is reach zero no weapon systems are gone.
http://fc08.deviantart.net/fs70/f/2013/ ... 6wnh6o.jpg

http://unspacy.deviantart.com/art/new-B ... -417640128
Also if there even one missiles it blow away has 50% to all location varies on how many missiles are in payload ,30 MM rounds don’t do no damage, blow away armored can handle it .
http://fc03.deviantart.net/fs70/i/2013/ ... 6wngef.jpg
http://unspacy.deviantart.com/art/new-B ... 27283&qo=1


Weapon systems summary
1. 30mm cannon
2. guided missile teams
3. dismounted infantry


Weapons systems
Type : 30mm
Damage look below the following is one barrel fired
Conventional rounds

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

30 mm -5d4 M.D( max damage 20) blast radius
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 ,5D8X10 M.D twenty round burst ,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

30 mm 4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D

A.P.F.S.D.S round NO blast radius

30 mm 1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst ,


Third generation ram jet rail gun auto-cannon

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

30MM hyper rounds 5D10
1d10x10 M.D Two round Burst, 5d6x10 M.D three round Burst , 5d8x10M.D four round Burst , 5d10x10M.D


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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Range 5 miles
Rate of fire: Burst
Payload: 2500 rounds in rifts earth



Weapons systems
Type guided fire and forget missiles
Damage
Medium range 5d6x10
Long range any
Range varies
Rate of fire: one or any or all counts as one attack
Payload: 4 only pick one type of missiles cannot combine
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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take a look page 3 ARM TECH viewtopic.php?f=36&t=125672
viewtopic.php?f=36&t=125672&start=100
this the frist gen Russian T series
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4063
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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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artist comment Handbrake!by NOMANSNODEAD
Digital Art / Drawings & Paintings / Sci-Fi©2013 NOMANSNODEAD
Basic concept is a tank that can walks. Before going with some scribbles a friend request popping in and i thought it is pretty good to use his cool idea, so then i decide it's going to be the Russian T series.
It's not so bad to make a little drama in it so i put some dirt, sky, and a little Antonov Mriya up there just for dropping this so called "tank”. cheers!




Description Russian T series this is choas earth model
The first true merger conventional combat tank T –series class to a partial combat robot vehicle all done in rifts chaos earth before the fall of man civilization. It was real a rush design, when a major war happen in a three way war for rare earth metals, this war china, India and Russia wee fought in isolated area of earth but show the power of MDC and a major wakeup call for these nation, India had thousands of conventional and hundreds of upgraded MDC combat vehicles, India was able absorbed the loss in conventional warfare, the Abram tank showed it age but still as a work horse for western power. While the china forces had there first robot vehicle were able to just like the Indian task force .but china was still not as advance the American, Germany and japan. But can hold their ground at the cost of low MDC armored but larger amount of combat troops!!!But the king were the Russian were they merger of old and new prototype design ,test ,made and train in six months !!!! Air drop like tanks and supported by covered by S.D.C units and lots ammo, for the Chinese task force thought as standard T 99tanks. Which the Russian made sure these robot vehicles IFF systems show .true some parts were from T-99 tanks but the Indian task force were able to go toe to toe with these robot vehicles. The Abrams battle tank in Indian had removed the 100 MM tank rifle and replace to A 135 MM tanks rifle that fire MDC rounds. For if not for American training of tank verses robot vehicles mostly conventional M.D.C retro fits to 80% military vehicles lost would have been as high as the Chinese task force. America, Germany, japan stay clear but look at battle analyses with a fine tooth pick. Still able to fight from open battle filed to, jungle combat to urban warfare the worst for all side but even humanoid robot vehicles had trouble, the T-99 class was seen as the best of all three parties ,still venerable gas tanks , ammo explosion for a single hit after reactive armored was blown away. Repairs were very easy to the point that tank crew were able to repair, maintain in the middle of combat!!! Russian T series stood like a giant in battlefield even when losing battles, it was a true Russian pride. It mass production as a stop gap and using Old Russian tanks as combat drones work well. Russian T series while not as heavy armored of robot vehicle it could hold I own in many fields of combat.

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 heavy Radio 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 .

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

9. Voice actuated locking systems

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

11. 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. 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. Special reactive amour: able to deflect any physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to ANY PART OF THE VECHILE . On the second hit is 95 M.D.C and third hit 90 M.D.C and the firth hit 85 and so on!!! Any weapon M.D.C that does 20 MM OR LESS DO NO DAMAGE ,BUT RAIL GUN OF ANY KIND DO NORMAL DAMAGE ,


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: 2400
Weight add: 1 tons

18. Basic EVA systems (back up)

M.D.C
Main body 250
Special reactive amour: 100
Head/Main turret 225
Upper Legs (2) 100
Lower Legs (2)225
Feet (2)100
Reinforce cockpit compartment: none
External tanks (4) 25 each
Main gun 125
20 MM rapid fire auto cannon turret 75
Side mounted grenade 55
Long range 12.5 MM Heavy M.D.C machine gun lower body area 45
Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body 45
Claw arm 100 (1)
Rear engine 200
Anti missiles target acquisition systems 35
*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. If Head/Main turret goes to zero the following weapons are blow away Main gun 125 ,20 MM rapid fire auto cannon ,Side mounted grenade , crew will be expose now ,and venerable form enemy fire. Special reactive amour rules apply first Special reactive amour: able to deflect any physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to ANY PART OF THE VECHILE . On the second hit is 95 M.D.C and third hit 90 M.D.C and the firth hit 85 and so on!!! Any weapon M.D.C that does 20 MM OR LESS DO NO DAMAGE ,BUT RAIL GUN OF ANY KIND DO NORMAL DAMAGE , Depleting Rear engine shut down robot , Depleting External tanks automatic blow doing 1d4x10 MDC ( there are four ) to engine and then half damage if Special reactive amour if not reach zero, if there no Special reactive amour left fully damage to man body.

Stats
Height 22 feet
Length 25 feet
Depth/width 13 feet
Weight 20 tons empty /Fuel 48 hours each tank give 12 hours
Cost 2.5 million
Black market 3 million always fully loaded

Speed
Range: 48 hours
Flying jumps thrusters 100 MPH , max height 1000 feet
Running 45 MPH max
Walk 2 to 15 MPH
under water depth not possible but floats speed 10 MPH the max
Hand to hand: robotic P.S 50 legs only, Claw arm 30

Weapon summury MARK I

• Main gun 100 tank rifle MM or 125 MM tank rifle
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50

Mark II
• Main gun 100 tank rifle MM or 125 MM tank rifle side mount Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50

Marl III
• Main gun 100 tank rifle MM or 125 MM tank rifle one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50

MARK IV
• Main gun 100 tank rifle MM or 125 MM tank rifle one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Optional single barrel or dual barrel Heavy M.D.C 12.5 MM Heavy M.D.C machine gun or grenade launcher system on main turret can be man or remote control
• Had to hand combat claw PS 30 , legs 50

Type:pick one tank rifle pick one 100 tank rifle MM or 125 MM tank rifle
Weight: 1 TON not including ammo , each round 45 pounds each
Mega-Damage:
Single rounds
100 MM tank rifle H.E.A.T 6D6 AP 5D6
Single rounds
125 MM tank rifle H.E.A.T 1d4x10, AP rounds 6d6
Rate of Fire:
Single shot only
Effective Range:
100 tank rifle MM 6000 feet
or
125 MM tank rifle 2.5 miles
Payload: 50 ROUNDS TYPE OF ROUND
Note: any armor that has a main body of 100 MDC or less crew and pilots take 6d6 S.D.C
ASLO mark two T-90 side mounted, the mark II will have two Heavy M.D Machinegun of the main gun all guns are hidden
Heavy M.D Machinegun: below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
later add two mark III has two
Damage: 4d8 short burst, 1d4x10+4 medium burst, 2d4x10 long burst
Can fire S.D.C as well but not both at the same time


Type: 20 MM rapid fire auto cannon acts as a Anti missiles target acquisition systems to shot missiles , when defense like a dodge or a roll this 20 MM auto cannon rain hell of any type of missiles, it first AI system to shot only missiles when dodging ,rolling or given cover to other work well .but 1 generation auto-cannon standard rounds work OK at cost ammo ,however when the Russian got their hands on 2 generation auto-cannon standard rounds from ARMTech to finance the company . The reason the was America, Germany, japan were going for rail gun and beam tech ,leaving only the M.D.C conventional rounds as old tech ,outdated, and were allowed to share with Indian and Russian forces ,the china was blind-sided .this was kept a secret to china even after the war. The AI systems work very well from pilots full control to defensive one second to offensive the next. it was love by Russians robot vehicles to support personal as well.
Weight: gun system 125 pounds only ,ammo for every 100 rounds weight 25 pounds so 2500 standard rounds total 31.5 tons !!!(Dame!!)
Mega-Damage:
20 MM Conventional M.D.C rounds
1 generation auto-cannon standard rounds
1d4 M.D.C Per round
2 generation auto-cannon standard rounds
5d4 M.D.C Per round
Burst 1 generation auto-cannon standard rounds
Five rounds burst short round 5D4 M.D.C
Ten round medium burst round burst 1D4X10 M.D.C
20 rounds long burst 2D4X10 M.D.C
40 round extended long burst 4D4X10 M.D.C
80 full melees burst 4D8X10 M.D.C

Burst 2 generation auto-cannon standard rounds
Five rounds burst short round, 1D10X10 M.D.C
Ten round medium round burst 5D4X10 M.D.C
20 rounds long burst 5D8X10 M.D.C
40 rounds extended long burst 6D6X10 M.D.C
80 full melee burst 8D6X10 M.D.C

Rate of Fire: five round burst short round , ten round medium round burst, 20 round long burst , 40 round extended long burst , 80 full melee burst
Effective Range: standard range 4 miles
Payload: 2500 rounds
Note: it was learn that damage drops due to gravity of round and speed is lowered of rounds
Type of round
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too, weight for rounds drops by 75% total weight 8 tons !!!!
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
A.S.A.S.P bonus as above but critical 15
A.I systems look for any type of missiles mini missiles to long range missiles, to shot missiles + 4 to strike while pilots dodge ,roll or try to take a hit the systems kick in but can change to attack mode due pits control, but pilots use weapon systems , can switch from tank commander to gunner if need be.


type: Side mounted grenade
Weight: 300 pounds empty ammo , grenade 10 add 1 pound
Mega-Damage:
Per grenade
Pick one from below
Fra grenade light 1d4
Fra grenade heavy 2d4
Pick one from below
Explosive grenade 1d6
Heavy Explosive grenade 2d6
Flash bang grenade
Smoke grenade
Chaff grenade
Rate of Fire: 2 round burst only per tube ,can fire one tube or any combination or all four
Effective Range: direct fire 6000 feet ,indirect fire 18,000 feet
Note:
Payload: 1000 rounds each !!! or 4000 rounds!!!!

type: Long range 12.5 MM Heavy M.D.C machine gun lower body area
12.5 MM calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
range : 3miles
Payload: 800
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: Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
Mega-Damage: look above
Rate of Fire: look above
Effective Range: 6000 feet
Note: located in main body
Payload: look above

Description Russian T series
The first true merger conventional combat tank T –series class to a partial combat robot vehicle all done in rifts chaos earth before the fall of man civilization. It was real a rush design, when a major war happen in a three way war for rare earth metals, this war china, India and Russia wee fought in isolated area of earth but show the power of MDC and a major wakeup call for these nation, India had thousands of conventional and hundreds of upgraded MDC combat vehicles, India was able absorbed the loss in conventional warfare, the Abram tank showed it age but still as a work horse for western power. While the china forces had their first robot vehicle were able to just like the Indian task force .but china was still not as advance the American, Germany and japan. But can hold their ground at the cost of low MDC armored but larger amount of combat troops!!!But the king were the Russian were they merger of old and new prototype design ,test ,made and train in six months !!!! Air drop like tanks and supported by covered by S.D.C units and lots ammo, for the Chinese task force thought as standard T 99tanks. Which the Russian made sure these robot vehicles IFF systems show .true some parts were from T-99 tanks but the Indian task force were able to go toe to toe with these robot vehicles. The Abrams battle tank in Indian had removed the 100 MM tank rifle and replace to A 135 MM tanks rifle that fire MDC rounds. For if not for American training of tank verses robot vehicles mostly conventional M.D.C retro fits to 80% military vehicles lost would have been as high as the Chinese task force. America, Germany, japan stay clear but look at battle analyses with a fine tooth pick. Still able to fight from open battle filed to, jungle combat to urban warfare the worst for all side but even humanoid robot vehicles had trouble, the T-99 class was seen as the best of all three parties ,still venerable gas tanks , ammo explosion for a single hit after reactive armored was blown away. Repairs were very easy to the point that tank crew were able to repair, maintain in the middle of combat!!! Russian T series stood like a giant in battlefield even when losing battles, it was a true Russian pride. It mass production as a stop gap and using Old Russian tanks as combat drones work well. Russian T series while not as heavy armored of robot vehicle it could hold I own in many fields of combat.

UPDATE IN RIFTS EARTH 300 YEARS LATER
T-99 class as it called, was a major discovery, not far from Germany border, it found all 5 class in were able to put together from a lost battle during the beginning of the dark ages .doing a last stand recovery was pain at first but with Russian troops and N.A.T.O troop and civil task forces were able to recover all 33 units. This was at first a stopping gap but in turn useful for varies companies looking (looking below for each model) bulk up small units in Germany .NGR was not happy to see so many model but the elite version was given to the Russian paratroopers , and effective combat unit just like in the old day but better armored ,weapon systems. Triax is looking at these units models 1 to 5 ,as combat drones but the president turned them down are allowed in cities due to its design and Russian know kown how.


Stats
Height 22 feet
Length 25 feet
Depth/width 13 feet
Weight 20 tons empty /Fuel 48 hours each tank give 12 hours
Cost 2.5 million
Black market 3 million always fully loaded

Speed
Range: 48 hours
Flying jumps thrusters 100 MPH , max height 1000 feet
Running 45 MPH max
Walk 2 to 15 MPH
under water depth not possible but floats speed 10 MPH the max
Hand to hand: robotic P.S 50 legs only, Claw arm 30

Weapon summury
Mark I sold to mercenary troops OR DMZ 5d8x10 made
• Main gun 100 tank rifle MM or 125 MM tank rifle
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50

Mark II sold to allies nations OR security forces 5d6x10 made
• Main gun 100 tank rifle MM or 125 MM tank rifle side mount Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50

Mark III defense unit 5d4x10 made
• Main gun 100 tank rifle MM or 125 MM tank rifle one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50


MARK IV main battle robot tank combat support unit for rifts training unit fire S.D.C rounds but can be replace with per rifts MDC ammo 5d4x10 made

• Main gun 100 tank rifle MM or 125 MM tank rifle one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Optional single barrel or dual barrel Heavy M.D.C 12.5 MM Heavy M.D.C machine gun or grenade launcher system on main turret can be man or remote control
• Had to hand combat claw PS 30 , legs 50

The following are rifts fully updated systems look below


MARK V main battle robot tank paratrooper support unit for rifts earth it carries the latest M.D.C weapon systems 3d6x10 made
MARK VI TW abilities offensive and 5 defensive has 1000 PPE Battery number 13 feature look above

• Main gun 100 tank rifle MM or 125 MM tank rifle or 135 MM and one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Optional single barrel or dual barrel Heavy M.D.C 12.5 MM Heavy M.D.C machine gun or grenade launcher system on main turret can be man or remote control , or ATL-7 Anti-Tank Laser Rifle (New Babylon), Flare/Chaff Launchers, WI-GL 20 Automatic grenade Launcher, standard grenade systems, Light Boom gun from the GB, Bandit 6000 Grenade Launcher Knock Off ,
• Had to hand combat claw PS 30 , legs 50

Features RIFTS EARTH 300 YEARS LATER
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 heavy Radio 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 .

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

9. Voice actuated locking systems

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

11. 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 not allowed by N.G.R treaty with mercenary company LOOK BELOW

13. Can add Five TW this MARK 6 OR MARK VI 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. Special reactive amour: able to deflect any physical attack range weapons (no damage) IT had 240 100 M.D.C or less to any location this applies to ANY PART OF THE VECHILE . On the second hit is 95 M.D.C and third hit 90 M.D.C and the firth hit 85 and so on!!! Any weapon M.D.C that does 20 MM OR LESS DO NO DAMAGE ,BUT RAIL GUN OF ANY KIND DO NORMAL DAMAGE look at the location below

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: 2400
Weight add: 1 tons

18. Basic EVA systems (back up)

M.D.C fully updated for rifts earth
Main body 250
Special reactive amour Head/Main turret: look above
Head/Main turret 225
Special reactive amour: Upper Legs look above
Upper Legs (2) 100
Special reactive amour: Lower Legs look above
Lower Legs (2)225
Feet (2)100
Special reactive amour: Reinforce cockpit compartment look above
Reinforce cockpit compartment: none
Special reactive amour: Power supply unit (4) look above
Power supply unit (4) 240 each
Main gun 125
20 MM rapid fire auto cannon turret 75
Side mounted grenade 55
Long range 12.5 MM Heavy M.D.C machine gun lower body area 45
Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body 45
Claw arm 100 (1)
Rear engine 200
Anti missiles target acquisition systems 35
Optional weapon systems 225

*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. If Head/Main turret goes to zero the following weapons are blow away Main gun 125 ,20 MM rapid fire auto cannon ,Side mounted grenade , crew will be expose now ,and venerable form enemy fire. Special reactive amour rules apply first Special reactive amour: able to deflect any physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to ANY PART OF THE VECHILE . On the second hit is 95 M.D.C and third hit 90 M.D.C and the firth hit 85 and so on!!! Any weapon M.D.C that does 20 MM OR LESS DO NO DAMAGE ,BUT RAIL GUN OF ANY KIND DO NORMAL DAMAGE , Depleting Rear engine shut down robot , Depleting External tanks automatic blow doing 1d4x10 MDC ( there are four ) to engine and then half damage if Special reactive amour if not reach zero, if there no Special reactive amour left fully damage to man body.

Stats THE SAME look above
Speed THE SAME look above
Range:
Rifts® World Book 33: Northern Gun™ One
Alternative Fuel Systems pages 101 to 102[u][b]
Solid Oxide Fuel Cells . info
Standard Solid Oxide Fuel Cells weight 42 duration 1400 hours M.D.C shell 15 MDC
Heavy-Duty Solid Oxide Fuel Cells for tanks, power armor, combat robots, heavy energy weapons systems weight 221 pounds each unit duration 700 hours M.D.C shell 30 M.D.C
Dangers and Limitations MUST READ THIS BUY THE BOOK
Converting Vehicles to Solid Oxide Fuel Cells
NG’s Electric Batteries. MUST READ THIS BUY THE BOOK
Weight 31 POUNDS, duration 96 hours or 4 days for robots and heavy vehicles 144 hours for man size power armor, hover cycles, rocket bikes and light vehicles

[b]Flying
jumps thrusters 100 MPH , max height 1000 feet
Running 45 MPH max
Walk 2 to 15 MPH
under water depth not possible but floats speed 10 MPH the max
[u] Hand to hand:
robotic P.S 50 legs only, Claw arm 30

type: pick one 100 tank rifle MM or 125 MM tank rifle
Weight: 1 TON not including ammo , each round 45 pounds each
Mega-Damage:
Single rounds
100 MM tank rifle H.E.A.T 6D6 AP 5D6
Single rounds
125 MM tank rifle H.E.A.T 1d4x10, AP rounds 6d6
Rate of Fire:
Single shot only
Effective Range:
100 tank rifle MM 6000 feet
or
125 MM tank rifle 2.5 miles
Payload: 50 ROUNDS TYPE OF ROUND
Note: any armor that has a main body of 100 MDC or less crew and pilots take 6d6 S.D.C
ASLO mark two T-90 side mounted, the mark II will have two Heavy M.D Machinegun of the main gun all guns are hidden

Heavy M.D Machinegun: below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
later add two mark III has two
Damage: 4d8 short burst, 1d4x10+4 medium burst, 2d4x10 long burst
Can fire S.D.C as well but not both at the same time

Type: 20 MM rapid fire auto cannon acts as a Anti missiles target acquisition systems 20 MM rapid fire auto cannon acts as a Anti missiles target acquisition systems to shot missiles , when defense like a dodge or a roll this 20 MM auto cannon rain hell of any type of missiles, it first AI system to shot only missiles when dodging ,rolling or given cover to other work well .but 1 generation auto-cannon standard rounds work OK at cost ammo ,however when the Russian got their hands on 2 generation auto-cannon standard rounds from ARMTech to finance the company . The reason the was America, Germany, japan were going for rail gun and beam tech ,leaving only the M.D.C conventional rounds as old tech ,outdated, and were allowed to share with Indian and Russian forces ,the china was blind-sided .this was kept a secret to china even after the war. The AI systems work very well from pilots full control to defensive one second to offensive the next. it was love by Russians robot vehicles to support personal as well.
Weight: gun system 125 pounds only ,ammo for every 100 rounds weight 25 pounds so 2500 standard rounds total 31.5 tons !!!(Dame!!)
Mega-Damage:
20 MM Conventional M.D.C rounds
1 generation auto-cannon standard rounds
1d4 M.D.C Per round
2 generation auto-cannon standard rounds
5d4 M.D.C Per round
Burst 1 generation auto-cannon standard rounds
Five rounds burst short round 5D4 M.D.C
Ten round medium burst round burst 1D4X10 M.D.C
20 rounds long burst 2D4X10 M.D.C
40 round extended long burst 4D4X10 M.D.C
80 full melees burst 4D8X10 M.D.C

Burst 2 generation auto-cannon standard rounds
Five rounds burst short round, 1D10X10 M.D.C
Ten round medium round burst 5D4X10 M.D.C
20 rounds long burst 5D8X10 M.D.C
40 rounds extended long burst 6D6X10 M.D.C
80 full melee burst 8D6X10 M.D.C

Rate of Fire: five round burst short round , ten round medium round burst, 20 round long burst , 40 round extended long burst , 80 full melee burst
Effective Range: standard range 4 miles
Payload: 2500 rounds
Note: it was learn that damage drops due to gravity of round and speed is lowered of rounds
Type of round
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too, weight for rounds drops by 75% total weight 8 tons !!!!
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
A.S.A.S.P bonus as above but critical 15
A.I systems look for any type of missiles mini missiles to long range missiles, to shot missiles + 4 to strike while pilots dodge ,roll or try to take a hit the systems kick in but can change to attack mode due pits control, but pilots use weapon systems , can switch from tank commander to gunner if need be.

type: Side mounted grenade
Weight: 300 pounds empty ammo , grenade 10 add 1 pound
Mega-Damage:
Per grenade
Pick one from below
Fra grenade light 1d4
Fra grenade heavy 2d4
Pick one from below
Explosive grenade 1d6
Heavy Explosive grenade 2d6
Flash bang grenade
Smoke grenade
Chaff grenade
Rate of Fire: 2 round burst only per tube ,can fire one tube or any combination or all four
Effective Range: direct fire 6000 feet ,indirect fire 18,000 feet
Note:
Payload: 1000 rounds each !!! or 4000 rounds!!!!

type: Long range 12.5 MM Heavy M.D.C machine gun lower body area
12.5 MM calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
range : 3miles
Payload: 800
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: Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
Mega-Damage: look above
Rate of Fire: look above
Effective Range: 6000 feet
Note: located in main body
Payload: look above


The following are rifts weapon systems

MARK V main battle robot tank paratrooper support unit for rifts earth it carries the latest M.D.C weapon systems

• Main gun 100 tank rifle MM or 125 MM tank rifle or 135 MM and one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun pick one
• 20 MM rapid fire auto cannon
• Side mounted grenade (1)
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Optional weapon systems single barrel or dual barrel Heavy M.D.C 12.5 MM Heavy M.D.C machine gun or grenade launcher system on main turret can be man or remote control , or ATL-7 Anti-Tank Laser Rifle (New Babylon), Flare/Chaff Launchers, WI-GL 20 Automatic grenade Launcher, standard grenade systems, Light Boom gun from the GB, Bandit 6000 Grenade Launcher Knock Off ,
• Had to hand combat claw PS 30 , legs 50


Conventional M.D.C rounds
type: heavy MDC machine gun
Weight: look above same no change
Mega-Damage:
Anti-material rifle and auto cannon caliber, from this these are heavy calibers pick one type for all heavy MDC machine gun

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,

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,
2d6x10X10 M.D twenty round burst,
5D4X10 fourth round burst ,

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


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 ,
6d6x10 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,
Rate of Fire: burst
Effective Range: 3 miles
Note: look below
Payload: 800 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.


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










20 MM cannon [u][b] Type: 20 MM rapid fire auto cannon acts as a Anti missiles target acquisition systems 20 MM rapid fire auto cannon acts as a Anti missiles target acquisition systems to shot missiles , when defense like a dodge or a roll this 20 MM auto cannon rain hell of any type of missiles, it first AI system to shot only missiles when dodging ,rolling or given cover to other work well .but 1 generation auto-cannon standard rounds work OK at cost ammo ,however when the Russian got their hands on 2 generation auto-cannon standard rounds from ARMTech to finance the company . The reason the was America, Germany, japan were going for rail gun and beam tech ,leaving only the M.D.C conventional rounds as old tech ,outdated, and were allowed to share with Indian and Russian forces ,the china was blind-sided .this was kept a secret to china even after the war. The AI systems work very well from pilots full control to defensive one second to offensive the next. it was love by Russians robot vehicles to support personal as well.
Weight: look above same no change
Mega-Damage: pick one from below

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius 12 inches per round
6D6 M.D Two round burst,
9D6 M.D three round burst,
N/A M.D four round burst,
2D4X10+10 M.D five round burst,
N/AMD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
3D6X10 M.D ten round burst ,
6D6X10M.D twenty round burst ,
9D6X10 M.D thirty round burst,


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

20 mm - 5d4 M.D (max damage 20)
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 ,
5d4x10M.D ten round burst ,


A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst,
1D10X10+8 M.D three round burst,
N/A M.D four round burst,
3D6X10 M.D five round burst,
5D4X10+16 MD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
6D6X10M.D ten round burst ,


The "cartridge" energy weapon system

20 MM 1d4x10=40 M.D
2d4x10 M.D Two round Burst,
3d4x10 M.D three round Burst,
4d4x10 M.D four round Burst,
5d4x10 M.D five round Burst,
4d6x10 M.D ten round Burst

Third generation ram jet rail gun auto-cannon

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

20MM 1d4x10
2d4x10 M.D Two round Burst,
3d4x10 M.D three round Burst,
4d4x10 M.D four round Burst,
5d4x10 M.D five round Burst,
4d6x10 M.D ten round Burst

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Rate of Fire: burst
Effective Range: 5 miles standard range
Note: look above
Payload: 2500 rounds



type: 100 MM tank rifle ,120 MM tank rifle,135 MM tank rifle pick one pick one
Weight: look above same no change
Mega-Damage:
2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

100 mm -2D4X10 M.D( max damage 80) blast radius
4D4X10 M.D Two round burst,

120 mm- 1D10x10M.D ( max damage 100) blast radius
5D4X10 M.D Two round burst, 5D6X10 M.D three round burst,

135 mm -2D6X10M.D( max damage 120 ) blast radius
4D6X10 M.D Two round burst,


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

100 mm -1d10x10 M.D (max damage 100)
5d4x10 M.D Two round burst, 5d6x10 M.D three round burst,

120 mm -2d6x10 or 3d4x10 M.D (max damage 120 )
4D6X10 M.D Two round burst, 3D6X10 M.D three round burst,

135 mm -4d4x10 or 2d8x10 M.D (max damage 160)
4D8X10 M.D Two round burst,


A.P.F.S.D.S round NO blast radius

100 mm -3d6x10 M.D( max damage 180) 6d6x10 M.D Two round burst,

120 mm -4d6x10 ( max damage 240 ) 8D6X10 M.D Two round burst

135 mm -5d6x10 M.D( max damage 300 ) 1D6X100 M.D Two round burst,


The "cartridge" energy weapon system single shot only

100 MM [u][b] 6D6X10 M.D = 360 M.D
[u][b] 120 MM
5D8X10M.D = 400 M.D
125 MM 7D6X10 M.D= 420 0R 5D8X10+20
135 MM 8D6X10M.D = 480 M.D

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS single shot only
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot -bursts later!!!!
100 MM 5D4X10
120MM 4D6X10
130mm 5d6x10

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Rate of Fire: single shot or Burst
Effective Range:

100 MM tank rifle: 6000 feet
120 to 125 MM tank rifle 2 miles
130 to 135 MM tank rifle 3 MILES only this cannon can do indirect fire artillery fire
Note: look above
Payload:


Optional weapon systems can be dual barrel ,man or remote control
ATL-7 Anti-Tank Laser Rifle (New Babylon). Optional weapon systems [/u]
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 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

Flare/Chaff Launchers (2) Optional weapon systems
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 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
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: 200
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited

Weapons systems laser Vulcan guns Optional weapon systems
this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
[/b] [/u] Type :
[u] [b] 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 unlimitec any other 500 brust
not/bonus /penalties : weight 12000 pounds,if you roll 2 to 4 will over heat and cool dwn in 1d4 meles or 15 x 4 seconds




type: Optional weapon systems grenade launcher pick one from below
Weight:
Mega-Damage: grenade launcher Optional weapon systems
BUT a 30 mm grenade launcher
L.E.A.P:
20 - 29 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst,
9D6 M.D three round burst,
N/A M.D four round burst,
2D4X10+10 M.D five round burst,
N/AMD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
3D6X10 M.D ten round burst

L.E.A.P:

30 - 39 mm -5d4 M.D( max damage 20) blast radius
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


L.E.A.P:

40 - 49 mm -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst,
1D6X10+12 M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A MD six round burst, 5D4X10
M.D eight round burst,
N/A M.D nine round burst ,
4D6X10 0 M.D ten round burst



H.E.A.P: Heavy Explosive armor piercing rounds
20 - 29 mm -5d4 M.D (max damage 20)
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 ,
5d4x10M.D ten round burst

30 - 39 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst,
N/A M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A M.D six round burst,
5D4X10 M.D eight round burst,
N/A M.D nine round burst ,
4D6X10 M.D ten round burst ,

40 - 49 mm - 5d6 M.D (max damage 30)
1D6X10M.D Two round burst,
2D4X10+10 M.D three round burst,
2D6X10 M.D four round burst,
N/A M.D five round burst,
3D6 X10 M.D six round burst,
4D6X10 M.D eight round burst,
N/A M.D nine round burst ,
5D6X10 M.D ten round burst ,


A.P.F.S.D.S round
NO blast radius

20 - 29 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst,
1D10X10+8 M.D three round burst,
N/A M.D four round burst,
3D6X10 M.D five round burst

30 - 39 mm - 1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst,
3D4X10 M.D three round burst,
4D4DX10M.D four round burst,
5D4X10 M.D five round burst,
4D6X10 MD six round burst,

40 - 49 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
10X10 M.D Two round burst,
4D4X10 M.D three round burst,
5D4X10 M.D four round burst,
4D6X10+10 M.D five round burst,
5D6X10 MD six round burst

CFT ExperimentalWeapons single only Optional weapon systems
20 MM 1d4x10=40 M.D
21 TO 29 MM 1D6X10 M.D=60 M.D
30 TO 39 MM 2D4X10 M.D= 80 M.D
40 TO 49 MM 1D10X10 M.D=100 M.D

Rate of Fire: burst or single
Effective Range: 2000 feet
Note: look above
Payload: 300 rounds



Optional weapon systems Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire
amour piercing grenade 3d6x10 for 8 feet blast radius
Smoke for cover pick ten colors
Tear gas crowd control
Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 10 shot
Payload: [u][b] 200 grenades each
[u][b] Bonus:
add +1 to hit
Weight: 120 pounds empty
Bonus : look above
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
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
Optional weapon systems 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 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
Optional weapon 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
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://fc04.deviantart.net/fs71/i/2013/ ... 61o6dz.jpg
http://thexhs.deviantart.com/art/XC-378-365604695
XC-378by TheXHS


Description

artist comment Designs & Interfaces / Game Development Art / Game Concepts & Illustrations / Vehicles©2013 TheXHS
XC-378 is a large cargo aircraft, with elements of stealth technology. Cargo payload nearly 50 tonnes.


XC-378 is a large cargo aircraft that works very well in Europe, as transport and need be combat. It was a design flaw that it can carry 50 tons of any cargo or more add 30 tons easily, plus weapon systems as well. It away has escort via air support .but it was found out stealth technology helps against many Brodkil Empire
Tech monster in Europe. The Brodkil hated because this transport stealth technology easily defeat missiles get -1d4 negative, and TOW missiles as well .But line sight weapon systems rail guns, MDc machinegun, M.D.C R.P.G rockets, mini-missiles systems, but sight systems targeting get 1d6 negatives as well.

XC-378 act mainly as transport combat cargo aircraft, but it muti function pods make ideal from high drops to gunships at extreme range that Brodkil Empire cannot match, to sea operations as well!!this is why there time crew bring down the stealth technology and Brodkil ground forces retreat , even magic force at point blank call danger close firing heavy M.D.C machine gun to 20 MM auto cannon which hide where the rounds are coming and built in noise reduction systems work very well. However rail gun this would be the best system to add but give away location .but it can act as a dedicated long range gun ship if need be.
Gargoyles fear been attack from above, range for this beast is 80,000 feet or 15 miles!!!
It VTOL landing and stealth technology hides well from even the best Brodkil have to try and detected this beast (90 negative). However counter measure. But NGr can defeat easily ,but not the coalition detection systems !!!
This is shared by all branches of the mercenary units , transcontinental , to VTOL fully loaded and armed to the teeth it will stay ahead for many years .


Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
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 parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to breathe. Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.

1. 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 1000 feet
Damage:
Standard
None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
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: 200
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited


In addition
13. 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).

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

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

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

17. 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.


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

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

20. 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 interferencefrom the latter two is common to all ground vehicles, notjust Russian designs).

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

22. 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.

23. Full environmental pilot and crew compartment: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor move along the bottom of a lake or sea floor.The following features are common on all larger Russian vehicles.
24. Computer controlled life support system. In Russian vehicles,this constantly monitors the status of the vehicles interior. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.


25. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast doors, and may not have an environmental compartment. Internal cooling and temperature control.

26. Air purification filters and circulation system, and gas filtration,humidifier/dehumidifier (which is often in disrepair), allof which automatically engage in low oxygen or contaminated air environments. 36-48 hour oxygen supply units inmost vehicles.


27. Insulated, high temperature resistant shielding for up to 400degrees centigrade. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.

28. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).


29. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).

30. Heads Up Display (HUD).Design

31. Stealth Technology
• Radar-absorbent material, or RAM, is a class of materials used in stealth technology to disguise a vehicle or structure from radar detection. A material's absorbency at a given frequency of radar wave depends upon its composition. RAM cannot perfectly absorb radar at any frequency, but any given composition does have greater absorbency at some frequencies than others; there is no one RAM that is suited to absorption of all radar frequencies.
• A common misunderstanding is that RAM makes an object invisible to radar. A radar-absorbent material can significantly reduce an object's radar cross-section in specific radar frequencies, but it does not result in "invisibility" on any frequency. Bad weather may contribute to deficiencies in stealth capability
• Low-frequency radar Shaping offers far fewer stealth advantages against low-frequency radar. If the radar wavelength is roughly twice the size of the target, a half-wave resonance effect can still generate a significant return. However, low-frequency radar is limited by lack of available frequencies-many are heavily used by other systems, by lack of accuracy of the diffraction-limited systems given their long wavelengths, and by the radar's size, making it difficult to transport. A long-wave radar may detect a target and roughly locate it, but not provide enough information to identify it, target it with weapons, or even to guide a fighter to it.Noise poses another problem, but that can be efficiently addressed using modern computer technology; Chinese "Nantsin" radar and many older Soviet-made long-range radars were modified this way. It has been said that "there's nothing invisible in the radar frequency range below 2 GHz"
• Multiple emitters Much of the stealth comes from reflecting radar emissions in directions different than a direct return. Thus, detection can be better achieved if emitters are separate from receivers. One emitter separate from one receiver is termed bistatic radar; one or more emitters separate from more than one receiver is termed multistatic radar. Proposals exist to use reflections from emitters such as civilian radio transmitters, including cellular telephone radio towers
• Engine redution IR systems An exhaust plume contributes a significant infrared signature. One means to reduce IR signature is to have a non-circular tail pipe (a slit shape) to minimize the exhaust cross-sectional volume and maximize the mixing of hot exhaust with cool ambient air. Often, cool air is deliberately injected into the exhaust flow to boost this process. Sometimes, the jet exhaust is vented above the wing surface to shield it from observers below, as in the B-2 Spirit, and the unstealthy A-10 Thunderbolt II. To achieve infrared stealth, the exhaust gas is cooled to the temperatures where the brightest wavelengths it radiates are absorbed by atmospheric carbon dioxide and water vapor, dramatically reducing the infrared visibility of the exhaust plume.Another way to reduce the exhaust temperature is to circulate coolant fluids such as fuel inside the exhaust pipe, where the fuel tanks serve as heat sinks cooled by the flow of air along the wings.Ground combat includes the use of both active and passive infrared sensors and so the USMC ground combat uniform requirements document specifies infrared reflective quality stable.



Stats
Crew: pilot ,co pilot ,navigator ,weapon officer ,cargo engineer plus passengers 220 para trooper drp
Height: 60 ft
Width: 199 ft
Length 209 ft
Weight20,000 pounds empty
Cargo: 50 tons or 100.000 pounds
Power System: look above
Speed :
Service ceiling: 55,000 feet
Takeoff distance at 2500 feet STOL SYSTEMS
Takeoff distance at vtol 200 FEET
Speed 550 M.P.H
Service range 120 hours
Cost: 3 million
Black Market Cost none


MDC
Main body 300
Force fields standard 250 ,NE systems for NAAT or NAMES 420
Wheel(20) 25 EACH
Hidden turret(20)
Main wing 250 each(2)
Tail wing 200
Engine (4) 300 each
Rear ramp 200


Weapon systems summary
1. Ten modular weapon pods 8 pods on top two at bottom


Weapons systems summary
Type there are 10 built in modular weapon pods systems it can hold each pods one set of weapon systems can combine different weapon systems or have the same. Main as protection ,but can give close air support at long range over many miles away with missiles . unlike other vechiles
Damage GM can roll 3d6 for each
Po d 1
Mini missiles 60 varies
Pod 2
short range missiles 24 varies
Pod 3
Medium range 8 varies
Pod 4
Long range mislies 1 varies
Pod 5
Fire fight support condense
Pod 6 pick one
Heavy M.D.C machine gun look below L.E.A.P ROUNDS
or
20 MM cannon look below only L.E.A.P ROUNDS
Pod7
Porcuine pine weapon systems look below
Pod 8
ATL system and Vulcan laser gun look below air to air defence
Pod 9
Additional chaff look above x 10
Pod 10
Energy chaff systems look above unlimted
Pod11
Torpedo systems use medium range systems use misslies
Pod 12
Additional force filed system
Pod 13
Drop box systems
Pod 14
ECM and ECCM sytems ,need weapon officer or drone systems add
Pod 15
marine senory systems passive and active systems look at number 11
pod 16
120 MM single shot air to ground or air to air tank rifle dedicted gunship L.E.A.P ROUNDS
Range varies
Rate of fire: varies
weight for each pod 2 tons max !!!!
Payload: varies Porcupine pine weapon systems
is something that been add to this heavy combat transport 8 top for missiles and two under where line of sight is important and where two different systems w in order to give the maximum firepower !!Short range act as the last line to overwhelm the target try to take out of the sky, where air to air combat is expected ATL and or Vulcan gun laser are ready to be used for offensive combat and Vulcan can act as anti-missiles systems as well!!1 while 20MM or heavyM.D.C to 120MM auto cannon are ready for target immune to beam attack ,last sea to river systems for under water as range is use as a safety net and combine with other weapon systems in case there escort been overwhelm as well. Last the Pod 14 adds its own escort of any combat drone link to the heavy transport as well.

The Porcupine pine weapon systems can also be the same weapon systems as well .it is very come to use and bring horrendous damage to the enemy!!!
Just like the 20 MM rapid fire auto cannon acts as a Anti missiles target acquisition systems to shot missiles ( now replace it with Vulcan laser gun ) , when defense like a dodge or a roll this 20 MM auto cannon rain hell of any type of missiles, it first AI system to shot only missiles when dodging ,rolling or given cover to other work well .but 1 generation auto-cannon standard rounds work OK at cost ammo ,however when the Russian got their hands on 2 generation auto-cannon standard rounds from ARMTech to finance the company but now rifts earth the Vulcan laser gun removes ammo and weight consumption . The reason the was America, Germany, japan were going for rail gun and beam tech ,leaving only the M.D.C conventional rounds as old tech ,outdated, and were allowed to share with Indian and Russian forces ,the china was blind-sided .this was kept a secret to china even after the war. The AI systems work very well from pilots full control to defensive one second to offensive the next. it was love by Russians robot vehicles to support personal as well.




type: the following are missiles systems due to space only one weapon systems can be used no Porcupine pine weapon systems can used .
Pod 1
Mini missiles varies

Pod 2
short range missiles varies

Pod 3
Medium range varies

Pod 4
Long range mislies varies

Weight: 2 tons max for each pod
Mega-Damage:
Pick one only !!no Porcupine pine weapon systems FOR ANY missiles
Pod 1
Mini missiles varies any type

Pod 2
short range missiles varies any type

Pod 3
Medium range varies any type

Pod 4
Long range mislies varies any type

Rate of Fire: one or any or all counts as one attack
Effective Range:
Note: all are fire and forget msslies systems !!!!
Payload: 10 pods total
Pod 1
Mini missiles 60 varies

Pod 2
short range missiles 24 varies

Pod 3
Medium range 8 varies

Pod 4
Long range mislies 1 varies rare to use



type Pod 5:
Fire fight support condense
To trun of fire and kill vampires
Weight: 2 tons for each pod
Mega-Damage: vampires 8d6x10
Rate of Fire: one drop shot 3000 feet radius
Effective Range: 1 mile away
Note: only magical fire wont work
Payload: one shot




type: Pod 6
OR A pick one Porcupine pine weapon systems

14.5 mmHeavy M.D.C machine gun look below L.E.A.P ROUNDS
or /and
20 MM cannon look below only L.E.A.P ROUNDS

Weight:
14.5 mmHeavy M.D.C machine gun weight 20o pounds plus turrent add 100
20 MM cannon WEIGHT 300 pounds

Mega-Damage:
14.5 mmHeavy M.D.C machine gun L.E.A.O ONLY pick one type of round from below
14.5 mmHeavy M.D.C machine gun 1d10X100 S.D.C TO 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round,

14.5 mmHeavy M.D.C machine gun 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

14.5 mm Heavy M.D.C machine gun 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

14.5 mm Heavy M.D.C machine gun 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 ,

14.5 mmHeavy M.D.C machine gun 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, 2D6X10 M.D twenty round burst,
5D4X10 fourth round burst ,

14.5 mmHeavy M.D.C machine gun 1D6X100 S.D.C OR 1D6 M.D OR 6 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


20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst,
9D6 M.D three round burst,
N/A M.D four round burst,
2D4X10+10 M.D five round burst,
N/AMD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
3D6X10 M.D ten round burst ,
6D6X10M.D twenty round burst ,
9D6X10 M.D thirty round burst,

Rate of Fire:
14.5 mmHeavy M.D.C machine gun burst
20 MM cannon burst
Effective Range:
14.5 mmHeavy M.D.C machine gun 3miles standard range , but L.E.A.P 4.5 Miles but manule mode can hit as far as 5 miles !!!
20 MM cannon 5 standrad range but L.E.A.P with 7.5 miles manuel control 8 miles
20 MM cannon
Payload:
14.5 mmHeavy M.D.C machine gun 3500 rounds standard load out
20 MM cannon 2500 round standard load out
Note:
14.5 mmHeavy M.D.C machine gun can be added to Anti missiles target acquisition systems too if need be
20 MM cannon can be added to Anti missiles target acquisition systems too if need be for the 20 MM cannon it uses 2 generation auto-cannon standard rounds L.E.A.P: Light explosive amour piercing rounds :bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too

Or replace 20 MM MDC with

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D

20MM 1d4x10 one round

2d4x10 M.D Two round Burst,
3d4x10 M.D three round Burst ,
4d4x10 M.D four round Burst ,
5d4x10M.D five round Burst ,
5d8x10M.D ten round Burst


type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
the rest stay the same ROF , range payload



type: Porcupine pine weapon systems look above Pod7
Weight: varies the max 2 tons
Mega-Damage:
varies combine two different ballistic and beam team tech or make it dual barrel for each weapon systems but payload stay the same
or
Have two of the same weapon systems but only dual barrel rest stay the same
Rate of Fire: varies
Effective Range: varies
Note: varies
Payload: varies



type: Pod 8 Porcupine pine weapon systems A.T.L system and Vulcan laser gun
look below air to air defence
ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 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.

Weapons systems 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 sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107

Weight:
ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 200 pounds
Weapons systems laser Vulcan guns 150 pounds
Mega-Damage:
ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 3D6x 10+20 M.D. per shot!
Weapons systems laser Vulcan guns 4d6x10 brust
Rate of Fire:
ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u]
Single shot only. Each shotempties an entire E-Clip! Later 3 per melee
Weapons systems laser Vulcan guns brust hand to hnad
Effective Range:
ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 6,000 feet (914 m)
Weapons systems laser Vulcan guns 6,000 feet
Note:
ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] heavy beam use knock down table
Weapons systems laser Vulcan guns
can be added BOTH weapon systems to Anti missiles target acquisition systems too if need be for the
[u][b] Payload:

ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] unlimted
Weapons systems laser Vulcan guns unlimited

type: Pod 9
Additional chaff look above x 10
Pod 10
Energy chaff systems look above unlimted
Or
Porcupine pine weapon systems


Weight: look above feature 13
Mega-Damage: look above
Rate of Fire: look above
Effective Range: look above
Note: look above
Payload: look above

type: Pod11 Torpedo systems use medium range systems use misslies

Weight: same as missile
Mega-Damage: look above
Rate of Fire: look above
Effective Range: look above
Note: look above
Payload: look above,drop from air 1 mile

type: Pod 12 Additional force filed system
Weight: for N.A.A.T 500 pounds each has 420 M.D.C , for others like NGR 1000 Pounds has 240 M.D.C
Mega-Damage: NONE
Rate of Fire: NONE
Effective Range: UP TO 350 FEET AWAY
Note: RECOVER
Payload: ] for N.A.A.T recovers 50 M.D.C per attack, for others like NGR recovers in 24 hours if reach zero

type: Drop box systems /b] Pod 13,these are suppy drops from ,ammo, medical or set fix sheet metal M.D.C light 100 ,medium 200 , heavy 300 ,and combat 400 ,and heavy combat 600 this is can cover 5x5x5x feet to 10 x10x10 feet
[b] Weight:
max weight 1 tons , fix sheet metal M.D.C light 100 pounds ,medium 200 pounds , heavy 300 pounds ,and combat 400 pounds ,and heavy combat 500 pounds this is can cover 5x5x5x feet to 10 x10x10 feet
Mega-Damage: none
Rate of Fire: one shot
Effective Range: any up 60,000 feet
Note: able to drop supplies , ammo
Payload:



type: Pod 14ECM and ECCM systems ,need weapon officer or drone systems add need a weapon officer , able to jam, block or effect missiles , microwave systems ,laser comes range goes by 500 miles , laser sight to sight unlimited ,all bells and whittles ,note NAAT has satellite communication systems for on sight combat data to communications systems world wide!!!it the only mercenary unit to have such systems and gives rivail communication to all power blocs in rifth earth .

Weight: 1 ton
Mega-Damage: none
Rate of Fire: none
Effective Range: 500 miles or more
Note: look above
Payload: 1 ton , self destruct and can be ejected to self destruct as well 2d6x100 MDc blast radius 100 feet



type:Pod 15marine senory systems passive and active systems look at number 11

Just add all navy senory systems found in rifts under the sea
Weight: look above
Mega-Damage:
Rate of Fire:
Effective Range:
Note:
Payload:


type: pod 16 125 MM single shot air to ground or air to air tank rifle dedicted gunship L.E.A.P ROUNDS Porcupine pine weapon systems

Weight: 400 pounds
Mega-Damage:
M.D.C Conventional rounds

2 generation auto-cannon standard rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too, these also have add fin for guided systems ,and are extremely light rounds ,for traveling extended range , it start as sun sonic speed for Stealth reasons and reaches hyper sonic speed to mach 6 !!!!Last the round travels as deflection this curve allows grater range .this makes the long air to ground know to mankind, many call the hand of god taking target that are on the ground to any flying targets as well due the speed and range it has.finally it has the abilities to use the round a satellite for extended range

125 mm- 1D10x10M.D ( max damage 100) blast radius
5D4X10 M.D Two round burst,
5D6X10 M.D three round burst,
5D8X10 OR 1D4X100 M.D four round burst,

Rate of Fire: single or burst
Effective Range: 10 miles form air to ground or 52,820 feet, satellite range 15 miles or 79,200 feet
Note: it uses smoke rounds much lighter in weight pick any color
Payload: 1600 pounds 30 pounds each shell that will be 53 rounds ,smoke weight 1 pounds each











RIFTS Elite Combat Fighter Pilots
RIFTS Elite Combat Fighter Pilots started appear when military jet / choppers were introduce to many mercenary company that were ready buy from Iron heart, golden age weapons and many others company . Many mercenary companies don’t have dedicated fighter pilots like the coalition’s states or N.G.R forces .That why they became to be seen in more and more 10 or less years before the coalition wars started in North America and are been seem in Europe as well looking for work . There two fields that came out of this one a very common OCC Combat Jet Fighter Pilots or better known as fix wing pilots and the second is rotary wing pilots which is look at down by power amour Pilots .But when there is a down pilots that when they are seen as angles with open wings to pick them up in the middle of combat zone or injured personals. However rotary wing pilots still are needed in the filed not just for combat but for rescue .Where other mission a jet fighter can not do. Many robot pilots see rotary wing pilots as second class old tech. But why does the coalition army have military coppers and so does NGR? They are well train and go well with rifts co pilots OCC. Many have been welcome to join many mercenary companies for control of the sky and close air support teams or C.A.S.T missions or High Altitude Support Teams (H.A.S.T) for fix wing pilots or Combat Jet Fighter Pilots. The coalition does not see this OCC as true military pilots but in reality they are military Pilots with what they can get there hands on. In Europe /NGR are the most demanding OCC needed but limited , and the most respected as well. What few people know is that this OCC if from the USA Air Force and later adopted by the US Navy/ Marine forces . But something different from other man at arm they dress very well and have been identify for there well matter and dress very well which has help their appearance and other situation.

RIFTS Elite Fighter Pilots Pick one M.O.S
M.O.S Air Fighter Pilots (common known as fix wings pilots) all get ADD 5d6% +10% one time

Literacy Native 40%+5 % per level
Language Native 88%+1% per level
Mathematics: Basic & Advanced 45%+5% per level
Radio: Basic45%+5% per level
Sensory equipment 30%+5% per level
Sign language 30%+5% per level
Parachuting 40%+5% per level
First Aid 45%+5% per level
Wilderness Survival 30%+5% per level
Computer Operations 40%+5% per level
Parachuting 40%+5% per level
Pilots Airplane 50%+5% per level
Pilots jet Aircrafts 40%+5% per level
*Pilots Military Jet Fighters (pick 1d4+1 models add+10%, +1 to all) 40%+5% per level
Navigation 40%+5% per level
Weapon systems 40%+5% per level
W.P Heavy M.D.C weapons
W.P. Automatic Pistol
W.P. Energy Pistol

M.O.S GUNSHIP PILOTS (known as common rotary wing pilots) ADD 1D4X10+10 % one time
Literacy Native 40%+5 % per level
Language Native 88%+1% per level
Mathematics: Basic & Advanced 45%+5% per level
Radio: Basic45%+5% per level
Sensory equipment 30%+5% per level
Sign language 30%+5% per level
First Aid45%+5% per level
Wilderness Survival30%+5% per level
Computer Operations 40%+5% per level
Navigation40%+5% per level
Weapon systems 40%+5% per level
Pilot hovercrafts or hover cycles, skycycles, and rockets 70%+5% per level
# Pilot military combat helicopters /combat hovercrafts (pick 1d4+1 models Add +10% and +1 to all) 52%+3% per level
W.P Heavy M.D.C weapons
W.P. Energy Pistol

W.P Heavy military weapons
W.P. Automatic Pistol



*Fix wings pilots get pick one abilities
(JETFIGHTER )
1) Super sonic military plane get the following add +2 attacks; add +2 to any range weapons add 15% +1d4+1, initiative, dodge, roll note this is for general military planes
2)Elite military combat jets only add +2attacks, add +2 to any range weapons +3 roll, +25 % piloting skill, 1d4+1 initiative , these skill work only in military Vehicles Detect concealment /ambush, detect traps only, prowl 30%+5 add 1d4x10 % added this is considered a natural abilities . Note this applies to a specific type of military jets only.

3)V.T.O.L/ or S.T.O.L either sub sonic or super sonic aircraft add +2 attacks, add +2 to any range weapons +1 to dodge ,roll, initiative, +20% piloting ,only V.T.O.L these skill work only in military V.T.O.L Vehicles Detect concealment /ambush, detect traps only, prowl 30%+5 add 1d4x10 % added this is considered a natural abilities
4) Engage multiple targets when attacking / strike with any weapons divvied strike roll by even numbers if attacking two target in one attack melee divvied by 2, or attacking four targets in one attack melee divvied by 4 and so on (can go into negative if the pilot wish and add any other penalty as well) .But must be facing both target at the same time when attacking and have initiative only. Add 1 attack, add +1 to any range weapons, and add +1d 4+1 to M.E, P.P, P.E, P.S and 1d 10 years to the pilot


#Rotary wing pilots pick one abilities (GUNSHIP OR TRANSPORT)
1)Any helicopters add +2 attacks, add +2 to any range weapons +3 roll, +25 % piloting skill, +1 initiative , these skill work only in military Vehicles Detect concealment /ambush, detect traps only, prowl 25%+5 add 1d4x10 % added this is considered a natural abilities
2) Elite military. (Note this applies to a specific type of military gunships only.)
note this is for specific military combat helicopters only add +2attacks, add +2 to any range weapons +3 roll, +25 % piloting skill, 1d4+1 initiative, Dodge ,Roll , these skill work only in military Vehicles Detect concealment /ambush, detect traps only, prowl 30%+5 add 1d4x10 % added this is considered a natural abilities
Engage multiple targets when attacking / strike with any weapons divvied strike roll by even numbers if attacking two target in one attack melee divvied by 2, or attacking four targets in one attack melee divvied by 4 and so on (can go into negative if the pilot wish and add any other penalty as well) .But must be facing both target at the same time when attacking and have initiative only. Add 1 attack, add +1 to any range weapons, and add +1d 4+1 to M.E, P.P, P.E, P.S and 1d 10 years to the pilot

OCC related skills 1d4+1 other skills ADD 5d4% +10% (I.Q IF any).one (1) skill at level 3, 6,8,10
Domestic: Any
Electrical :O.C.C related Espionage: only wilderness survival, Camouflage, Counter Tracking, Detect Ambush, Detect Conceal, Land Navigation, NBC/WMD, Tracking, Wilderness Survival, Field Armored, Traps Trap/Mine Detection,(+10%)
Mechanical: none
Medical: First aid only
Military: Any (+15)
Physical: limited to Hand to Hand: Basic, the rest allowed any
Pilot: limited any Ground Vehicles and Hover Vehicles +20 %only
Pilot Related: any (+10%)
Rogue: any
Science: Any except math and Chemistry Technical: only Computer Operations, Computer Programming, Cyber jacking, Computer Hacking Demolitions, Demolitions Disposal, Weapons Training, Salvage, Literacy, Language (+10%)
WP: any
Wilderness: hunting and navigation only
Secondary Skills 4 skills more secondary skills from "other" without bonuses (only I.Q IF any).


O.C.C conventional fighter pilots class

This type of OCC fall under specialized class of fighter pilots that a niche in rifts earth and phase world for many merc outfits or Independent nations or Planet found as well. They started showing up right before the coalition war about 15 years. They are a sub culture with in many merc outfits and even other kingdoms, or small nation for North America to South America. What is scary this OCC is similar to North America Empire US military quick start during new cold war and many phase worlds are so similar that also scary as well. Well for phase world this could apply as a reserve forces or independent military class with so many world in CWW ,UWW and this applies to private defense companies ( oh NE fighter pilots ).
Rifts earth propeller pilot / Rifts earth attack gunship fighter pilot/ Rifts earth Transport gunship fighter pilot
These are WWII plane designs from the America Empire to German and Japanese type aircraft G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms
, are making different design and cost are low which helps easy choice a company size merc out fit to large merc army . They are used from escort, air support, air to air and there many merc companies large and small that can offered it.
Wellington industries, King dale are also give support as to weapons and adding extra feature since they are playing catch up. However Arzno is ahead making a killing since a few engineers decide to get G.A.W, Ishpeming (ISP), Manistique Impreium (M.I), Northern gun to help make manufacturing factory and are sending funds to Arzno and expand it base of operation and add a few techno wizards from Lazo, New lazo (N.L), Stromspire . Arzno has enough resources to give air support to The Great Trade Road better safety top travel which many bandits can’t beat them in the air or in resources.
Free Quebec has a small merc outfit as spies and acting as independent merc outfit. While Coalition states see as a waste of time and money, however has suffered several bad engagements. It is cheaper than a military hover cycle and are been many by the hundreds .North America Black market
Larsen brigade, Air Superiority Inc (which is base in Merc town), Tennessee Headhunters, Iron Heart Avenger, Tundra ranger are having an expansion to air support as well mostly small squad of merc outfit that need to stay in work.
Also G.A.W, Ishpeming (ISP) ,Manistique Impreium (M.I), Northern gun Bandito arms are manufacturing factory AC 130 for major mercenary outfits like Larsen brigade ,Air Superiority ,Inc .Tennessee Headhunters and secretly Iron Heart Avenger has gotten of hold of a few AC130 . but it doesn’t stop there as mention above the need foe cheap and improved military hardware has allowed to have gunship pilots or better known as’ attack choppers , helicopter gunships” , or as “attack heli “ which they don’t mind at all . They are in high demand in north America, Japan, south America as well.
update
in Europe there is an explosion for the need of plots from hover cycle to transport pilots for N.G.R to private sector in security or commercial use at increase of (x 1.5 ) commercial , (x1.75 ) to 2 times pay ,security or mercenary 2.5 to 4 for combat operations ,N.G.R are allow quietly as consults .
NOTE: these MOS are found thru out most of the world, but only in north America is where they specialist

Hover cycle specialist
• For Rifts earth General skills
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts
• M.O.S Hover cycle specialist (Rifts earth)
• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
• M.O.S Rifts Earth space fighter
• M.O.S Rifts Earth Transporter ship fighter :
• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth



Hover cycle specialist
Hover cycle specialist are the most common from gangs , mercenary company ,military forces they are found in north America , Germany, Japan , as well in phase world . They are know to be specialist in several Hover cycle but it varies due experience. Able to make death defining stunts at a certain level, however there are few who are high level characters and are consider like gods among hover cyclists.
Rifts earth Jet fighter pilot /Trans-atmospheric fighter pilot


General skills

For Rifts earth General skills
• Language Native 88%+1 per level
• Literacy Native 40+5% per Level
• Math basic 45%+5% per level
• If trained by merc outfit add 3d6% or nation add 20 %MOS
• Hand to Hand: Basic only

roll for the following 5d6% for all or each skill set GM choice or player choice
• M.O.S Rifts earth propeller pilot (Mercenary) Rifts Earth M.O. S

Radio: Basic
Airplane (single engine to four engines)
Specific Airplane picks two add +10 plus any other like MOS bonus
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol

M.O.S Hover cycle specialist (Rifts earth)
Hovercycle
Hover Craft (Ground)
Specific picks Hovercycle or Hover Craft (Ground) two add +10 plus any other like MOS bonus
Weapon Systems
Read (& Operate) Sensory Equipment
Navigation
Radio: Basic
W.P. Automatic and Semiautomatic Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

• M.O.S Rifts Earth Jet fighter pilot /Trans-atmospheric fighter pilot (Mercenary)/ (I.D.F for Phase world )
Jet Aircraft
Jet Fighters
Specific Jet Fighters picks two add +10 plus any other like MOS bonus
Radio: Basic
Read (& Operate) Sensory Equipment
Weapon Systems
Navigation
Jet Packs
W.P. Energy Pistol

• M.O.S Rifts Earth space fighter ( Russian space station )
(Mutant in orbit / colonies)
*Spacecraft, Small - 60%+3%
Spacecraft advance pick two types
Specific Spacecraft Small picks two add +10 plus any other like MOS bonus
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Read (& Operate) Sensory Equipment
Radio: Basic
Ship to ship combat
Space Fighter
Weapon Systems
Navigation: Space
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation

• M.O.S Rifts Earth Transporter ship fighter :
(Rifts Mutant orbits Transport ships)
Pilots type of engine: pick two Transport ships
• Type: chemical
• Type Ion drive
• Type: plasma drive
• Type: traction drive
• Type: Nuclear power
Radio: Basic
Read (& Operate) Sensory Equipment
Spacecraft, General
Spacecraft Advanced medium size to large
Ship to ship combat medium size to large
Specific picks combat medium size to large two add +10 plus any other like MOS bonus
Orbital navigation
Navigation: Space
Navigation: Interplanetary
W.P. Energy Pistol
Jet Packs
Space Combat: Zero Gravity (Advanced)
Space: Depressurization Training
Space: Movement in Zero Gravity
Space: Oxygen Conservation
Weapon Systems
W.P. Energy Pistol

• M.O.S Rifts earth attack gunship /Helicopter fighter pilot (Mercenary) earth
Specific Helicopter picks two add +10 plus any other like MOS bonus
Read (& Operate) Sensory Equipment
Optic Systems
Radio: Basic
Weapon Systems
Navigation
Pick one W.P Revolver ,W.P. Automatic Pistol, and W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival

• M.O.S Rifts earth Transport gunship fighter pilot (Mercenary)earth
Airplane (single engine four engines) pick AC 130 or AC 129 air castle
Radio: Basic
Radio: Scramblers
Weapon Systems
Navigation
Jet Packs
Read (& Operate) Sensory Equipment
W.P. Heavy Weapons
pick one W.P. Revolver ,W.P. Automatic Pistol, W.P. Energy Pistol
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
W.P. Grenade Launcher
Wilderness Survival


O.C.C Related skills 6 for rifts earth / add 1 at level 3,7,9,11,15
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: any
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: any
Physical skills:
Pilot skills: any
Pilot related: any
Rogue: any rifts earth only
Science: Technical:
WP: any
Wilderness: any rifts earth only

O.C.C secondary skills 5
Communication: any
Cowboy skills: none
Domestic: any
Electrical: any
Espionage skills: none
Horsemanship skill: none
Mechanical skill: any
Medical: first aid
Military: none
Physical skills: as per rules
Pilot skills: as per rules
Pilot related: any
Rogue: all
Science: Technical:
WP: any
Wilderness: none

Rifts co-pilots OCC They are the unsung heroes for the last 10 to 90 years .they are specialist as back –up pilots or sensory pilots. Rifts co pilot’s are not all equals but are good in what they do. No one knows where they came from but they have been useful since any can remember and they the unseen for a long time in North America, but that change recently with the coalition wars. It was a dark moment where Pilots were need badly needed in both fronts, for Rifts co pilots OCC it a time to rejoice in combat to help in an area that many were unseen. They became useful in both sides of the war. The need for a Rifts co pilots OCC to help pilot land, air, sea (well in river really) they are happy to for a good pay of course. On the coalition front they help pilots and support crews for payment and to get a job or various reasons and on the Tolkien for the money or gloried or were anti-coalition reasons they came to help even if they were familiar with magic (still they did pretty well which impress many on both sides during the war).Like rift tank operators they were good in what they did and stuck with it till the very end. In Europe /NGR are the most demanding OCC needed, and the most respected in Europe. During the war they have fallen in three areas of expertise communication Specialist, or pilot’s specialist or General Copilot class. In the North America they became well known in the coalition wars in both sides of the war and this has sharpened their skills (those that survive the war). They specialize in what
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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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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http://pixel-pencil.deviantart.com/art/ ... 428&qo=942


http://fc07.deviantart.net/fs71/i/2013/ ... 5qp3cx.png

Description read comments below
artist comment Hammerhead UCAPC
So I made an APC awhile back and I NEVER UPLOADED IT!? I apologize! I couldn't get any good renders of it, I was going to make a manual like I do my other futuristic vehicles, but a couple months have passed since I made it, so now it's just going to be this. I'm sorry. There's an interior and everything, but I currently have some explaining to do. Here goes:

In 2017 the U.S. government (provided it's still around) asked for a new APC, one for undercover operations for the "Future of War" so an Armored Personnel Carrier (creatively designated the UCAPC001- or the Hammerhead) was put into the works. The APC that came out 4 years later was one of the most advanced (and expensive) APC's the world had seen. The Hammerhead was built with the idea of stealth being crucial to the design. It works like this, because of a special (confidential) paint and angular lines and smooth surfaces the UCAPC doesn't show much on radar (35% less than the American Standard APC). The hammerhead is a master of engineering, the APC has two forms, sheathed or un-sheathed. The sheathed position is seen in the strapped down Hammerhead that is currently landing (Yay flying tanks!), the un-sheathed version shows the headlights, quad TOW missiles, smoke canisters, secondary cargo hatch and rear ceiling hatch all wide open, as opposed to hidden into the body in the one on the lander. Now, about its guts. The APC holds 4 passengers, (6- if you don't want any personal space) in the rear, and a Gunner and Driver in the front. The center of the APC is dedicated to auto-loaders for the main cannon (which is belt fed, for easier loading) and engine (which is 1/2 electric, for being stealthy) it has what looks like exhaust (you can't see it, sorry) in the rear end- which is actually jets used crossing streams and such (it can float! Wow! It steers with rudders, which you CAN ACTUALLY SEE, right behind the rear tires), which is aided by the suspension, all the axles and drive trains have Hydrofoils fitted over them, which also give less drag and "lift" in a water sense, and also aide in making less for radar to catch. The "cockpit" of the APC is surprisingly roomy, it is fitted with 11 screens (if I remember) that act as windows, making it appear as though the cockpit is totally open, even though the cockpit entirely enclosed. Pretty neat.

Oh yeah, it has a machinegun on the turret too. Just for extra nastiness and cool covers over the tires for bonus stealthiest.

Well. My fingers hurt and I still to write a paper yet tonight, so that's about it. Hope you like it!



Vehicles
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is15 to 20 years.
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 parachutto 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 systemsWith 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
• Humidifier/dehumidifier automatically engages when needed.Can recalculate breathable air for up to four weeks before getting too stale to 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 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


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, butrarely is (unless you want to "leak" some information).It also features "Enemy Profiling" for up to 600 different cyborg designs, styling, and armor, 1000 identifying insignias and marks, as well as 2000 monsters and demons — each rendered in full color with schematics of known weaknesses, armor,weapons, etc., capable of rotation and zoom to x25 magnification. The Gromeko functions as a kind of passive Friend or Foe Identification system, flashing words, or symbols for the majority who cannot read, on the monitor and HUD display. This vehiclemodel of the Gromeko is larger, has a more powerful computer and larger memory compared with the bionic version tied into the cyber-optics of many 'Borgs. Visual Range: 6,000 feet (1828 m). Requirements: A video camera with telescopiccapabilities (otherwise reduce range to 2000 feet/610 m).

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 measureimpurities, chemical, germ/biological and other dangerousagents (toxic gases,smoke, pollution, spores, radiation, etc.) inthe immediate area surrounding the vehicle. It can identify 6000elements, gases and agents as well as measure temperaturewind speed, humidity, barometric pressure and similar air andenvironmental aspects.The same is true inside the vehicle, with links to the life supportsystem to monitor conditions and warn of breaches anddangers inside. When exposed to gases, oxygen masks dropfrom concealed compartments in the ceiling (similar to those in20th Century airplanes) to protect crew and passengers.

17. Cyber Harness: A metal harness normally kept tilted up over the pilot, co-pilot, sensor operators and gunners. These pulldown over the user, and have cyber-jacks that link into the cyborg,to pilot the vehicle. The computer controls the vehiclesfunctions, and is controlled cybernetically by the user. While inthis condition, a cyborg may not move or take any effective action.The most incredible thing about this setup is that the cyborgcan simultaneously fire a number of weapons systems equal tohis level of experience! Warlords sitting in their Warthrones canusually 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 slingswhile a vehicle is in motion, for Russian vehicles tend to be onthe rough and bouncy side. Without the slings, there is a 50% chance every few minutes the vehicle is in motion (I'm thinking battlefield conditions) that anyone standing in the main compartment ) area will be thrown around and/or lose their footing.The CCS's can be exited immediately through a buckle release.

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

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 interferencefrom 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: Russianrobot vehicles typically contain enough room to seat 2-4 cyborgs (4-8 human-sized passengers), and are sealed airtightand pressurized when in use. They are suitable for use in all hostile environments and can even survive underwater for a fewhours (300 -400 feet/91-122 m maximum depth). However, unlessstated otherwise, the vehicle cannot propel itself underwaternor 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. Itchecks air quality, presence of harmful gases or radiation, excessiveheat and cold and so on. Any suspicious conditionswill be instantly red-lighted in the cockpit and all control stationsof the vehicle.
26. Automated blast doors. These will close and lock without beinggiven a signal in the presence of high levels of radiation(cracked fusion power plant for example), nerve gas or anyother toxic element. They will not open until overridden by aspecial code, electronically picked or blown apart. Blastdoors all have 100 M.D.C. Note: Small vehicles don't haveblast 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), allof 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. Normalfires do no damage. Nuclear,plasma, and magic fires do full damage.
29. [/b][/u]Radiation shielded [/b][/u]to at least 1,000 rads (enough to make acharacter ill almost instantly).
30. Polarized and light sensitive/adjusting tinted observationwindows (when applicable).
31. Heads Up Display (HUD).Design
32. Stealth Technology
Radar-absorbent material, or RAM, is a class of materials used in stealth technology to disguise a vehicle or structure from radar detection. A material's absorbency at a given frequency of radar wave depends upon its composition. RAM cannot perfectly absorb radar at any frequency, but any given composition does have greater absorbency at some frequencies than others; there is no one RAM that is suited to absorption of all radar frequencies.
• A common misunderstanding is that RAM makes an object invisible to radar. A radar-absorbent material can significantly reduce an object's radar cross-section in specific radar frequencies, but it does not result in "invisibility" on any frequency. Bad weather may contribute to deficiencies in stealth capability
Low-frequency radar Shaping offers far fewer stealth advantages against low-frequency radar. If the radar wavelength is roughly twice the size of the target, a half-wave resonance effect can still generate a significant return. However, low-frequency radar is limited by lack of available frequencies-many are heavily used by other systems, by lack of accuracy of the diffraction-limited systems given their long wavelengths, and by the radar's size, making it difficult to transport. A long-wave radar may detect a target and roughly locate it, but not provide enough information to identify it, target it with weapons, or even to guide a fighter to it.Noise poses another problem, but that can be efficiently addressed using modern computer technology; Chinese "Nantsin" radar and many older Soviet-made long-range radars were modified this way. It has been said that "there's nothing invisible in the radar frequency range below 2 GHz"
Multiple emitters Much of the stealth comes from reflecting radar emissions in directions different than a direct return. Thus, detection can be better achieved if emitters are separate from receivers. One emitter separate from one receiver is termed bistatic radar; one or more emitters separate from more than one receiver is termed multistatic radar. Proposals exist to use reflections from emitters such as civilian radio transmitters, including cellular telephone radio towers
Engine redution IR systems An exhaust plume contributes a significant infrared signature. One means to reduce IR signature is to have a non-circular tail pipe (a slit shape) to minimize the exhaust cross-sectional volume and maximize the mixing of hot exhaust with cool ambient air. Often, cool air is deliberately injected into the exhaust flow to boost this process. Sometimes, the exhaust is vented above the wing surface to shield it from observers below, as in the B-2 Spirit, and the unstealthy A-10 Thunderbolt II. To achieve infrared stealth, the exhaust gas is cooled to the temperatures where the brightest wavelengths it radiates are absorbed by atmospheric carbon dioxide and water vapor, dramatically reducing the infrared visibility of the exhaust plume.Another way to reduce the exhaust temperature is to circulate coolant fluids such as fuel inside the exhaust pipe, where the fuel tanks serve as heat sinks cooled by the flow of air along the wings.Ground combat includes the use of both active and passive infrared sensors and so the USMC ground combat uniform requirements document specifies infrared reflective quality stable.
• This work been drop from the air by a cargo plane reduce IR systems , radar systems , thermos images are reduce by 50% add 1d4x10+10 % co-driver trained to bring up % when been drop
• Against air to ground attacks reduce IR systems , radar systems , thermos images are reduce by 50% add 1d4x10+10 % co-driver trained to bring up % when been drop
• Target system -1d6 negatives ,missiles reduce by half this call a partial lock
• Pilots get a prowl base 78 plus 5 per level from been drop from air to cursing at 100 MPH or less ,98 when still
per-Rifts measures used to control sound pollution.
A sound emitter is built along ide the skin of the vehicle from all weapon systems add to ramp . The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the suit , neutralizing them. Human ears cannot sense the sounds; additionally, special rubber soles and door /ramp joints contribute to the reduced sound: the common prowl penalty is eliminated when using these two systems! Look above
cloaking system98% roll
When the cloaking system is engaged there is still a 5% chance of locating the suit on radar and there is a distortion area like a blurry silhouette of the suit which can be seen by the naked eye. This isespecially true in close combat: 60% of suit being seen and attacked when within 1 feet , 19% chance within 10 feet (61 m), 10% chance within 300 feet (91.5 m) or beyond. It is virtually invisible to fast moving (100+ mph) aircraft even when flying at tree-top level.
Reduce range by half when underwater.
Note: Add +5% to being seen by the naked eye when the APC is
Moving, fighting or in smoke or grit filled air — the sound of movement, fighting, and movement of vegetation and objects as the suit passes by them helps to reveal its nature and location. Add only an additional-10% at night, (no night penalty when standing motionless). It is also invulnerable to infrared and thermo-imaging, motion detection, and sonar,. However, against many of the supernatural Monsters that plague the islands, the cloaked systems are beyond detection except at range attack add +6 on initiative when invisible, add to +3 to all range attack,

Stats
Height: 14 feet
Width: 13 feet
Length22 feet
Weight 20 tons empty
Cargo: crew
Power System: nuclear systems
Cost: 22 million
Black Market Costnone


MDC
Main body 350
Force fields 420
Wheel (8) 55 each
Main turret 275
Main gun 100
Machines/ Rail gun/ grenade launcher mount 75
optional weapon system mounts 77
Drop platforms 225
force-field Varies N.A.A.T or N.A.M.E.S 420 others 200
Complete reinforced, environmental pilot and crew compartment
**Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless. Will blow up if go below zero!!!
Reinforced Pilot's Compartment 300
will be immune to 60 MM or less no damage to the Reinforced Pilot's Compartment however rail gun do full damage and any M.D missiles As well.
The hands are small and difficult target to hit. Thus they can only be hit when a character makes a called shot and even then the attacker is -3 to strike standing still , moving normal no combat -4, -9 in combat mode . Any conventional M.D.C from 40 MM or less no damage, and any conventional M.D.C from 41 MM to 135 MM do half damage however rail gun do full damage and any M.D missiles As well .
Rechargeable force-field note:
One of the most impressive features is the mega-damage capacity force-field generator that is an integral part of the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial combat damage. The two drawbacks that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 2 hours. Depleting the 420 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the body of the robot vehicle. A depleted force field requires a full 24 hours to regenerate to full capacity. Now minor damage (25 M.D.C. or less) will require eight seconds (8) and not hours to restore to full power. Also 90 MM or less does no damage but 100 MM do half damage to a 155MM tank rifle, beam or energy and rail gun doing 30 or less no damage, but 31 and up to full damage!!! Missiles do full damage as well. This due the combination of Japan, NGR and N.E tech were reverse engineer making a dearly combat machine .

Weapon systems summary

1. ATL-7 Anti-Tank Laser Rifle (New Babylon
2. 20 MM M.D.C Conventional rounds Cannon side mounted systems
3. 100 MM tank rifle can be main gun
4. Heavy M.D Machine gun
5. Weapons systems WI-GL 20 Automatic grenade Launcher side mounted systems
6. Light Boom gun from the GB: can be main gun or a side mounted systems
7. Bandit 6000 Grenade Launcher Knock Off


ATL-7 Anti-Tank Laser Rifle (New Babylon). can be main gun
Optional weapon systems 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 shotempties 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

20 MM M.D.C Conventional rounds Cannon side mounted systems
Weight:
gun system 125 pounds only ,ammo for every 400 rounds weight 75 pounds so 2500 standard rounds total 469 pounds!!!(Dame!!)
Mega-Damage:
20 MM Conventional M.D.C rounds
1 generation auto-cannon standard rounds
1d4 M.D.C Per round
2 generation auto-cannon standard rounds
5d4 M.D.C Per round
Burst 1 generation auto-cannon standard rounds
Five rounds burst short round 5D4 M.D.C
Ten round medium burst round burst 1D4X10 M.D.C
20 rounds long burst 2D4X10 M.D.C
40 round extended long burst 4D4X10 M.D.C
80 full melees burst 4D8X10 M.D.C

Burst 2 generation auto-cannon standard rounds
Five rounds burst short round, 1D10X10 M.D.C
Ten round medium round burst 5D4X10 M.D.C
20 rounds long burst 5D8X10 M.D.C
40 rounds extended long burst 6D6X10 M.D.C
80 full melee burst 8D6X10 M.D.C

Rate of Fire:
five round burst short round , ten round medium round burst, 20 round long burst , 40 round extended long burst , 80 full melee burst
Effective Range:
standard range 4 miles
Payload:
6500 rounds
Note:
it was learn that damage drops due to gravity of round and speed is lowered of rounds , reloads x6 for each sub machine gun that’s 60,000 rounds ;total weight 5.9 tons
Type of round
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too, weight for rounds drops by 75% total weight 8 tons !!!!
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
A.S.A.S.P

bonus as above but critical 15
A.I systems
look for any type of missiles mini missiles to long range missiles with submachine gun , to shot missiles + 4 to strike while pilots dodge ,roll or try to take a hit the systems kick in but can change to attack mode due pits control, but pilots use weapon systems , can switch from tank commander to gunner if need be.


TYPE : 100 MM tank rifle can be main gun [/b]
Weight: 1 TON not including ammo , each round 45 pounds each
Mega-Damage:
Single rounds
100 MM tank rifle H.E.A.T 6D6 AP 5D6
updated rounds
2 generation auto-cannon standard rounds updated rounds
L.E.A.P: Light explosive amour piercing rounds
bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
100 mm -2D4X10 M.D( max damage 80) blast radius updated rounds
Single rounds
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius updated rounds
100 mm -1d10x10 M.D (max damage 100)
A.P.F.S.D.S round NO blast radius updated rounds
100 mm -3d6x10 M.D( max damage 180)
Rate of Fire:
Single shot only
Effective Range:
100 tank rifle MM 6000 feet

Payload:
50 ROUNDS TYPE OF ROUND
Note:
any armor that has a main body of 100 MDC or less crew and pilots take 6d6 S.D.C
Heavy Exosuit mounted, the mark II will have two Heavy M.D Machinegun of the main gun all guns are hidden
[u] Heavy M.D Machinegun: side mounted systems below

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

Damage:
4d8 short burst, 1d4x10+4 medium burst, 2d4x10 long burst
Can fire S.D.C as well but not both at the same time
Rest the same look above

or

Any rail gun
Damage: from 1d4x10 to 2d6x10 MD
R.O.F: burst
Range : 3000 feet to 6500 feet
Payload:
solid slug type standard ammo 500 burst


Weapons systems WI-GL 20 Automatic grenade Launcher side mounted systems
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
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:
H.E 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: [b]
10,000 feet

[b] OR


Weapons systems
Light Boom gun from the GB: can be main gun or a side mounted systems
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

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 auto loader .
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:
120; an additional 500 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 (27kg)
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4063
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 »

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http://lordhayabusa357.deviantart.com/a ... -400621972

PART ONE


ARTIST :U.S Marines moving in to infiltrate and neutralize the PLR.
Standard Marines wielding M16A4's, M4A1's, M249 SAW's, and M240B's. Montes is there with his M240B..... Campo is somewhere in that thick layer of marines and Matkovic is inside the LAV-25 with his EOD crap inside.



This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Marines and when NGR troops see them they shock to see text book conventional and Nonconventional tactic in the field of battle . then you see the NATO lated tech medium to hrasvy infantry troops for NATO see the need of foot soilders as well. When NGR and civilian saw for the very frist time they AWE 15 ; it was as seen as chost or frist or second cold war cold era.even NGR high command thought they were goping to liitel more than old security defense at best .but they show the best hardware and gear in MD ,it was a shock for many !! they able to go from SDC to MD in seconds to deal with civil SDcv situation to morden MDc conflict with easy .they taring is simple to the point and “everybody fights “ is one of their saying the second Saying “be all you can be “and army of one “. This shock and awe has work to been seem as allies and to the emeny a shock an awe in destetion for them.



http://th06.deviantart.net/fs70/PRE/i/2 ... 6mipw4.png
http://lordhayabusa357.deviantart.com/a ... -400621972
artist comment U.S Marines moving in to infiltrate and neutralize the PLR.
Standard Marines wielding M16A4's, M4A1's, M249 SAW's, and M240B's. Montes is there with his M240B..... Campo is somewhere in that thick layer of marines and Matkovic is inside the LAV-25 with his EOD crap inside.


This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Marines and when NGR troops see them they shock to see text book conventional and Non conventional tactic in the field of battle . then you see the NATO newest tech medium to heavy infantry troops for NATO see the need of foot soldiers as well. When NGR and civilian saw for the very first time they AWE 15 ; it was as seen as ghost or first or second cold war cold era.even NGR high command thought they were going to little more than old security defense at best .but they show the best hardware and gear in MD ,it was a shock for many !! they able to go from SDC to MD in seconds to deal with civil SDC situation to modern MDC conflict with easy .they taring is simple to the point and “everybody fights “ is one of their saying the second Saying “be all you can be “and army of one “. This shock and awe has work to been seem as allies and to the enemy a shock an awe in destruction for them.

NATO Rifle


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http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0


XM 8 LATER CALLED M8
NOTE number 1 to 4 compact
for security reasons and heavy weapons coping from NEMA
Number 5
standard battle rifle
Number 6
Long range battle rifle
Number acting as SAW weapon
The XM8 was the U.S. military designation for a lightweight assault rifle system under development by the United States Army from the late 1990s to early 2000s. The rifle is designed by German small arms manufacturer Heckler & Koch (H&K), and shares design and engineering with their G36 rifle.
The XM8 design was originally part of the Objective Individual Combat Weapon program (OICW), which was developing a "smart" grenade launcher system with an underslung carbine rifle as a backup weapon. The system was unable to meet performance and weight requirements and eventually canceled. In the aftermath, the two portions of the OICW were separated, resulting in the XM8 and MX29 projects.
Although there were high hopes that the XM8 would become the Army's new standard infantry rifle, the project was put on hold in April 2005, and was formally canceled on October 31, 2005. However, the weapon is now in service with Malaysian special forces and some private military companies.

The U.S. Army's purpose in contracting for this prototype weapon was to provide replacement options for the M16 rifle after the XM29 program ran into problems. The Army's goal was a weapon that was cheaper, lighter, and more effective than the M16 and M4 Carbine series of weapons. The XM8 was not just one weapon but a system which could be reconfigured with appropriate parts to be any one of several variants from a short-barreled personal defense weapon to a bipod-equipped support weapon. It also included an integrated optical sight and IR laser aiming module/illuminator.
The XM8 was based on the rifle module of Alliant Techsystems's XM29 OICW project, of which the weapon mechanisms were the responsibility of H&K. Following the indefinite delay of the Objective Individual Combat Weapon program, the U.S. Army requested that the contractors design stand-alone weapons from the XM29's kinetic energy and high explosive modules.
The first 30 XM8 prototypes were delivered by November 2003 for preliminary testing. Later, at least 200 developmental prototypes were procured. Among the complaints during testing was that the battery life was too low for the weapon's powered sight system and some ergonomics issues. Two other key issues were reducing the weapon's weight and increasing the heat resistance of the hand guard, which would start to melt after firing too many rounds. The main testing was largely completed, and the Army pushed for funding for a large field test. However, in 2004 Congress denied $26 million funding for 7,000 rifles to do a wide scale test fielding of the XM8 in 2005. At the time the rifle still had developmental goals that were incomplete, primarily associated with the weapon's weight; the battery life had been extended, and a more heat-resistant plastic hand-guard added. The earliest product brochure lists the target weight for the carbine variant at 5.7 lbs (2.6 kg) with the then current prototype at 6.2 lb (2.8 kg). The weight of the carbine prototype had since grown to 7.5 lbs (3.4 kg) according to a brochure released by HK and General Dynamics in January 2005.

During the same period, the Army came under pressure from other arms makers to open up the XM8 to competition. The main argument was that the weapon that was being adopted was a substantially different system than for the original competition that ATK and H&K had actually won (see XM29). Other issues were that the Army has a legislated obligation to prefer U.S.-based manufacturers, and that a previous agreement with Colt Defense required the Army to involve Colt in certain small-arms programs. The XM8 program was put on hold by the Army in 2004. The exact reason why this happened is a matter of debate; some combination of the aforementioned technical issues, funding restrictions, and outside pressure being involved.
In 2005, the Army issued a formal Request for Proposals (RFP) for the OICW Increment One family of weapons. This RFP gave manufacturers six months to develop and deliver prototype weapons with requirements very similar to the XM8 capabilities, but with the addition of a squad automatic weapon (SAW) configuration. Currently, no XM8 prototypes have been shown that actually match the capabilities of the M249 (e.g. fast barrel replacement, high sustained rate of fire, belt feed). The OICW Increment One requirement for the SAW includes fast barrel replacement and high sustained rate of fire, but leaves the ammunition feed choice up to the manufacturer.

Materials and weight


The materials used to build the XM8 are almost entirely composites — with the notable exception of the cold hammer forged steel barrel. Preliminary tests in desert and Arctic conditions have shown XM8 to be a rugged weapon, though some complaints arose. It is reported to be capable of firing 15,000 rounds without cleaning or lubrication and up to 20,000 rounds before barrel replacement. In contrast, the M16A2 needs to be cleaned often, and has a barrel life of approximately 7,000–8,000 rounds.
Much of the expected cost and weight savings are from the weapon's electronic sight. The sight is much more than a 1.5x red dot sight, including IR lasers and pointers as well. The baseline XM8 carbine (with its integrated sight), for example, can be compared to an M4 carbine with a host of previous-generation electronic add-ons like the AN/PEQ-2, Aimpoint CompM2, Advanced Combat Optical Gunsight, and/or BUIS. Without the advantage of the next-generation combined electronics sight, the XM8 would be both heavier and more expensive than the firearms it is intended to replace. The XM320 grenade launcher, intended to be used with the current M4/M16 firearms as well as the XM8 family, includes feature enhancements

Accessories

XM8 abandons the standard MIL-STD-1913, for attachment of weapon accessories, in favor of a new standard referred to as PCAP (Picatinny Combat Attachment Points), small oval holes on the forward grip. (A variant was designed with MIL-STD-1913 rails — XM8 R; and some early XM8 prototypes had rails.) PCAP is not backwards compatible with currently fielded attachments that use MIL-STD-1913 rails without using an adapter. The benefit of PCAP, however, is the precision of the accessory's connection with the body of the weapon; accessories utilizing MIL-STD-1913 rails often need adjustment if they are removed and reattached. Additionally, most standard accessory functionality is built into the XM8. Where functionality was missing, it was anticipated that accessories would be redesigned to utilize PCAP. In the new OICW Increment One competition, the Army has left the choice of attachment technology up to the manufacturer, with requirements built into the RFP as to the ability of sights to maintain their zero.
The M4 carbine barrel is 14.5 inches (368 mm) and the XM8 barrel is 12.5 inches (318 mm) but the rifles have the same overall length. Although a shorter barrel generally results in lower muzzle velocity, Polygonal rifling partially compensates from the loss of velocity from a shorter barrel. An electronic round counter was proposed for the XM8. The system would have tracked the number of rounds fired and the date and time of each shot. The data would then be accessed wirelessly by a device like a PDA. Another benefit would be to monitor unauthorized weapon use or corroborate field reports. Other features included completely ambidextrous controls and an integrated red dot/3x optical zoom scope (later changed to a red dot/1x sight). However the designated marksman configuration used a 3.5x magnification scope.

RIFTS UPDATE
Specifications

Weight
7.5 lb (3.4 kg) pre rifts ,rifts 2 pounds

Length
33 in (838 mm)

Barrel length
12.5 inches (318 mm)

Cartridge
5.56x45mm NATO
Action
Gas-operated, rotating bolt

Rate of fire
750 rounds/min

Muzzle velocity
approx. 900 m/s (see variants)

Feed system
30-round detachable box magazine, 100-round C-Mag drum magazine

Sights
Unmagnified reflex sight (4x for DMR variant)



Weapons systems number one light assault rifle M8A
Type M.D 5.56x45mm NATO, was low dage for urban combat but can let loss a hail of MD rounds when need in combat and were seen by NGR stanrad as below way down.but when seen in action able to go MD to SDC rounds in from light infantry nad have their oen heavy support like the Russian troop were allow to expand on this .even NGr troops are buy out of their own pockets these weapons !!! later the MD vercion of Heckler & Koch HK416
http://unspacy.deviantart.com/art/Heckl ... 1388378717 came out well it beena hit : sold before it the the stores!!!

Weapons systems M8
Damage
typical 25 cal, not normally called 6.5
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
Range1000 feet
Rate of fire: burst,aim get add+2
Payload: 30 or 100 rounds or 200 rounds

note: all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer

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 number two light assault rifle with grenade launcher M8B
Type
M.D 5.56x45mm NATO
Damage
light assault rifle look above
Grenade launcher H.E.A.T 5D6 M.D ,
Range light assault rifle look above , grenade launcher 2000 feet direct fire ,indirect fire 4000 feet
Rate of fire: light assault rifle look above Grenade launcher single shot or dual shot brust
Payload: light assault rifle look above, grenade launcher two rounds
note: all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer

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 large drum add number three M8C
Type M.D 5.56x45mm NATO
Damage
light assault rifle look above
Grenade launcher H.E.A.T 5D6 M.D ,
Range light assault rifle look above , grenade launcher 2000 feet direct fire ,indirect fire 4000 feet
Rate of fire: light assault rifle look above Grenade launcher single shot or dual shot brust
Payload:
Grenade launcher drum(x2) side by side 10 rounds
light assault rifle large drum 200 rounds


Weapons systems number four battle rifle and M.D semi auto shotgun M8D
Type M.D 5.56x45mm NATO
Damage
light assault rifle look above
M.D semi auto shotgun 4D6 M.D., 1d4x10+8 two round burst
Range[/u
M.D semi auto shotgun 160 feet
M.D semi auto shotgun Effective Range: 1600 feet
[u] Rate of fire:

light assault rifle look above
M.D semi auto shotgun Standard, burst
Payload:
light assault rifle look above
M.D semi auto shotgun:16 rounds; loaded manually, one round at a time. A speed loader will load eight (8) rounds in four seconds (one melee action) or long clip 32 rounds or drum 64 or belt 128 rounds
note: all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer

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 number five battle rifle M8E
standard combat M.D rifle for troops
Type
M.D 5.56x45mm NATO
Damage
light assault rifle look above
Range
battle rifle 4000 feet
Rate of fire:
light assault rifle look above
Payload: stnadrad clip 50 rounds,long clip 80 rounds
note: standard combat M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all brust ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems
all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 50% range and one of the following muzzle flash gives no flash to wearer location or silencer

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 number six long range battle rile M8F
Type M.D 5.56x45mm NATO
Damage assault rifle look above
Range 8000 feet
Rate of fire: assault rifle look above
Payload: 200 drum
note: standard combat M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all brust ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems
all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 50% range and one of the following muzzle flash gives no flash to wearer location or silencer

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 NUMBER SEVEN long range SAW, also known as section automatic weapon or light support weapon M8 G
Type M.D 5.56x45mm NATO
Damage assault rifle look above
Range 5000 FEET
Rate of fire: assault rifle look above
Payload: 300 ROUNDS DAUL DRUM R 600 ROUNDS TOTAL
note: standard combat M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all brust ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems
all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 50% range and one of the following muzzle flash gives no flash to wearer location or silencer

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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Posts: 4063
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

http://th06.deviantart.net/fs70/PRE/i/2 ... 6mipw4.png
http://lordhayabusa357.deviantart.com/a ... -400621972

PART TWO


ARTIST :U.S Marines moving in to infiltrate and neutralize the PLR.
Standard Marines wielding M16A4's, M4A1's, M249 SAW's, and M240B's. Montes is there with his M240B..... Campo is somewhere in that thick layer of marines and Matkovic is inside the LAV-25 with his EOD crap inside.



This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Marines and when NGR troops see them they shock to see text book conventional and Non conventional tactic in the field of battle . then you see the NATO newest tech medium to heavy asvy infantry troops for NATO see the need of foot soldiers as well. When NGR and civilian saw for the very first time they AWE 15 ; it was as seen as ghost or first or second cold war cold era.even NGR high command thought they were going to little ,low tech than old security defense at best .but they show the best hardware and gear in MD ,it was a shock for many !! they able to go from SDC to MD in seconds to deal with civil SDC situation to modern MDC conflict with easy .they taring is simple to the point and “everybody fights “ is one of their saying the second Saying “be all you can be “and army of one “. This shock and awe has work to been seem as allies and to the enemy a shock an awe in destruction for them.


http://fc04.deviantart.net/fs71/i/2013/ ... 702nt2.jpg

http://unspacy.deviantart.com/art/M249- ... 1388443717


M249 light machine gun (LMG)

The M249 light machine gun (LMG), previously designated the M249 Squad Automatic Weapon (SAW), and formally written as Light Machine Gun, 5.56 mm, M249 , is the American adaptation of the Belgian FN Minimi, a light machine gun manufactured by the Belgian company FN Herstal (FN). The M249 is manufactured in the United States by the local subsidiary FN Manufacturing LLC in South Carolina and is widely used in the U.S. Armed Forces. The weapon was introduced in 1984 after being judged the most effective of a number of candidate weapons to address the lack of automatic firepower in small units. The M249 provides infantry squads with the heavy volume of fire of a machine gun combined with accuracy and portability approaching that of a rifle.
The M249 is gas operated and air-cooled. It has a quick-change barrel, allowing the gunner to rapidly replace an overheated or jammed barrel. A folding bipod is attached near the front of the gun, though an M192 LGM tripod is also available. It can be fed from both linked ammunition and STANAG magazines, like those used in the M16 and M4. This allows the SAW gunner to use rifleman's magazines as an emergency source of ammunition in the event that he runs out of linked rounds. However, this will often cause malfunctions where the magazine spring has difficulty feeding rounds quickly enough to match the SAW's high cyclic rate.
M249s have seen action in every major conflict involving the United States since the U.S. invasion of Panama in 1989. Soldiers are generally satisfied with the weapon's performance, though there have been reports of clogging with dirt and sand. Due to the weight and age of the weapon, the United States Marine Corps is fielding the M27 Infantry Automatic Rifle with plans to partially replace the M249 in Marine Corps service.
The M249 is sometimes incorrectly referred to as a "Squad Assault Weapon".

In 1965, the U.S. Army and U.S. Marine Corps' primary machine guns were the M2 Browning and M60. The M2 was a large-caliber heavy machine gun, usually mounted on vehicles or in fixed emplacements.The M60 was a more mobile medium machine gun intended to be carried with the troops to provide heavy automatic fire.Both were very heavy weapons and usually required a crew of at least two to operate efficiently. The Browning automatic rifle, the army's main individual machine gun since its introduction in World War I, was phased out in 1957 with the introduction of the M14 rifle, which had a fully automatic mode."Designated riflemen" in every squad were ordered to use their weapons on the fully automatic setting, while other troops were required to use their rifle's semi-automatic mode on most occasions to increase accuracy and conserve ammunition.Because the M14 and M16 rifles had not been designed with sustained automatic fire in mind, they often overheated or jammed. The 30-round and 20-round magazines of these weapons also limited their sustained automatic effectiveness when compared to belt-fed weapons.
The Army decided that an individual machine gun, lighter than the M60, but with more firepower than the M16, would be advantageous; troops would no longer have to rely on rifles for automatic fire.Through the 1960s, the introduction of a machine gun into the infantry squad was examined in various studies.While there was a brief flirtation with the concept of a flechette- or dart-firing Universal Machine Gun during one study, most light machine gun experiments concentrated on the Stoner 63 light machine gun, a modular weapon which could be easily modified for different purposes.The Stoner 63 LMG saw combat for a brief period in Vietnam with the USMC, and later on a wider scale with the U.S. Navy SEALs.
In 1968, the Army Small Arms Program developed plans for a new 5.56 mm caliber LMG, though no funds were allocated (5.56 mm ammunition was viewed as underpowered by many in the armed forces). Studies of improved 5.56 mm ammunition, with better performance characteristics, began.[ The earliest reference to studies of other caliber cartridges for the LMG did not appear until 1969.[ In July 1970, the U.S. Army finally approved development of an LMG, with no specified caliber. At this time, the nomenclature "Squad Automatic Weapon" (SAW) was introduced.Actual design of alternative cartridges for the LMG did not begin until July 1971. A month later, Frankford Arsenal decided upon two cartridge designs for the new LMG: a 6 mm cartridge and a new 5.56 mm cartridge with a much larger case.Neither design was finalized by March 1972, when the Army published the specifications document for the planned SAW.The 6 mm cartridge design was eventually approved in May that year.Prior to July 1972, SAW development contracts were awarded to Maremont, Philco Ford, and the Rodman Laboratory at Rock Island Arsenal. These companies produced designs with Army designations XM233, XM234 and XM235 respectively—X denoting "experimental". Designs were required to have a weight of less than 9.07 kg (20 lb) including 200 rounds of ammunition, and a range of at least 800 meters (2,600 ft).
When the time came for developmental and operational testing of the SAW candidates, three 5.56 mm candidate weapons were included with the 6 mm candidates: the M16 HBAR, a heavy-barrel variant of the M16 designed for prolonged firing; the Fabrique Nationale de Herstal (FN) Minimi; and the HK 23A1. The initial round of tests ended in December 1974. In February 1976, the Minimi and Rodman XM235 SAW were selected for further development. At this time, opinions of the 6 mm cartridge were beginning to sour due to the logistical implications of providing yet another ammunition type to the infantry.[22] In June, it was requested that the SAW specifications document be revised to emphasize standard 5.56 mm ammunition. In October, the requested revisions were approved, and bids were solicited for the conversion of the Rodman XM235 to 5.56 mm. Production of the converted XM235 was awarded to Ford Aerospace, and its designation was changed to XM248. A new M16 HBAR variant, the XM106, was developed in 1978, and soon after, Heckler & Koch lobbied to include a 5.56 mm conversion of its HK 21A1 (instead of the standard 7.62 mm NATO ammunition it was built for) in future SAW testing. The latter model was designated the XM262. At this time, the Minimi received the designation XM249.Testing of the four candidates resumed in April 1979.
In May 1980, the FN XM249 was selected as the best choice for future development on the grounds of performance and cost, while the HK XM262 reportedly came a close second.In September, FN was awarded a "maturity phase" contract for further development of the XM249,and testing of the new weapon began in June 1981. The official adoption took place on February 1, 1982.
The new gun entered U.S. Army service as the M249 squad automatic weapon in 1984, and was adopted by the U.S. Marine Corps a year later. The U.S. production model has a different butt from that of the regular Minimi.It is manufactured in the FN factory in Columbia, South Carolina.
Although found to be reliable and accurate, the M249 was considered to present unacceptable hazards in the form of an exposed hot barrel and sharp edges. There were also complaints that the front sight required special adjustment tools. On August 23, 1985, then-U.S. Under Secretary of the Army James R. Ambrose suspended M249 production pending the development of the product improvement program (PIP) intended to fix these problems.[Congress deleted funds for the M249 from the Fiscal Year 1986 defense budget, then retroactively set aside the program's prior year's funds from the M249 program for other purposes, including retirement and pay raises. Over 1,100 M249s already issued were to remain in use, but be retrofitted with the PIP kit when it became available. Over 7,000 remaining M249s were to stay in storage at depots until corrective changes could be made. The PIP kit was eventually developed and implemented, and production of the M249 resumed. In 1994 the M249 squad automatic weapon was re-designated the M249 light machine gun.
Design details
the M249 is a belt-fed light machine gun. It fires the 5.56×45 mm NATO cartridge, usually a combination of one M856 tracer and four M855 ball cartridges fed from M27 linked belts. Belts are typically held in a hard plastic or soft canvas box attached to the underside of the weapon.
It fires from an open bolt and is gas operated. When the trigger is pulled, the bolt and bolt carrier move forward under the power of the recoil spring. A cartridge is stripped from the belt, chambered, and discharged, sending a bullet down the bore. Expanding propellant gases are diverted through a hole in the barrel into a chamber. This pressure moves a piston providing the energy to extract and eject the spent casing as well as advance the belt and compress the recoil spring, thus preparing for subsequent shots. At 1,041 mm (41 in) long and 7.5 kg (17 lb) in weight (10 kg (22 lb) including a 200-round belt and plastic ammo box), the M249 is a cumbersome weapon.
The barrel has a rifling twist rate of one turn in 180 mm (7 in). Because firing heats up the bore, the air-cooled barrel is equipped with a mechanism to remove and replace the barrel assembly with a spare. A folding bipod with adjustable legs is attached near the front of the weapon, though there are provisions for hard-mounting to a M192 Lightweight Ground Mount tripod or vehicle mount. The M249 provides accuracy approaching that of a rifle, combined with the sustained volume of fire of a machine gun. Its original gas regulator offered two different gas port sizes, allowing cyclic rates of fire of 725 rounds per minute (r/min) or 1,000 r/min. The latter setting was intended for adverse conditions such as an excessively dirty firearm or cold weather. The two-position gas regulator was discarded as part of a product improvement program. Sustained rate of fire, the rate of fire at which the gunner can fire continuously without overheating, is approximately 85 r/min.
Iraq War

The PIP and Para versions of the M249 have also been used in the Iraq war since the invasion. By 2004, many M249s had been in service for almost twenty years and were becoming increasingly unreliable. Soldiers were requesting replacements and new features, and there are reports of soldiers holding their weapons together with duct tape.The lethality of the 5.56 mm ammunition has been called into question by reports of enemy soldiers still firing after being hit multiple times.As in previous conflicts, the sandy environment causes the M249s and other weapons to clog up and jam if they are not cleaned very regularly.
Operation Iraqi Freedom PEO Soldier Lessons Learned, a report on the performance of weapons in the Iraq War, was published by Lieutenant Colonel Jim Smith of the U.S. Army on May 15, 2003. Smith spoke positively of the M249, claiming that it "provided the requisite firepower at the squad level as intended". He praised the SPW variant, noting that its "short barrel and forward pistol grip allowed for very effective use of the SAW in urban terrain". At the National Defense Industrial Association in 2007, LTC Al Kelly of the 1st Battalion, 17th Infantry gave a presentation describing the M249 as having "good range, excellent reliability" and an "excellent tracer". He said that a cloth pouch was preferred over the plastic box for holding linked ammunition, and that "knock-down power is poor but is compensated by rate of fire".
In December 2006, the Center for Naval Analyses released a report on U.S. small arms in combat. The CNA conducted surveys on 2,608 troops returning from combat in Iraq and Afghanistan over the past 12 months. Only troops who fired their weapons at enemy targets were allowed to participate. 341 troops were armed with M249 SAWs, making up 13 percent of the survey. 71 percent of M249 users (242 troops) reported they were satisfied with the weapon. 40 percent of users preferred feeding the SAW with the soft 100-round pouch, while 21 percent chose the soft and hard 200-round pouches each. 60 percent (205 troops) were satisfied with handling qualities such as handguards, size, and weight. Of the 40 percent dissatisfied, just under half were with its weight. M249 users had the lowest levels of satisfaction with weapon maintainability at 70 percent (239 troops), most due to difficulty in removing and receiving small components and poor corrosion resistance. The SAW had the highest levels of stoppages at 30 percent (102 troops), and 41 percent of those that experienced a stoppage said it had a large impact on their ability to clear the stoppage and re-engage their target. 65 percent (222 troops) did not need their machine guns repaired while in theater. 65 percent (222 troops) were confident in the M249's reliability, defined as level of soldier confidence their weapon will fire without malfunction, and 64 percent (218 troops) were confident in its durability, defined as level of soldier confidence their weapon will not break or need repair. Both factors were attributed to high levels of soldiers performing their own maintenance. 60 percent of M249 users offered recommendations for improvements. 17 percent of requests were for making the weapon lighter, and another 17 percent was for more durable belt links and drums, as well as other modifications such as a collapsible stock.

Future

Many of the M249s still in U.S. Army and U.S. Marine Corps service have been worn down by continuous use and are becoming increasingly unreliable. A refurbishment program intended to extend the service lives of these M249s has been carried out, though the weapons are still deteriorating from heavy use. In particular, warping of the receiver rails is a nearly ubiquitous defect in heavily used first-generation M249s. This defect is no longer present on the current-issue M249, which has reinforced rails and full-length welding rather than spot welding.
The U.S. Marine Corps tested the M27 Infantry Automatic Rifle, a lighter, magazine-fed rifle to supplement and partially replace the M249. With plans to buy up to 4,100 IARs to complement and partially replace its 10,000 M249s (of which 8,000 will remain in service) held at platoon level, it has acquired 450 of the Heckler & Koch HK416–based weapons for testing.The U.S. Army does not plan to introduce the IAR. Colonel Robert Radcliffe of the U.S. Army Infantry Research and Development Center stated that an automatic rifle with a magazine would lower the effectiveness and firepower of a squad. While the Marine Corps has 13-man squads, the Army organizes its soldiers into squads of nine and needs considerably more firepower from the squad machine gunners to make up the difference. The U.S. Army does, however, want to replace aging M249s with newer weapons.They are currently working on replacing the M249's buttstock with a redesigned adjustable stock.The U.S. Army is also looking to replace the M249 with the LSAT light machine gun.


Specifications
Weight 7.5 kg (17 lb) empty,
10 kg (22 lb) loaded
Length 40.75 in (1,035 mm)
Barrel length
465 mm (18 in)
________________________________________
Cartridge
5.56×45 mm NATO

Action
Gas-operated, open bolt

Rate of fire
Sustained rate of fire: 100 RPM
Rapid rate of fire: 200 RPM
Cyclic rate of fire: 800 RPM
Muzzle velocity
915 m/s (3,000 ft/s)
Effective range 700 m (770 yd) (point target)
3,600 m (3,940 yd) (maximum range)
Feed system M27 linked belt, STANAG magazine







Weapons systems
Damage
typical 25 cal, not normally called 6.5
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
1d10x10 fifthy rounds brust
2d6x10 six rounds brust
Range1000 feet
Rate of fire: burst,aim get add+2
Payload: belt feed 200 rounds or 400 rounds or 600 round or heavy belt 1000 rounds PS required 18 or better and P.E 10 or better

note:
bipod add plus one to burst, aim shot one round add+1 to aim
Can add one the following grenade Launcher or Heavy M.D shot gun look above

M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all burst ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems


all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer

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: 4063
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 »

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http://lordhayabusa357.deviantart.com/a ... -400621972


PART three


ARTIST :U.S Marines moving in to infiltrate and neutralize the PLR.
Standard Marines wielding M16A4's, M4A1's, M249 SAW's, and M240B's. Montes is there with his M240B..... Campo is somewhere in that thick layer of marines and Matkovic is inside the LAV-25 with his EOD crap inside.

This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Marines and when NGR troops see them they shock to see text book conventional and Non conventional tactic in the field of battle . Then you see the NATO newest tech medium to heavy infantry troops for NATO see the need of foot soldiers as well. When NGR and civilian saw for the very first time they are AWE 15 ; it was as seen as ghost or first or second cold war cold era. Even NGR high command thought they were going to low tech old security defense at best .but they show the best hardware and gear in MD ,it was a shock for many !! they able to go from SDC to MD in seconds to deal with civil S.D.C situation to modern M.D.C conflict with easy .their training is simple to the point and “everybody fights “ is one of their saying the second Saying “be all you can be “and army of one “. This shock and awe has work to been seem as allies and to the enemy a shock an awe in destruction for them.

I hope you understand this ,it was fun playing it !!!!
http://fc01.deviantart.net/fs70/f/2011/ ... 3a9xov.png

Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5


http://pixel3factory.deviantart.com/art ... TANK&qo=42


http://pixel3factory.deviantart.com/art ... TANK&qo=42

Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5



http://pixel3factory.deviantart.com/art ... 1376&qo=14


http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.png



artist comments
Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5

M1A2 Abrams TUSK 2 Armour Froms rifts erath Choas earth pre wars

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PER RIFTS HISTORY: A.R.M Tech [/b]

was busy making new type of armored when war stared they had send first M.D.C generation battle tanks with the M1A4 Abrams w/TUSK .Over 75,000 were made or allies .In the Middle East these tank did the impossible with 350 M1A3 Abrams w/TUSK and 250 Merkava . Since 1980 Abrams was the main battle tank but was changed when the new tanks were being design call hammer MBT, fist medium battle tank, bolt missile vehicles, maiden APC -10, grey falcon attack jet, AC 29 castle bomber, Iron eagle attack helicopter, Puma class medium tank, Hussar APC, Iwo-jima class MIF, striker Attack Helicopter were all in blue print and were few prototype deign not ready for combat use yet( LOOK AT Rift mercenary book AND Rifts under the sea all M.D.C are half ). ARM TECH was already ahead of the game when the saber were begin to be dusted off. The world knew of the Abrams but were ready for the nasty surprise M.D.C amour. While many saw a cheap battle tank reduce to off the self market battle tank too many allies for no one was the wiser. This gave the edge in combat looks the same but everything was new under the hood and that where ARM TECH was doing setting the was for M.D.C age. The replacement would come by 2089, that means this tank will be used for 109 years and many other allies will have the new M.D.C package will still use it. It reduces in weight from 70 tons to less than 35 tons means it will be popular and cheaper .still it can do a lot of damage and it a proven war horse. It also loved by so many Americans that even the marines and army will have a hard time letting go. Still the new generation of tanks will be deadlier and better armed. The new M1A4 Abrams w/TUSK can to do tank to tank, artillery as well operations, and last even medium range ground to air attack or triple AAA. This allowed the tank to last even longer in combat plus new weapon systems and addition amour made it a true test bed for future weapon systems. Again A.R.M tech had to show how effective MDC can be in armored and MDC weapon systems to the world.
A little history about M1 Abrams is a third-generation main battle tank produced in the United States. It is named after General Creighton Abrams, former Army Chief of Staff and Commander of US military forces in Vietnam from 1968 to 1972. The M1 is a well armed, heavily armored, and highly mobile tank designed for modern armored ground warfare. Notable features of the tank include the use of a powerful gas turbine engine (fueled with JP8 jet fuel), the adoption of sophisticated composite armor, and separate ammunition storage in a blow-out compartment for crew safety. With a weight of close to 68 short tons (almost 62 metric tons), it is one of the heaviest main battle tanks currently in service.
The M1 Abrams entered U.S. service in 1980, replacing the M60 tank. It served for over a decade alongside the improved M60A3, which had entered service in 1978. The M1 remains the principal main battle tank of the United States Army and Marine Corps, and the armies of Egypt, Kuwait, Saudi Arabia, Australia, and in 2010 Iraq.
Three main versions of the M1 Abrams have been deployed, the M1, M1A1, M1A2, M1A3 M1A4, incorporating improved armament, protection and electronics. These improvements, as well as periodic upgrades to older tanks have allowed this long-serving vehicle to remain in front-line service. The M1A5 is currently under development by ARM TECH.



Model Type - M1A5 Abrams w/TUSK this was the over the shelf tank and was the prototype world wide .the armored made a juggernaut in the battle filed and light called medium battle tank.

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


Specifications
Weight originally 68.9 tons old S.D.C versions , medium M.D weight 30 tons new version , heavy combat later for sonic Boom Gun boom gun 70 tons , OMEGA 99 TON TOTAL
Length Gun forward: 32.04 ft
Hull length: 26.02 ft
Width 12 ft
Height 8 ft
Crew 4 (commander, gunner, loader, driver)
Cost 200,000

second generation Vehicles have the following features

1. Nuclear Powered:
Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.

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

3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.long range single fire add +4 , brust +2

4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).

5. Laser Targeting System:
Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons.

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 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.

7. External Audio Pickup:
A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.

8. Spotlights: Most will have at least one or two spotlights. Typical range is 6000 feet . Can blind tarheting systems and troops get -8 to strike any range weapons cover at target area to 1 feet to radius 60 feet

9. Ejector seat:
In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.

10. Self-Destruct:
A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 100 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 access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.

12. Complete environmental pilot and crew compartment:
The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
For use in all hostile environments, including under water (1000 foot max. depth) and space. The following features are included.
• 240 M.D, 100 MM or less do half damage , 40 MM or less no damage
• can go 1000 feet under water
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor
• 96 hour oxygen supply.

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


Rifts Merc Ops PAGE 129 was second this is third GENERATION (for allies) M.D.C by Location
Model Type - M1A6 Abrams w/TUSK
the frist generation is in Rifts Merc Ops PAGE 129 !!!! back then IN CHOAS EARTH
this was second generation battle tank used in the middle east and was also called medium weight battle tank .It show the world this dead old war horse it still was alive against the odds 35 to 1 ratio kill ratio it had in several conflicts in the middle east

M.D By Location
Main Body 150
TUSK armored ADD 100 each on all side front, sides (2) rear / bottom/ turret and even tracks (2)
Turret 100
120mm Cannon 120
Tracks (2 sets) 100 each
Track Wheels (9) 50 each
M.D.C M.50 cal Machine Gun (2) 150
M.D.C 7.62 Machine Gun (2) 50 each
Loaders Gun Shield /turret 200
TUSK Loaders Gun Shield /turret add 100
Commanders Turret 300
Commanders Turret is remote operated
Loaders Turret Can be Remote operated
Army telephone at rear for infantry to communicate to crew without opening the tank up

Weapon summary
Weapon 120mm smooth bore Cannon with side Heavy M.D machine gun
Weapon porcupine pine weapon systems two top of main turrent
Weapon two direct and indirect M.D grenade laucher
Weapon Heavy M.D machine gun for driver hidden




Weapon Type 120mm smooth bore Cannon
Primary Purpose Anti-Amour
Range: 15,840 or 3 miles
Damage all are single shot
Prerifts 6D6 H.E Round FOR 10 FEET RD Rifts Merc Ops PAGE 129
Prerifts 1D4X10 A.P Round FOR 3 FEET RD Rifts Merc Ops PAGE 129
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round 3d4x10 M.D.C
Fission block round 4d6x10

FOR A Dual shot called rapid fire or double tap
H.E.A.T Round 2d6x10 M.D.C
A.P Round 2d4x10 M.D.C
FRAG Round blast radius 25ft 1d6x10 M.D.C
H.E.A.P Round 4d4x10 M.D.C
D.U round with H.E.A.P Round 4d6x10 M.D.C
Fission block round 8d6x10
Rate Of Fire [u][b] – single shot or dual shot called rapid fire or double tap
[u][b] Payload
- 40 rounds each pick THREE type of ammo
Bonuses +2 strike tank to drone tarcking systems



Weapon porcupine pine weapon systems two top of main turret
ATL-7 Anti-Tank Laser Rifle (New Babylon). [/u] 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 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


OR /AND

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

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

OR /AND

Weapons systems 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 fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
[/b] [/u] Type :
[u] [b] 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 dwn in 1d4 melees or 15 x 4 seconds


Weapon two direct and indirect M.D grenade laucher PICK ONE FROM BELOW

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

OR

Weapons systems
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 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: 12o; an additional 50o 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)



Weapon Heavy M.D machine gun for driver hidden LOOK ABOVE

Bonuses and penalties
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.long range single fire add +4 , brust +2

5. Laser Targeting System:
Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons
8. Spotlights: Most will have at least one or two spotlights. Typical range is 6000 feet . Can blind tarheting systems and troops get -8 to strike any range weapons cover at target area to 1 feet to radius 60 feet

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

Bonuses +2 strike tank to drone tarcking systems


http://fc01.deviantart.net/fs70/f/2011/ ... 3a9xov.png
Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5

http://pixel3factory.deviantart.com/art ... TANK&qo=42
http://pixel3factory.deviantart.com/art ... TANK&qo=42
Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5

http://pixel3factory.deviantart.com/art ... 1376&qo=14

http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.png

http://th04.deviantart.net/fs71/PRE/f/2 ... 3krp1y.jpg

http://th08.deviantart.net/fs70/PRE/f/2 ... 3a9ygh.png

http://th00.deviantart.net/fs70/PRE/f/2 ... 3a9y1w.png

http://th06.deviantart.net/fs71/PRE/f/2 ... 3b6sou.jpg


http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.png

http://th08.deviantart.net/fs70/PRE/f/2 ... 3b6sil.jpg

http://th00.deviantart.net/fs70/PRE/f/2 ... 3a9yr6.png

http://th00.deviantart.net/fs71/PRE/f/2 ... 3a9z2f.png

http://th05.deviantart.net/fs70/PRE/f/2 ... 3a9z8j.png

http://th04.deviantart.net/fs70/PRE/f/2 ... 3a9zen.png

4th GENERATION (for U.S military later N.A.A.T.,N.A.M.E.S AND N,A,TO,)

Vehicles have the following features 1 TO 12 LOOK ABOVE

13.Anti-ballistic system:
this systems is able to shot down either a ballistic round or rounds as well missiles/Rockets at range of 2 feet to 4000 feet .Perfect for urban combat and open range as well to jungle area as well .
Range: 4000 feet to as close as 2 feet
Damage: per round hit 6d6
R.O.F: 9 thanks to AI systems
Payload: beam unlimited
Note has a 98% to hit ratio but drops when fire upon four or more side at the same time each addition side is -10%


14. active camouflage systems
armored changes color to match back ground add +15% to prowled , +30% at night time operations ,it must lose at least 80 % of M.D.C IN main body and have 65% for systems to failure , also while systems works all missiles by heat , motion ,radar and TV or hard line AKA TOW systems get ONLY +1 to hit , but standard sight by human eye under 1000 feet normal strike applies , all other targeting systems get -6 to hit add +6 to strike/initiative at range of more than 500 feet

15.Plus add on US military was on experimental hase back 300 years ago

Robot Intelligences
are the more sophisticated robots and a bit beyond the current capabilities of the Coalition ( as well as US Military robots, Triax Industries and the rest of the world. In addition to the complexity of creating an artificial intelligence, the problems of practical application and prohibitive costs have encouraged most scientists to improve on the popular and efficient
robot accessory units (vehicles, power armor, etc.). Triax Industries is close, but cuirently only Cyberworks and the occasional alien from a dimensional rift have the capabilities
for creating robot intelligences. All of Cyberwork's/Archie's robots fall into the robot intelligence category because they are able to perform complex and varied tasks. Some, like the Shemarrian bots, are programmed with an elaborate sense of history and personality, including simulated human emotions. Most are also able to assess data, draw a conclusion and act on that conclusion within the parameters of their program. Unfortunately, if the data is insufficient or the conclusion is contrary to the program, the robot can not take action.


First generation ( civilian models )
robot Artificial intelligence: Automatically gets the general program
(non-military or military) and three skill programs of choice.
Equivalent I.Q. of 19.



Second generation( military model)
robot Neural intelligence: Select four skill programs in addition to. the General Program. At levels three, seven, eleven and fifteen, the neural intelligence bot can also learn three new secondary skills; only I.Q. bonus applicable and all skills start at level one, base skill level. Only these secondary skills increase with experience. Equivalent I.Q. of 23 to 30 .



Skills
General Robot Skill Program : Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not 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 bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market

Military (Demolitions): All, plus W.P. Heavy. All at 94%.

Pilot Related: at 99%. tank ;

Technical: Photography, at 99%. computer operation, literacy in five languages. All at 94%. Black

Weapon Proficiencies: at 99%. All energy and select four others heavy weapons self


Expanded Memory: at 99%.
This increases the number of skill programs one can place into the bot. Artificial Intelligence: Add three (3) programs. Neural System: Add two (2) programs and two
Secondary skills at all appropriate levels. .

Increasing the robot I.Q. Attribute:
Costs 50,000 credits per each I.Q. point beyond the basic system attribute. Thus, to increase an I.Q. of 12 to a I.Q. of 22 costs 500,000 credits. The maximum for small bots is I.Q. 20, medium, large and humanoids, I.Q. 28. Enjoys the usual I.Q. bonus.


main Probe five
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 25,000 ft . M.D.C. 10, size: About the size of a soccer ball (12inches). .

360 Degree turret all turrets [b][u] Segment with 89 degree angel

[b][u]Nuclear

Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power system is surprisingly compact, clean, and has a long lifetime, even under constant use.
One Year: One million credits.
Two Year: Two million credits.
Five Year: 4.5 million credits.
Ten Year: 8 million credits.
Twenty Year: 15 million credits.

Super-Solar Engine

Fossil fuel systems: 500 mile range replaces one ammo drum
Hybrid Fossil fuel systems : 1900 miles


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 head jack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of the 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 robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.

Radio Signal Scrambler System is linked to the radio system to send and receive coded messages.

Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits 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 caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood of identifying a person by voice pattern. Can imitate another person’s voice with 98% 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. Cost: 150,000 credits.


Basic 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: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
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 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 that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 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 45,000 feet.


Telescopic Vision: Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.

robot 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: 20000ft(610m).

External Video and Audio Surveillance System: A high-resolution
Video camera HD, 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 disccan be ejected at will. Range: 40 miles (64 km).

Searchlight: Built hidden in tank A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 9000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons blind targets and get -1d6 for strike


Sensors
pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the crew area .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.

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 +3 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 (back up)

Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. 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 (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).



Pilots
Any female cyber jack get a plus +1d4 to initiative plus a + 2 strike in combat , +2 roll +2 parry , Male pilots get this at third level

Flare/Chaff Launchers (5)
-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
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
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


M.D.C by Location
Main Body 350
TUSK armored ADD 100 each on all side front, sides (2) rear / bottom/ turret and even track (2)
Turret 100
120mm Cannon 120
Tracks (2 sets) 100 each
Track Wheels (9) 50 each
M.D.C M.50 cal Machine Gun (2) 150
M.D.C 7.62 Machine Gun (2) 50 each
Loaders Gun Shield /turret 200
TUSK Loaders Gun Shield /turret add 100
Commanders Turret 300
Force filed 150
Shield generator 100

Weapon Type - 120mm smoothbore Cannon
Weapon porcuine pine weapon systems two top of main turrent
Weapon two direct and indirect M.D grenade laucher
Weapon Heavy M.D machine gun for driver hidden




Weapon Type - 120mm smoothbore Cannon
Primary Purpose - Anti-Amour
Range: 15,840 or 3 miles
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round [b] 3d4x10 M.D.C
[b] Fission block round
4d6x10

FOR A Dual shot called rapid fire or double tap
H.E.A.T Round 2d6x10 M.D.C
A.P Round 2d4x10 M.D.C
FRAG Round blast radius 25ft 1d6x10 M.D.C
H.E.A.P Round 4d4x10 M.D.C
D.U round with H.E.A.P Round 4d6x10 M.D.C
Fission block round 8d6x10
Rate Of Fire single shot or dual shot called rapid fire or double tap
Payload 40 rounds each pick THREE type of ammo
Bonuses +2 strike tank to A.I systems

Weapon Type
(x3).50 cal machine gun (1, one above the main gun and two turret)
Primary Purpose Anti-Infantry
Range 3 MILES
Damage N.A.A.T ,N.A.M.E.S And N.A.T.O
M2 Browning machine gun and other heavy machine guns, long range rifles typified by Barrett Firearms Manufacturing products
1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round,

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,
D6 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 ,

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

Rate Of Fire burst equal to gunners attacks
Payload 2000 rounds each
Bonuses PICK ONE
- 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


Optional Mk 19 Automatic Grenade Launcher (Combine with 50 cal mg on commander’s turret)
Purpose
- anti-vehicle/infantry
Range
- 3000 feet for direct fire, indirect fire 10,000 feet
Damage
– 5d6 per grenade blast radius 15ft or 5d6x10 per 10 round burst, blast radius 12 feet
Rate of Fire -
equal to gunners attacks
Ammo :
1000 grenades






http://fc01.deviantart.net/fs70/f/2011/ ... 3a9xov.png
Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5

http://pixel3factory.deviantart.com/art ... TANK&qo=42
http://pixel3factory.deviantart.com/art ... TANK&qo=42
Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5

http://pixel3factory.deviantart.com/art ... 1376&qo=14
http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.png

Class - Main Heavy Battle Tank
All features
fifth GENERATION (for U.S military later N.A.A.T.,N.A.M.E.S AND N,A,TO,)

Vehicles have the following features 1 TO 12 LOOK ABOVE plus add

13.Anti-ballistic system:
this systems is able to shot down either a ballistic round or rounds as well missiles/Rockets at range of 2 feet to 4000 feet .Perfect for urban combat and open range as well to jungle area as well .
Range: 4000 feet to as close as 2 feet
Damage: per round hit 6d6
R.O.F: 8 thanks to AI systems
Payload: beam unlimited
Note has a 98% to hit ratio but drops when fire upon four or more side at the same time each addition side is -10%


14. active camouflage systems
armored changes color to match back ground add +15% to prowled , +30% at night time operations ,it must lose at least 80 % of M.D.C IN main body and have 65% for systems to failure , also while systems works all missiles by heat , motion ,radar and TV or hard line AKA TOW systems get ONLY +1 to hit , but standard sight by human eye under 1000 feet normal strike applies , all other targeting systems get -6 to hit add +6 to strike/initiative at range of more than 500 feet

15.Plus add on US military was on experimental hase back 300 years ago

Robot Intelligences
are the more sophisticated robots and a bit beyond the current capabilities of the Coalition ( as well as US Military robots, Triax Industries and the rest of the world. In addition to the complexity of creating an artificial intelligence, the problems of practical application and prohibitive costs have encouraged most scientists to improve on the popular and efficient
robot accessory units (vehicles, power armor, etc.). Triax Industries is close, but cuirently only Cyberworks and the occasional alien from a dimensional rift have the capabilities
for creating robot intelligences. All of Cyberwork's/Archie's robots fall into the robot intelligence category because they are able to perform complex and varied tasks. Some, like the Shemarrian bots, are programmed with an elaborate sense of history and personality, including simulated human emotions. Most are also able to assess data, draw a conclusion and act on that conclusion within the parameters of their program. Unfortunately, if the data is insufficient or the conclusion is contrary to the program, the robot can not take action.


First generation ( civilian models )
robot Artificial intelligence: Automatically gets the general program
(non-military or military) and three skill programs of choice.
Equivalent I.Q. of 19.

Second generation( military model)
robot Neural intelligence: Select four skill programs in addition to. the General Program. At levels three, seven, eleven and fifteen, the neural intelligence bot can also learn three new secondary skills; only I.Q. bonus applicable and all skills start at level one, base skill level. Only these secondary skills increase with experience. Equivalent I.Q. of 23 to 30 .

Skills
General Robot Skill Program : Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not 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 bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market

Military (Demolitions): All, plus W.P. Heavy. All at 94%.

Pilot Related: at 99%. tank ;

Technical: Photography, at 99%. computer operation, literacy in five languages. All at 94%. Black

Weapon Proficiencies: at 99%. All energy and select four others heavy weapons self


Expanded Memory: at 99%.
This increases the number of skill programs one can place into the bot. Artificial Intelligence: Add three (3) programs. Neural System: Add two (2) programs and two
Secondary skills at all appropriate levels. .

Increasing the robot I.Q. Attribute:
Costs 50,000 credits per each I.Q. point beyond the basic system attribute. Thus, to increase an I.Q. of 12 to a I.Q. of 22 costs 500,000 credits. The maximum for small bots is I.Q. 20, medium, large and humanoids, I.Q. 28. Enjoys the usual I.Q. bonus.


main Probe five
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 25,000 ft . M.D.C. 10, size: About the size of a soccer ball (12inches). .

360 Degree turret all turrets [b][u] Segment with 89 degree angel




[b][u]Nuclear

Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power system is surprisingly compact, clean, and has a long lifetime, even under constant use.
One Year: One million credits.
Two Year: Two million credits.
Five Year: 4.5 million credits.
Ten Year: 8 million credits.
Twenty Year: 15 million credits.

Super-Solar Engine

Fossil fuel systems: 500 mile range replaces one ammo drum
Hybrid Fossil fuel systems : 1900 miles


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.
Note: The abilities of
the 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 robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.

Radio Signal Scrambler System
is linked to the radio system to send and receive coded messages.

Audio Recorder:
A audio disc recording system with external access. Contains 10,oo terabits 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 caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood of identifying a person by voice pattern. Can imitate another person’s voice with 98% 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. Cost: 150,000 credits.


Basic 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:
Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
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 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 that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 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 45,000 feet.


Telescopic Vision:
Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.

robot 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: 20000ft(610m).

External Video and Audio Surveillance System:
A high-resolution
Video camera HD, 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 disccan be ejected at will. Range: 40 miles (64 km).

Searchlight:
Built hidden in tank A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 9000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons blind targets and get -1d6 for strike


Sensors
pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the crew area .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.

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 +3 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 (back up)

Maxi-Radar:
A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. 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 (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).




Pilots
Any female cyber jack get a plus +1d4 to initiative plus a + 2 strike in combat ,+2 roll +2 parry , Male pilots get this at third level


Flare/Chaff Launchers (5)
-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
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
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



16.Rechargeable force-field note:
One of the most impressive features is the mega-damage capacity force-field generator that is an integral part of the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial combat damage. The two drawbacks that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 2 hours. Depleting the 420 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the body of the robot vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Now minor damage (25 M.D.C. or less) will require eight seconds (8) and not hours to restore to full power. Also 90 MM or less does no damage but 100 MM do half damage to a 155MM tank rifle , beam or energy and rail gun doing 30 or less no damage , but 31 and up to full damage !!! This due the combination of Japan , NGR and N.E tech were reverse engineer making a dearly combat machine .


pre-Rifts measures used to control sound pollution.
A sound emitter is built alongside the skin of the suit . The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the suit , neutralizing them. Human ears cannot sense the sounds; additionally, special rubber soles and joints contribute to the reduced sound: the common prowl penalty is eliminated when using these two systems! Giant heavy suit get 1d4x10% add in prowl




stats
Crew – 2 ( thanks to A.I systems)or 1 4 ( thanks to A.I systems)to 4
M.D.C by Location
Main Body base 880 M.D.C but plus w/TUSK # 300 M.D.C for the front, sides, turret, under
Turret 300 plus w/TUSK # 300 M.D.C
120mm Cannon 120 M.D.C
Tracks (2 sets) 240 each
M.D.C .50 cal Machine Gun
Loaders Gun Shield /turret (3)200 M.D.C but plus w/TUSK# 300 M.D.C
Commanders Turret 200 M.D.C but plus w/TUSK # 300 M.D.C

# Special reactive amour: ANY M.D Conventional 40 MM do no damage , 41 to 120 MM do half damage , and any rail gun/missiles doing 50 M.D or less no damage !!!
able to deflect any physical attack range weapons (no damage) 240 M.D.C or less to any location this applies to ANY PART OF THE VEHICLE . On the second hit is 235 M.D.C and third hit 230 M.D.C and the firth hit 225 and so on!!! Any weapon conventional M.D.C that does 40 MM OR LESS DO NO DAMAGE , WHILE 41 MM TO 135 MM WEAPON SYSTEMS DO HALF DAMAGE !!!,BUT RAIL GUN OF ANY KIND DO NORMAL DAMAGE ABOVE 41 POINTS ,ANY BEAM ATATCK DO FULL DAMAGE

Rechargeable force-field note:
One of the most impressive features is the mega-damage capacity force-field generator that is an integral part of the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial combat damage. The two drawbacks that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 2 hours. Depleting the 420 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the body of the robot vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Now minor damage (25 M.D.C. or less) will require eight seconds (8) and not hours to restore to full power. Also 90 MM or less does no damage but 100 MM do half damage to a 155MM tank rifle , beam or energy and rail gun doing 30 or less no damage , but 31 and up to full damage !!! BUT RAIL GUN /MISSILES OF ANY KIND DO NORMAL DAMAGE ABOVE 41 POINTS ,ANY BEAM ATATCK DO HALF DAMAGE . This due the combination of Japan , NGR and N.E tech were reverse engineer making a dearly combat machine .ANY TYPE M.D FLAMES MUST 40 OR MORE TO DO DAMGE




Specifications
Weight 70 rail gun or 120 tons 250 MM M.D weapon systems
Length Gun forward: 32.04 ft
Hull length: 49 ft
Width 12 ft
Height 8 ft


Weapon systems
Top turret has three cupola systems each cupola is remote operated BY AI or crew ,it carries up to three different or three of the same

RG-14 Rapid Acceleration Electromagnetic Rail Gun (1):
The Famous "Boom Gun" is a unique rail gun that can accelerate its Flechette style rounds to a speed of Mach 2 and actually creates a sonic boom when fired. The weapon is the most powerful Pre-Rifts weapon to survive the Time of Rifts and has not yet been successfully duplicated or seen as a worthwhile item for duplication (other comparable weapons exist without the detriments of a sonic boom and shock waves to be overcome). The blast is so powerful that without the automatic stabilization system, the tank would be thrown to the ground and knocked back 30 feet. However the weight the of tank weight 70 tons allow to carry the Famous "Boom Gun” with no pylon! That right A.R.M tech was able to test these weapon systems during the middle east wars and was the true terror .It was hard to tell what weapon systems being used until it open on a target ,many died in a flash not knowing what hit them.

Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Anti-Aircraft
Weight: Rail Gun: 867 lbs (390 kg).
Mega-Damage:
One Boom Gun Flechette round holds 200 slugs that inflict 3D6x 10 M.D.
Effects of the Sonic Boom: The tank is specially insulated from the shock waves of the Boom Gun, however, everybody within 200 feet will be temporarily deafened. Characters without any type of head/ear protection will be temporarily deafened for 2D4 minutes and are -8 on initiative and —3 to parry and dodge. Characters who are in protective body or power armor will have some protection, but are still temporarily deafened for 1D4 minutes; same penalties apply. Each sonic boom adds to the duration of the deafness. The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within 300 feet of the boom.
Rate of Fire: Equal to number of combined hand to hand attacks of the pilot and his power armor (usually 4-6, see Power Armor Training).
Bursts and sprays are not possible!
Maximum Effective Range: 11,000 feet (about two miles/3.2 km).
Payload: 300 rounds




OR


HEAVY 250 mm TANK RIFLE (1): along and forgotten systems has retuened fro the grave ,the HEAVY 250 mm TANK RIFLE (1): .
This infamous "Second Boom Gun" is a unique gun to a speed of Mach 1 and actually creates a sonic boom when fired. The weapon is the most powerful Pre-Rifts naval 8 inch weapon systems to survive the Time of Rifts and has not yet been successfully duplicated or seen as a worthwhile item for duplication (No other is aware of this systems it belive to be lost !!!). This shell has a two stage rocket propel systems with the frist (mach 1 speed)20 pounds are dedicated to fire from tank rifle and the second stage another 20 pounds for mach speed (1 mach plus 1d4 mach) speed . The blast is so powerful that without the heavier automatic stabilization system, the tank would be thrown to the ground and knocked back 30 feet. However the weight the of tank weight 98 tons allow to carry most powerful Pre-Rifts naval 8 inch weapon systems ! That right A.R.M tech was able to test these weapon systems during the middle east wars and was the true terror (4d6x10 M D back then ).It was hard to tell what weapon systems being used until it open on a target ,many died in a flash not knowing what hit them. TO NGR it was jaw drooping something so powerful and more of battle ship power and range . still NGR it think how ,when or what to do with this massive gun . but these tank units bot 250 MM tank rifle and rail gun are kept main as RDf rapid deployment forces

Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Anti-Aircraft
Weight: 250 MM Gun: 2 tons empty , shell before firing 100 pounds , whem fire 47 pounds
Mega-Damage: blast radius 30 feet air burst , direct hit no air burst 10 feet
The Pre-Rifts naval 250 MM tank rifle 8 inch weapon systems to 6D6x 10 M.D. it combine heavy explosive and amour piercing
Effects of the Sonic Boom: The tank is specially insulated from the shock waves of the Boom Gun, however, everybody within 200 feet will be temporarily deafened. Characters without any type of head/ear protection will be temporarily deafened for 4D4 minutes and are -8 on initiative and —3 to parry and dodge. Characters who are in protective body or power armor will have some protection, but are still temporarily deafened for 1D4 minutes; same penalties apply. Each sonic boom adds to the duration of the deafness. The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within 1000 feet of the boom.
Rate of Fire: Equal to number of combined hand to hand attacks of the pilot and his power armor (usually 4-6, see Power Armor Training).
Bursts and sprays are not possible!
Maximum Effective Range: 4 miles !! indirect fire 15 miles !!!
Payload: 100 rounds
Note indirect fire cannot move if does -1 for every 20 MPH!!!also cannot hit target at or less than 50 feet for every 10 or closer -1 with HEAP rounds ,shot a 250 MM shot gun style was made 6,000 feet range 8d6x10 for a blast radius 5 feet to 60 feet !!!under 8 feetget 4d6x10 anything bigger get 8d6x10



Combat Bonuses and penalties summary
Combat Computer:
(H.U.D.) of the pilot's helmet. It is tied to the targeting computer.long range single fire add +4 , burst +2 rail gun ,MD machine gun

Laser Targeting System:
and adds a bonus of + 1 to strike when using long range weapons.

Spotlights:
Can blind targeting systems and troops get -8 to strike any range weapons cover at target area to 1 feet to radius 60 feet

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

Motion Detector and Warning System:
Bonus: Adds +1 to initiative and +3 to parry and dodge.
Sensory Antenna:
Bonus: Blindness penalties are half and adds +1 dodge. 5 M.D.C. per antenna. :

Pilots
Any female cyber jack get a plus +1d4 to initiative plus a + 2 strike in combat , dodge ,+2 roll +2 parry , Male pilots get this at third level

A.I systems
Total 8 attacks , +5 with range weapon systems all, cloaking systems add +3 to all , roll able to

active camouflage systems
add +15% to prowled

+30% at night time operations

all missiles by heat , motion ,radar and TV or hard line AKA TOW systems get ONLY +1 to hit , but standard sight by human eye under 1000 feet normal strike applies


all other targeting systems get -6 to hit add +6 to strike/initiative at range of more than 500 feet

Flare/Chaff Launchers (5)
None; similar to Triax-style chaff roll per each flares
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


M1 Mine Plow
http://th03.deviantart.net/fs70/PRE/f/2 ... 3b6gjv.jpg
http://pixel3factory.deviantart.com/art ... -200175691
http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6en7.jpg
http://pixel3factory.deviantart.com/art ... -200173219
MDC 240 , remove mine by plow away mine sensory equipment add reading 98%,drops in combat 80% ,to removing 99% , AI systems 99% for both
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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sorry been play testing things
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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sorry again been delayed here will post just need to finish work on draft then will post
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Re: N.A.AT Germany BOOK 2

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The following are been add to N.A.T.O as civilian army force and later add to the other core units to show they are not just mercenary but as professional’s core units. Tin-Soldier is better hardware than that of North America or Russian units as well. These will be shared with other core units .while Field Engineer are vital all core units just better trained and hardware as well ,soon many will have these new Field Engineer ,and will join paratrooper units to take target and or get new tech and share within the core units or allies as well. Rescue operatives
The best fireman or women and front line troop but there been times that a major firefight going on while a rescue operation is going on!!!!! N.A.T.O Militants or D-BEE Militia not well train soldier but are train enough to work under N.A.T.O troops and even add as support many have different reason to join ,for family protection ,addition troops , protecting their land /area , or are refugees or were vagabonds looking for work and safety as well. They start at the age of 16 up to 65 year old . Militants or D-BEE Militia are vital where mercenary units need lookout and in tell and know that area or region which they cover. The second hand equipment ideal to stay low and identified as N.A.T.O
where the NGR has over look at them and been handed down as they see it (NGR ) to many core units to handle this ,which all the core units are looking how that can both benefit them and to many surprise have join in ,very few spy's (and not from NGR )and very few benefit for just been there in that area (and don't want to live due to better conditions ).

N.A.T.O Tin-Soldier chemical spill /nuclear as well, work with Special Forces too
N.A.T.O Field Engineer repair/sabotage as well when needed work with Special Forces too
N.A.T.O Rescue operatives and type of reuse operation anywhere and anytime work with Special Forces too
N.A.T.O Militants or D-BEE Militia .look outs and long range in tell operative and defensive units as well in the D.M.Z

JUST WAITING FOR A REPLY HERE SO LET HOPE I CAN POST IT !!!
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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part zero


The following are been add to N.A.T.O as civilian army force and later add to the other core units to show they are not just mercenary but as professional’s core units. Tin-Soldier is better hardware than that of North America or Russian units as well. These will be shared with other core units .while Field Engineer are vital all core units just better trained and hardware as well ,soon many will have these new Field Engineer ,and will join paratrooper units to take target and or get new tech and share within the core units or allies as well. Rescue operatives
The best fireman or women and front line troop but there been times that a major firefight going on while a rescue operation is going on!!!!! N.A.T.O Militants or D-BEE Militia not well train soldier but are train enough to work under N.A.T.O troops and even add as support many have different reason to join ,for family protection ,addition troops , protecting their land /area , or are refugees or were vagabonds looking for work and safety as well. They start at the age of 16 up to 65 year old . Militants or D-BEE Militia are vital where mercenary units need lookout and in tell and know that area or region which they cover. The second hand equipment ideal to stay low and identified as N.A.T.O
where the NGR has over look at them and been handed down as they see it (NGR ) to many core units to handle this ,which all the core units are looking how that can both benefit them and to many surprise have join in ,very few spy's (and not from NGR )and very few benefit for just been there in that area (and don't want to live due to better conditions ).

N.A.T.O Tin-Soldier chemical spill /nuclear as well, work with Special Forces too
N.A.T.O Field Engineer repair/sabotage as well when needed work with Special Forces too
N.A.T.O Rescue operatives and type of reuse operation anywhere and anytime work with Special Forces too
N.A.T.O Militants or D-BEE Militia .look outs and long range in tell operative and defensive units as well in the D.M.Z

http://fc04.deviantart.net/fs71/f/2012/ ... 5akqbp.jpg
http://fonteart.deviantart.com/art/Sold ... -320094277
Soldier concept: Smilesby FonteArt
Digital Art / Drawings & Paintings / Illustrations / Conceptual©2012-2013 FonteArt
ARTITS COMMENTS Original character by me. Codename SMILES



N.A.T.O Militants or D-BEE Militia

Family Origin
01-50 Earth native. Character is human.
51-65 D-Bee: human (or close to it), but parents came through a rift from another dimension.
66-75 Earth natives, but human mutants with a history of psionic powers in the family. Player character may or may not have psionic abilities.
76-85 One parent was a native Earthling the other a D-Bee. The character may look human, but...
86-00 Earth Mutant (1-50%), or D-Bee (51-90%), or alien (91-00)
that is humanoid but has unusual features. Roll twice on the following
random table to determine the character's appearance or select two
different features.
01-05 Has a long bushy dog-like tail. .-1d4PB
06-10 Has a long monkey-like tail. .-1d4PB
11-15 Has a long lizard-like tail. .-1d4PB
16-20 No Body hair. Cannot handle cold weather well -1 to all
21-25 Body is covered in short fur. Hate summer
26-30 Body is covered in long fur. Cannot handle hot weather well-1 to all
31-35 Body is covered in tough lumpy skin (+ 2D6 S.D.C.). .-1d4PB
36-40 Body is covered in scaly skin (add 3D6 to S.D.C.). .-1d4PB
41-45 Body is extremely thin and tall (add one foot to height).-1d4 PS
46-50 Facial features are very feline. Female add 1d4 to PB male 1d4 to PP,female+1d6 PP
51-55 Facial features are very ape-like.-1d4PB ,male +2 PS
56-60 Facial features are very lizard-like. .-1d4PB, Cannot handle cold weather well -1 to all
61-70 Skin is an odd color like orange, green, purple, etc.
71-80 Teeth are fangs. .-1d4PB
81-85 Teeth are large and flat; large mouth too. .-1d6PB
86-90 A pair of small horns protrudes from the fore head. Add trust /intimidation 5d6%
91-95 Large round eyes and unusual color. Add trust /intimidation 5d6%. Female add 1d4 to PB
96-00 Larger or oddly shaped head.-1d4PB


Education and Type of Environment
01-20
Little farm community.
No bonus tech bonus none % onetime bonus, magic lore +25%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
21-40
Small wilderness town.
Little to no tech bonus+5 % onetime bonus, magic lore +15%
41-60
Small to medium city.
tech bonus+10% onetime bonus, magic lore + 5%
Language Native 88%+1 per level
Language Native 1d4 form rifts earth base 50%
Literacy Native 40+5% per Level
Math basic 45%+5% per level

61-80
Wilderness town or city with magic and/or psychics.
tech bonus+15 % onetime bonus, magic
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic 45%+5% per level
lore +20%
81-00
City or near a city with or no magic. tech bonus+25 % onetime bonus, magic lore +10%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
Radio: Basic (+10%)


Human’s refugee only
01-11%
Smart :
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+II.
Your character is best suited to mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

13-26%
High M.E :
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
HIGH M.A ;Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
HIGH Physically Strong:
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
Fast :
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
HIGH Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
. Your character is best suited to and requires physical durability and mental toughness.

79-88
Model (Poster boy or pin up girl ):
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D6, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills, can add surgery to look even more attractive optional and will be under contract soldier as well for 1d10 years and will give care even after contract is over with a good ending add 1d4 P.B

89-00%
Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 adds one M.O.S, only add I.Q Bonus
IF IQ 19 TO 22 ADDS TWO M.O.S , only add I.Q Bonus
IF 23 TO 25 ADD M.. THREE , only add I.Q Bonus
IF I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus
if no MOS ADD 1D4+1 SKILLS IF NO MOS ADD 1D4 TO O.C.C and add I.Q Bonus, 1D4+2 TO RELATED only add I.Q Bonus O.C.C and Secondary 1d6 +1 only add I.Q Bonus

N.A.T.O Militants or D-BEE Militia
Attribute Requirements :
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders N.A.T.O and even NGR troops 80% are male , 20% female.
O.C.C skill:
Math: Basic +10%
Language, Native: Standard.+20%
Language, Foreign: One of choice (+ 10%) .
Literacy, Native: Standard. .+20%

O.C.C skill:
Military Etiquette(+5%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing
Spelunking (+5%)
Running
Swimming (+ 10%)
W.P. Knife (includes Vibro-Knives)
W.P. Automatic Pistol or Revolver (pick one)
W.P. Energy Rifle
Hand to Hand: Basic , only .

O.C.C . Related Skills:
Select 1d6+1 Ancient W.P., three Modem W.P., and eight other skills. Plus select one additional skill at levels 4,8,12, and 15. All new skills start at level one proficiency.
Communications: Performance or TV/Video only.
Domestic: Any (+ 10%).
Electrical: Basic only.
Espionage: None.
Horsemanship : Any , except Cowboy.
Mechanical: Automotive and Basic Mechanics only (+5%).
Medical: Brewing and First Aid only.
Military : None.
Physical: Any.
Pilot: any vehicle types only (+5%), no power armored , no robots or no jet aircraft.
Pilot Related: any .
Rogue: Gambling and Streetwise (only.
Science: Any, except Artificial Intelligence.
Technical: Any (+5%).
W.P.: Any, except Sharpshooting Till levels 4
Wilderness: Any (+5%).


Secondary Skills:
The character also gets 1d10+1 Secondary Skills at level one , and one additional at levels 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.

Standard Equipment:
fatigues for a uniform, M.D.C. armored vest (covers chest ,back and belly , 45 M.D.C., ), standard helmet with visor and air filter (15 M.D.C.), either AK 47MD Rifle OR M4 CQBR series Close Quarters Battle Rifle - Rifle and two extra -Clips or conventional S.D.C. assault rifle, and any approved weapon from the volunteer's own collection, two smoke grenades, two flares, one Vibro-Knife or Neural Mace, survival knife (1D6 S.D.C .),utility belt, canteen, First Aid medical kit, flashlight, disposable cigarette lighter , air filter & gas mask, walkie-talkie, and some personal items. Additional weapons, heavy weapons,explosives, gear and vehicles may be made available for special and specific assignments.

Money:
These are volunteers, they get paid 1000 to 2500 a month , and they enjoy the perks of free meals and medical treatment (the latter for them and their family members), and the occasional item given to them as a favor/reward. For most, the opportunity to fight alongside N.A.T.O AND to fight to defend their homes is payment enough . Character starts off with 5D6x I00 credits.

Cybernetics: Typically none .



Rescue operatives

http://fc03.deviantart.net/fs70/f/2013/ ... 66ncbs.jpg

http://noodleart.deviantart.com/#/art/S ... 63816?hf=1



N.A.T.O Rescue Specialist O.C.C Humans only
Humans only
01-11%
Smart :
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+II.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

13-26%
High M.E :
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
HIGH M.A ;Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
HIGH Physically Strong:
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
Fast :
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
HIGH Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
. Your character is best suited to an requires physical durability and mental toughness.

79-88
Model (Poster boy or pin up gril ):
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D6, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills,can add sugery to look even more attractive optional and will be under contract soldier as well for 1d10 years and will give care even after contract is over with a good ending add 1d4 P.B

89-00%
Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 add one M.O.S, only add I.Q Bonus
IF IQ 19 TO 22 ADD TWO M.O.S , only add I.Q Bonus
IF 23 TO 25 ADD M.. THREE , only add I.Q Bonus
IF I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus
if no MOS ADD 1D4+1 SKILLS IF NO MOS ADD 1D4 TO O.C.C and add I.Q Bonus, 1D4+2 TO RELATED only add I.Q Bonus O.C.C and Secondary 1d6 +1 only add I.Q Bonus




Pick one set of genetic bonuses or roll percentile for random determination.
01-10% + ID4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +ID4 to M.E.
31-55% + ID6 to P.S. and + ID4 to P.E.
56-75% + ID4 to P.S. and + ID6 to Spd.
76-00% + ID4+2 to P.B. and + ID4 to physical attribute of
choice.





N.A.T.O Rescue operatives O.C.C Humans only

M.O.S. Skills
1.Fire Assessment and Response:
Assessment enables the Rescue operatives to estimate the approximate temperature, size,speed and direction(s) of the fire as well as the level of danger, back drafts, concealed fire in the wall s, fire behind closed doors, vulnerable natural gas lines, smoke inhalation,toxic fumes, obvious structural degradation and the likelihood of collapse. and so forth. Has a reasonably good knowledge about accellerants, combustibles and common fire hazards." Response" is how to rescue others, survive yourself, escape and most importantly, how to fight fire. Include s methods-and techniques in " firefighting'' and how best to contain,control and extinguish fire, along with basic survival techniques and training in the use of firefighting gear, equipment, and vehicles. Base Skill: 40% +5% per level of experience(20% +3% firefighters).

2. Fire and Damage Assessment:
The ability to assess the degree of damage, its cost in credit , and the level of structural degradation,ETC, what is cosmetic and minor damage that can be cleaned up or easily repaired, and what is seriously compromised, weakened, and incapable of withstanding weight or any significant strain (i.e., is likely to collapse, snap, break ,etc., when put under greater stress). This enables the firefighter to determine if the stairs or floor can bear hisweight, whether support beam s and weight bearing walls can continu e to bear their loads or are on the verge of collapse, and even guesstimate how long the structure will last in minutes- give or take 1D4x I0%. This mean s if the character assesses a wall will hold for another five minutes he will be off by 10% to 40%, meaning the wall might hold 10-40% longer or collapse 10-40% sooner. In this example, that could be 30 Seconds to 120 seconds/two minutes one way or the other.
The G.M. can arbitrarily decide longer or sooner, or roll percentile dice in which a random roll of 01-50% means longer and 51-00% means sooner.
BaSe kill: 30%/16% +4% per level of experience. The first number is the typical damage
estimate. The second is any in the field "guesstimate." Add a +12 % skill bonus if the Mechanical Engineering skill is also known and +8% for Carpentry and/or Military Fortification+ 20% (+ 10% if all three skills are known ; also see Fire Forensics).

This skill is not available to other O.C.C.s.,and only Rescue operatives


3fire Forensics
This skill is NOT automatically known to Rescue operatives, but can be selected for the cost of two. The in-depth knowledge of fire, how it starts, travels, lives and breathes. The character knows most techniques used in arson, methods to conceal arson , and with time, sufficient evidence and analysis can determine a fire ' s point of origin , the cause, how it traveled and whether or not it was started by natural causes, accident or intentionally. Adds a bonus of +20% to the Fire Damage Assessment skill no other skill bonuses apply).
Requirements: Mechanical Engineering, Chemistry and Advanced Mathematics skills are required to take this skill. Base Skill: 30% +5% per level
of experience. This skill is not available to other O.C.C.s.

Additional M.O.S. Skills: The specialty of this O.C.C. Rescue operatives.
Math: Basic+ 20%
Language, Native: Standard.
Language, Foreign: 1d4 of choice (+ 10%) .
Literacy, Native: Standard.


Basic Electronics (+ 15%)
Basic Mechanics (+ 15%)
Computer Operation (+ 15%)
Demolitions (+20%)
Excavation & Rescue (+20%)
Jury-Rig (+ 15%)
Mining (+ 15%)
Paramedic (+20%)
Nuclear, Biological, & Chemical Warfare (+ 15%)
Read (& Operate) Sensory Equipment (+ 15%)
Spelunking (+ 15%)

Attribute Requirements : P.S. 14, P.P. 10, and P.E. 12 or higher. 90% are male, 10% female .

O.C.C Skills:


Climbing (+ 15%)
Math: Basic (20%)
Language, Native : Standard.
Language, Foreign: One of choice (+ 12%).
Literacy, Native: Standard.
Literacy, Foreign: One of choice (+ 10%).
Sign Language (+15%)
Radio : Basic (+ 10%)
Pilot: Truck and two of choice (+ 10% each).
Swim (+ 10%)
Running
W.P. Battle Axe (Conventional & Vibro-Blade)
W.P. Sword (Vibro-Blade)
W.P knife
W.P. Energy Rifle
Hand to Hand: Basic , which can be changed to Expert at the cost of two "O.C.C. Related Skill s" or Martial Arts for the cost of three skill selections.

O.C.C Related Skills:
Select 13 other skills. Plus select one additional skill at levels three, six, nine , and twelve. All new skills start at level one proficiency.

Communications: Any .
Domestic: Any (+10%; + 15% to Cook, only).
Electrical : Basic (+15%) only (or Electrical Engineer + 5% is only available if a Fire Forensics Specialist only, and counts as two skill selections).
Espionage: Detect Concealment only +15%.
Horseman ship : None.
Mechanical: Automotive, Basic Mechanics, and Locksmith only. +15%. ALL three
Medical: Any (+10%; +15% to Field Surgery only).
Military: Demolitions (any), Trap/Mine Detection+15%. and Military Fortification only. +15%.
Physical : Any, .
Pilot: Any (+5%). Any ground wheel base vehicle +15%.
Pilot Related: Any, except Tanks. +15%.
Rogue: any +15%..
Science: Advanced Math and Chemistry (any), only. +15%.
Technical: Any (+10%).
W.P.: Any, except Sharpshooting.
Wilderness: Carpentry, Hunting, Land Navigation and Wilderness Survival only (+15%.).

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

Standard Equipment:
Rescue operatives enhanced body armor
(effectively light power armor), modified body armor (within the body armor Rescue operatives helmet and oxygen system), Neural Mace, M.D. energy rifle and S.D.C and M.D. side arm ofchoice (typically a M.D and S.D.C 9 mm automatic pistol with S.D.C and M.D.C rounds ), 4 extra clips for each, eight flares, two (colored) smoke grenades,Vibro-Knife, Vibro-Sabre, Vibro-Fire Axe, conventional fire
axe (2d6+ 10 S.D.C.; large) , hand axe (1d6 S.D.C.), pocket knife (1D4 S.D.C.), small mallet (1d4 S.D.C.), six pitons/spikes, 50 feet (15 .2 m) of lightweight rope and pulley system, laser torch, large paramedic's medical kit (includes basic gear , 50 pairs of disposable surgical gloves, surgical kit, suture, bandages, antiseptic, painkillers and other medicine defibrillator, oxygen, etc.),
primary response pack/
first-aid kit (essential equipment in a small portable case), nano-robot medical systems, mini-bio-comp system, dispenser, breathing equipment, stretcher, backboard, utility belt , canteen, air filter & gas mask,walkie-talkie, portable high-intensity lamp, pocket flashlight,pocket mirror, uniform , dress uniform, utility belt, backpack, and a few personal items. Obviously, not all of this gear is carried all the time, much of it is held in reserve and stowed in the Rescue operatives 's vehicle. May also have a portable laboratory and other or additional medical and rescue equipment in the vehicle.

The vehicle is usually a simple hovercycle, hover vehicle, jeep/SUV , conventional firefighting or rescue vehicle (EMS ,Fire truck , automobile), motorcycle or jet pack.

Cybernetics:
Typically has a N.A.T.O identification implant (under the skin of the forearm or back of the neck), clock calendar, air and surface temperature reader, radiation sensor, and
the following lung implants: molecular analyzer, oxygen storage cell (30 minutes) and a toxic filter. Some also have amplified hearing and a sound identifier. 19% are partial cyborgs . All are described in the Rifts® Bionics


Environmental Body Armor. Redesign systems ,
same for males and females . Opponents cannot distinguish males from females, though females have slighter builds, and tend to be a bit smaller and shorter. Approximately 35% are female.

Size: Human equivalent; adds eight inches to the height of the wearer.
Weight: 40 pounds ,
but the robotic exoskeleton disperses the weight and augments the wearer' s strength so it feels lighter than the stand are EBA.
Color: red with black, grey face plate.
M.D.C. by Location:
Head Helmet - 100
Upper Arms - 90 each
Forearms - 90 each
Legs - 90 each
Main Body - 175
Mobility: Good (augment ed by exoskeleton); -no penalties !!!
Cost & Availability: Exclusive to NATO 100,000 credits or equivalent in trade.
Special Features: Fundamentally the same as the standard NATO body armor with the following addition also can addition Features

1.
Light Laser Tool: Used for cutting and welding. The tri angulated
beams fire from the two small holes in the top
of the forearm casing to form one high-intensity beam.
Mega-Damage: •Four sett ings : ID6 S.D.C., 4D6 S.D.C. ,
2D4x 10 S.D .C. and 1D4 TO 1D4X10 M.D.
Rate of Fire: Single shot, each counting as one melee attack or a sustained beam to cut Effective Range: 10 feet (3 m).
Payload: 200 shots per standard E-Clip.

2.
Laser Distance: Measures and indicates the exact distance of a target or item . Effective range: 1000 feet . Maximum range: 2000 feet with a 05% margin for error. Built into the underside of the wrist in the forearm armor.

3.
HUD Multi-Screen: A Heads Up Display (HUD) that can project data, charts or transmissions on the visor of the helmet for the wearer to see . As many as six different viewing sections/images can be projected without impairing the vision of the wearer.

4.
Optical Enhancements: Hidden behind the face plate, they can call upon a battery of optic systems that slide into place as needed. Passive night vision (2000 feet/61 0 m range), telescopic (10 x magnification , 6000 feet/1830 m range), macro-lens (6x magnification), thermo - imager
(1000 feet/305 m range) and light filters.

5.
Exoskeleton Bonuses: Adds the following bonuses and capabilities to the wearer : + 15 to P.S. (equal to robotic strength) , + 15 to Spd, + 10 feet (3 m) to the length and height of leaps , and reduce the rate of fatigue by 10%.

6. Insulated, high-temperature resistant shielding for up to 2300 degrees centigrade . Normal fires do no damage.Nuclear, plasma, magic fires and Mega-Damage fire and heat do only 10% damage than usual.

7. three heavy N.E knock off force field systems 420 each ,same rules apply also use to cover victims



N.A.T.O Field Engineer O.C.C

Attribute Requirements:
I.Q. 11 and P.P . 11 or higher. A high M.E. and/o r P.S. is helpful , but not required. 80% are male , 20% female are even more repected and look upon get an awe 10 with P.B 8 to 13 , but AWE goes up by 12 from P.B 13 to 15 ,but P.B 16 or better get AWE 15 !!!

Basic Electronics (+ 15%)
Computer Operation (+20%)
Electricity Generation (+ I0%)
Excavation & Rescue (+ 15%)
Jury-Rig (+20%)
Math : Advanced (+ 15%)
Mechanical Engineer (+ 15%)
Military Fortification (+ 15%)
Salvage (+20%)
Read (& Operate) Sensory Equipment (+20%)
Trap/Mine Detection (+20%)

O.C.C. Skills:

Carpentry (+ 10%)
Climb (+5%)
Military Etiquette (+ I0%)
Math: Basic (20%)
Language, Native: Standard.
Language, Foreign: One of choice (+ 12%).
Literacy, Native: Standard.
Sign Language (+15%)
Literacy, Foreign: One of choice (+ I0%).
Pilot: One vehicle of choice.
Radio: Basic (+ 10%)
W.P. Automatic Pistol
W.P. Energy Rifle
Hand to Hand: Basic , which can be chan ged to Expert at the cost of one "O.C.C. Related Skill. "

O. C.C Related Skills:

Select 10 other skills. Plus select two additional skills at levels three, five , seven, nine, eleven and thirteen . All new skills start at level one profi ciency.
Communications: Any.
Domestic: Sewing, Brewing and Fishing only.
Electrical: Any (+5%).
Espionage: Escape Artist (+25%) only.TRIAN TO GET AWAY FROM ENMY HANDS
Horsemanship : Any .
Mechanical: Any (+ 10%) .
Medical: NONE.
Military: Any (+5% to all others, but + 15% to all Demolition skills and Trap Construction).
Physical : Any.
Pilot: Any.
Pilot Related: Any (+5%).
Rogue: Computer Hacking and Pick Locks (+ 15%) only.
Science: Any (+5%) .
Technical: Any (+25%; + 20% to Computer, repair and machine based skills).
W.P.: Any, except Sharpshooting.
Wilderness: Boat Building (+5%) and Land Navigation only.

Secondary Skills:
The character gets six Secondary Skills at levels one, four , eight, and twelve. These are additi onal areasof knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.


S.D.C. and M.D automatic pistol or submachine-gun and four clips for it, two smoke grenades, six flares, survival knife (1d6 S.D.C.), portable tool kit, a utility belt with extra large
pouches, a tool belt, hip pouch (Velcro pieces attach to utility belt and straps to hold it snug), shoulder satchel, backpack, tool kit/box with duct tape and a variety of tools, laser
distancer , laser scalpel, laser pen, laser torch 1d4 to 1d4x100 S.D.C or 1d4 to 1d4x10 M.D, soldering iron, pocket computer, pocket disc recorder, large flashlight, pen flashlight, disposable cigarette lighter, 20 feet (6 m) of rope/cord, 150 foot ball of string and/or wire, 10 feet (3 m) of light M.D.C. chain (10 M.D.C.), notebook, four markers, two pieces of chalk, can of flourescent orange spray paint (for marking) , protective goggles, air filter and gas mask, work gloves , six pairs of plastic surgical gloves, walkie-talkie, canteen , uniform, dress uniform, insulated combat boots, and an additional non-energy, S.D.C. weapon of choice.
Standard vehicle is a conventional jeep or small truck, motorcycle or hovercycle


http://fc07.deviantart.net/fs71/f/2012/ ... 5gkxoz.jpg
Future Soldier Concept artby FonteArt



Same as Rescue operatives Environmental Body Armor. redesign(but look below ), same for males and females . Opponents cannot distinguish males from females, though females have slighter builds, and tend to be a bit smaller and shorter. Approximately 35% are female.

Size: Human equivalent; adds eight inches to the height of the wearer.
Weight: 40 pounds ,
but the robotic exoskeleton disperses the weight and augments the wearer' s strength so it feels lighter than the stand are EBA.
Color: red with black, grey face plate.
M.D.C. by Location:
Head Helmet - 100
Upper Arms - 90 each
Forearms - 90 each
Legs - 90 each
Main Body – 175
N.E force fields 420 M.D.C
Mobility: Good (augment ed by exoskeleton); -no penalties !!!
Cost & Availability: Exclusive to NATO 90,000 credits or equivalent in trade.
Special Features plus robot too
Fundamentally the same as the standard NATO body armor with the following additions.

1.
Light Laser Tool: Used for cutting and welding. The tri angulated
beams fire from the two small holes in the top of the forearm casing to form one high-intensity beam.
Mega-Damage:
Four settings : 1D6 S.D.C., 4D6 x10S.D.C. , and 1D4 M.D. TO 1D4X10 M.D.
Rate of Fire: Single shot, each counting as one melee attack or a sustained beam to cut Effective Range: 10 feet (3 m).
Payload: 200 shots per standard E-Clip.

2.
Laser Distance:
Measures and indicates the exact distance of a target or item . Effective range: 1000 feet . Max imum range: 2000 feet with a 05% margin for error. Buil t into the unders ide of the wrist in the forearm armor.

3.
HUD Multi-Screen:
A Heads Up Display (HUD) that can project data, charts or transmissions on the visor of the helmet for the wearer to see . As many as six different viewing sections/images can be projected without impairing the vision of the wearer.+ 20% to prowl

4.
Optical Enhancements:
Hidden behind the face plate, they can call upo n a battery of optic systems that slide into place as needed. Passive nightvision (1 mile ), telescopic (10 x magnifica tion , 1 mile ), macro-lens (6x magnification), thermo – imager (1 mile) and light filters.

5.
Exoskeleton Bonuses:
Adds the following bonuses and capabilities to the wearer : + 20 to P.S. (equal to robotic strength) , + 20 to Spd, + 20 feet (3 m) to the length and height of leaps , and reduce the rate of fatigue by 10%.

6. Insulation system
high-temperature resistant shielding for up to 10,000 degrees centigrade . Normal fires do no damage.Nuclear, plasma, magic fires and Mega-Damage fire and heat do only 10% damage than usual.

http://fc08.deviantart.net/fs71/f/2012/ ... 58u858.jpg
http://fonteart.deviantart.com/art/High ... -317178044

High tech Soldierby FonteArt
Digital Art / Drawings & Paintings / Sci-Fi©2012-2013 FonteArt
just messin' around with concepts



N.A.T.O Tin-Soldiers

N.A.T.O Tin soldier are the next generations combat and recover many dangerous chemical and nuclear spills and related dangers related. Also better training and hardware make ideal Tin soldier in Europe Theater and are seen NGR as “wow where they from again !!! ” they are the cutting edge training and tech combine and found only for now in Europe and N.A.T.O navy

Pick one set of genetic bonuses or roll percentile for random
determination.
01-10% + ID4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +ID4 to M.E.
31-55% + ID6 to P.S. and + ID4 to P.E.
56-75% + ID4 to P.S. and + ID6 to Spd.
76-00% + ID4+2 to P.B. and + ID4 to physical attribute of choice.


Humans only
01-11%
Smart :
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+II.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

13-26%
High M.E :
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
HIGH M.A ;Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
HIGH Physically Strong:
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
Fast :
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
HIGH Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
. Your character is best suited to an requires physical durability and mental toughness.

79-88
Model (Poster boy or pin up gril ):
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D6, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills,can add surgery to look even more attractive optional and will be under contract soldier as well for 1d10 years and will give care even after contract is over with a good ending add 1d4 P.B

89-00%
Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 add one M.O.S, only add I.Q Bonus
IF IQ 19 TO 22 ADD TWO M.O.S , only add I.Q Bonus
IF 23 TO 25 ADD M.. THREE , only add I.Q Bonus
IF I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus
if no MOS ADD 1D4+1 SKILLS IF NO MOS ADD 1D4 TO O.C.C and add I.Q Bonus, 1D4+2 TO RELATED only add I.Q Bonus O.C.C and Secondary 1d6 +1 only add I.Q Bonus



N.A.T.O Tin-Soldier Special Abilities & Bonuses:
In addition to biological hazard training and chemistry, the character gets the fo llowing bonuses and spec ial items.

1. Bonuses:
+1D4 to save vs disease, +1D4 to save vs poison and drugs,+1D4 to save vs possession and mind control , and + 4 to save vs Horror Factor at levels 2, 4, 6, 8, 10, 12, and 14.

2.Bio-Hazard Special Training.
N.A.T.O Tin-Soldier can evaluate the situation, identify the spec if it dangers to human life, as certain their level of deadliness, and how to contain and clean-up/eliminate the contamination.
Base Skill : 60%+3% per level of experience.

The proper handling, use, storage and disposal of poisons and toxins, and the administering of drugs is part of the special train ing,
Base Skill: 68%+3%per level of experience.

Knowledge of medical procedures and laboratory techniques enables the character to work as a lab assistant and even as a nurse, but requires direction and supervision from a doctor or supervisor.

4.Special Hazard Armor:look below for full stats
Special HAZMAT double-suit , environmental or, plus a spare helmet and a spare oxygen
tank is standard issue. The Hazard Armor has an inner suit made of M.D.C. fabric and is completely airtight and sealed. This is a double-safety feature to protect the wearer
in case his exterior armor is breached. The exterior armor is heavy environmental armor .D .C. and all the standard features for EBA. However, the suit can handle twice the amount of radiation, heat and cold as standard EBAs, has a larger independent oxygen supply good for
96 hours (days when tied to the air circulation purge system ), has numerous belts, pouches and connectors to hold weapons, signal flares, sensors and other gear, as well as the following extra features.

A) Hemlet mini-spotlight and camera turr et with two small, but high-powered lights (1 mile). The turret can slide forward and back on top of the helm et, tum side to side 180 degrees, and has an up and down arc of 45 degrees; responds to voice command. The camera can record up to 48 per mini-disc or transmit live feed to a mobile command base.

B) Built-in Geiger counter.

C) Bio-Comp Monitor (of the wearer) .

D) Built-in sensory system that identifies and measures air temperature, humidity, toxins in the air and can detect active biological agents that are a hazard to humans.

E) Electromagnetic grip ping boots used for walking on and climbing metal structures, the hull of a ship, etc. Electromagnetic hand pads are either kept in a backpack or hooked in a special
carrying case on the hip.

O.C.C. Skills:
Basic Math (+20%)
Chemistry (+20%)
Chemistry: Analytical (+15%)
Climbing (+ 10%)
Computer Operation (+20%)
Excavation (+ 10%)
Find Contraband (+14%)
Firefighting (+20%)
Land Navigation (+ 15%)
Language : Native Tongue (+2%)
NBC Warfare (+20%)
Parachuting (+ I0%)
Pilot: PICK One area and add 1d4 skills :air, ground, and water vehicle of choice(+10%).
Radio : Basic (+15%)
Salvage (+15%)
Sign Language (+15%)
Swimming (+ 10%)
Wilderness Survival (+20%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Ancient: 1d4 of choice.
Hand to Hand: Basic; Expert may be selected at a cost of one O.C.C. Related Skill , or Martial Arts (no Assassin if evil) for four skills


O.C.C.. Related Skills:
Select 5 Medical skills and 8 other skills at level one. Plus select two additional skills at levels 3, 6,9 and 12. All new skills start at level one proficiency.

Communications: Any (+10%).
Cowboy: None.
Domestic: Any.
Electrical: Any.
Espionage: None.
Mechanical: Basic and Automotive only (+5%).
Medical: Any (+5%)
Military: Any (+ 10%).
Physical: Any,
Pilot: Any.
Pilot Related : Any (+5%).
Rogue: None.
Science: Any (+10%) .
Technical: Any (+5%).
W.P.: Any.
Wilderness: Identify Plants & Fruits, Preserve Food, Skin & Prepare Animals and Spelunking only (+10%).


Secondary O.C.C. Skills:
Select 4 skill from the Secondary Skills list found on page 300 of Rifts® Ultimate Edition at levels 1,2, 3, 5, 7, 9, II, and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill leveL.

Standard Equipment:
Impovred HAZMAT double-suit environmental armor, plus a spare helmet and oxygen tank , set of fatigues , limited personal wardrobe, binoculars, IRMSSmedical kit, IRVT Seekers, Robot Antiseptic Units ("Cleaners"), pocket digital Micro Scale, Portable Laboratory, Portable Bio-Scan & Bio-Lab, portable computer, field radio, digital audio-recorder, digital camera, mini-tool kit, pocket-sized note pad and ID4 markers, first aid kit, hypodermic gun, utility belt, holster with sidearm, backpack, satchel, tinted goggles, gas mask, canteen, surgical gloves , compass, disposable cigarette lighter, bedroll , flashlight, survival kit, and some personal items. One weapon for each W.P. plus ID4+3 ammo E-Clips for each, a Vibro-Knife (1D6 M.D.), two smoke grenades, two fragmentation hand grenades, and eight signal flares.

Cybernetics:
None to start, but can acquire them later, including Black Market items.
Experience Chart: Same as the CS Technical Officer, see the Rifts®RPG.





http://fc07.deviantart.net/fs71/f/2012/ ... 5gkxoz.jpg
Future Soldier Concept artby FonteArt


Same as Rescue operatives Environmental Body Armor. Redesign but look below ,
same for males and females . Opponents cannot distinguish males from females, though fema les have slighter builds, andtend to be a bit smaller and shorter. Approximately 35% are female.

Size: Human equivalent; adds eight inches to the height of the wearer.
Weight: 25 pounds ,
but the robotic exoskeleton disperses the weight and augments the wearer' s strength so it feels lighter than the stand are EBA.
Color: red with black, grey face plate.

M.D.C. by Location:
Head Helmet - 100
Upper Arms - 90 each
Forearms - 90 each
Legs - 90 each
Main Body - 175
Mobility: Good (augment ed by exoskeleton); -no penaties !!!
light M.D.C. fabric add 45
Cost & Availability: Exclusive to N.A.T.O 90,000 credits .
Special Features: Fundamentally the same as the standard NATO body armor with the following additions.

1.
Light Laser Tool: Used for cutting and welding. The triangulated beams fire from the two small holes in the top of the forearm casing to form one high-intensity beam.
Mega-Damage: settings : 1D6 S.D.C., 4D6 S.D.C. ,
2D4x 10 S.D .C. and 1D4 TO 1D4X10 M.D.
Rate of Fire: Single shot, each counting as one melee attack or a susta ined beam to cut Effective Range: 10 feet (3 m).
Payload: unlmited shots per standard E-Clip.

2.
Laser Distancer: Measures and indicates the exact distance of a target or item . Effective range: 1000 feet . Max imum range: 2000 feet with a 05% margin for error. Buil t into the unders ide of the wrist in the forearm armor.

3.
HUD Multi-Screen: A Heads Up Display (HUD) that can project data, charts or tran smissions on the visor of the helmet for the wearer to see . As many as six different viewing sections/images can be projected without impairing the vision of the wearer.

4.
Optical Enhancements: Hidden behind the face plate, they can call upo n a batt ery of optic sys tems that slide into place as needed. Passive nightvision (2000 feet/61 0 m range), telescopic (10 x magnifica tion , 6000 feet/1830 m range), macro-lens (6x magnification), thermo - imager
(1000 feet/305 m range) and light filters.


5.
Exoskeleton Bonuses: Adds the following bonuses and capabilities to the wearer : + 15 to P.S. (equal to robotic strength) , + 15 to Spd, + 10 feet (3 m) to the length and height of leaps , and reduce the rate of fatigue by 10%.

6.
Insulated, high-temperature resistant shielding for up to 2300 degrees centigrade . Normal fires do no damage.Nuclear, plasma, mag ic fires and Mega-Damage fire and heat do only 10% damage than usual.

7.
Force field systems 420 similar to NE but if rech zero take 24 hour to recover or replace systems taks 1d4 hour in base only

8.
light M.D.C. fabric add if main M.D. fails look above

9.
M.D Rifle 5.56 MM bull pop rifle
light assault rifle M8A
Type M.D 5.56x45mm NATO, was low damage for urban combat but can let lot a hail of MD rounds when need in combat and were seen by N.G.R standard as below way down. But when seen in action able to go MD to SDC rounds in from light infantry and have their own heavy support like the Russian troop were allow to expand on this .even NGR troops are buy out of their own pockets these weapons !!! later the MD vercion of Heckler & Koch HK416
http://unspacy.deviantart.com/art/Heckl ... 1388378717 came out well it beena hit : sold before it the the stores!!!
http://fc08.deviantart.net/fs70/i/2013/ ... 6zyw6a.jpg
Weapons systems M8
Damage
typical 25 cal, not normally called 6.5
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
Range1000 feet
Rate of fire: burst,aim get add+2
Payload: 30 or 45 rounds or 60 rounds

note: all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer

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
Last edited by ZINO on Mon Jan 20, 2014 8:45 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

Unread post by ZINO »


part one
N.A.T.O Light foot solider or N.A.T.O Grunt AKA blue helmets



Light foot solider (grunt human D-Bee) general solider
Light infantry specialized: are highly trained mainly human
The following are the core troops of the foot solider like the grunts of north America but better trained for rifts modern warfare in European theater .for NGR troops on the ground they are seen as true soldier like the Russian troops and will work side by side . thes troops always go to area NGR can cover or addition line of defense ,escort , combat and even trained like N.A.T.O Militants or D-BEE Militia to help themselves as well.one can seen as UN grunts of pre-rifts past and the other more specialized in particular filed .which help keep cost down


http://fc01.deviantart.net/fs71/i/2012/ ... 5318ef.jpg

http://lordhayabusa357.deviantart.com/a ... -307427271

This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Marines and when NGR troops see them they shock to see text book conventional and Non conventional tactic in the field of battle . Then you see the NATO newest tech medium to heavy infantry troops for NATO see the need of foot soldiers as well. When NGR and civilian saw for the very first time they are AWE 15 ; it was as seen as ghost or first or second cold war cold era. Even NGR high command thought they were going to low tech old security defense at best .but they show the best hardware and gear in MD ,it was a shock for many !! they able to go from SDC to MD in seconds to deal with civil S.D.C situation to modern M.D.C conflict with easy .their training is simple to the point and “everybody fights “ is one of their saying the second Saying “be all you can be “and army of one “. This shock and awe has work to been seem as allies and to the enemy a shock an awe in destruction for them.
These troops are better train and dedicated than the DMZ units and can be seen as grunts ,but then there the specialized grunt that are even more training then blue helmets.


The foot solider and their rifle are the core of the light infantry, they are always the front line and wear light equipment to fight, and we are a one man army.

Said drill officer

This was the first word for many light infantry, where medium amour and heavy infantry cannot go for varies reasons. Then training allow for a second roll for psionic!!! training in one year add to either adds Physical Strength (P.S.):, Physical Prowess (P.P.), Physical Endurance (P.E.), Mental Endurance (M.E.), Mental Affinity (M.A.), Speed (Spd), and even Intelligence Quotient (I.Q.) . This a combination of training and chemicals found in food and medicine .but with no negative side effects as long as they stay in core groups. They wear off 1d4 years later. Their been some that some Intelligence Quotient (I.Q.) goes up but not that high. NGR is very well agreed of this and seen go results so far and may adopt this. This goes back to golden age of man where troops were better stronger without but them dependent to drugs. This went out of control back then the Juicer programs and other programs came from here. This applies only to human only. In year training add one two Physical or Mental attributes. However there 25% that Intelligence Quotient (I.Q.), will go up by 1d6 and Physical or Mental attributes goes up 1d4 !!!
Because of this allows to see D-Bee and human beings and are been accepted in the DMZ area more than NGR troops and are more open then NGR troops.this allow to begin to have an understanding in the D-Bee community . This has reduce misunderstanding like we seen before this allow NGR troop less problem and and NGR feeling to even D-Bee react worthless ,some are seen as a hate and despise NGR troops.




Men of Arms add roll 1D6x 10,S.D.C /M.D.C Human only ,hit points 5d6
D-Bee can exchange skills slots with the one below but keep abilities if any!!!

psionic
There are three ways of getting a character who has psionic powers. The first, and simplest way, is to select one of the Psychic Racial Character Classes. A master psionic is the most powerful of all natural psychics and is available only from the Psychic R.C.C.s. A psychic
character class automatically gets psionic abilities. Each Specific R.C.C. will explain the character's background, orientation, and psi-abilities. However, while the psychic R.C.C. is heavy with psi-powers, it is limited in skill development.
The second way is to select an O.C.C. that has minor psionics, like the operator, techno-wizard, crazies, and cyber-knight, but these characters have only a tiny bit of psychic powers.
The third way to get a character with psionics is to roll percentile dice on the following random table.

Random Psionics Table
01-09
Major Psionics become N.C.O
10-25
Minor Psionics call psi unit
26-00
No Psionics
A minor psionic selects two powers from any one of the following psionic categories: Sensitive, or Physical, or Healer. Two psi-powers, even spectacular ones, are considered inconsequential and the character must select an O.C.C., without modification. The number of Inner Strength Points (I.S.P.) is determined by taking the number from M.E., roll 2D6 and add both numbers together. This is the base I.S.P.; add the roll of 1D6 per each level of experience.

A major psionic is a character who has an impressive amount of paranormal abilities. Unlike the minor psychic who can only select from one category, this individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories
available. The categories from which a major psionic can select includes: Sensitive, Physical, and Healer. This means the psychic can have a combination of power types. However, the development of extra-sensory abilities means that a certain amount of time and energy was
expended on the development of those abilities and not on formal education. The major psionic must reduce an O.C.C related skills by half and secondary skills. Alos all skill bonuses are reduced by half (round down fractions), and the number of "other" skills are also reduced by half. Secondary skills are aslo affected. Major cities only (and master) psionics must also submit to IC implantation and registration at all NGR cities. The number of I.S.P. for a major psionic is determined by taking the number from M.E., roll 4D6, and add both numbers together. This is the base I.S.P.; add the roll of 1D6 + 1 per each level of experience.

NOTE: A player may skip step four entirely if he or she does notwant a character with psionics.


Pick one set of genetic bonuses or roll percentile for randomdetermination.


01-10% + ID4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +ID4 to M.E.
31-55% + ID6 to P.S. and + ID4 to P.E.
56-75% + ID4 to P.S. and + ID6 to Spd.
76-00% + ID4+2 to P.B. and + ID4 to physical attr ibute of
choice.

Sentiments toward the NGR /mercanry core troops

01-20
Like the NGR /mercanry. Have mostly seen and heard good things about them and believe that they are humankind's salvation.
21 -40
Indifferent. Never personally had a bad experience with them.
41-45
Wary. Heard lots of things about the NGR /mercanry good and the bad
seems to weighing them.
46-80
Dislike and distrust the Demons . You are well informed and know a lot about the NGR /mercenary, laws, and activity, and they seem to be pretty justify what NGR /mercenary core units are dong .
81-00
Hate the Demons and related beings . You have seen the Demons and related beings in action and know them to be cruel and vindictive. Nor can you abide the NGR
human supremacist attitude and May know horrible of history past actions they inflict on
non-humans; for this reason you went for mercenary core units



Family Origin

01-50 Earth native. Character is human.
51-65 D-Bee: human (or close to it), but parents came through a rift from another dimension.
66-75 Earth natives, but human mutants with a history of psionic powers in the family. Player character may or may not have psionic abilities.
76-85 One parent was a native Earthling the other a D-Bee. The character may look human, but...
86-00 Earth Mutant (1-50%), or D-Bee (51-90%), or alien (91-00)
that is humanoid but has unusual features. Roll twice on the following
random table to determine the character's appearance or select two
different features.
01-05 Has a long bushy dog-like tail. .-1d4PB
06-10 Has a long monkey-like tail. .-1d4PB
11-15 Has a long lizard-like tail. .-1d4PB
16-20 No Body hair.
21-25 Body is covered in short fur.
26-30 Body is covered in long fur.
31-35 Body is covered in tough lumpy skin (+ 2D6 S.D.C.). .-1d4PB
36-40 Body is covered in scaly skin (add 3D6 to S.D.C.). .-1d4PB
41-45 Body is extremely thin and tall (add one foot to height).
46-50 Facial features are very feline. Female add 1d4 to PB
51-55 Facial features are very ape-like.-1d4PB
56-60 Facial features are very lizard-like. .-1d4PB
61-70 Skin is an odd color like orange, green, purple, etc.
71-80 Teeth are fangs.
81-85 Teeth are large and flat; large mouth too. .-1d4PB
86-90 A pair of small horns protrude from the fore head. Add trust /intimidation 5d6%
91-95 Large round eyes and unusual color. Add trust /intimidation 5d6%. Female add 1d4 to PB
96-00 Larger or oddly shaped head.-1d4PB


Education and Type of Environment

01-20
Little farm community.
No bonus tech bonus none % one time bonus,magic lore +25%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
21-40
Small wilderness town.
Little to no tech bonus+5 % one time bonus,magic lore +15%
41-60
Small to medium city.
tech bonus+10% one time bonus,magic lore + 5%
Language Native 88%+1 per level
Language Native 1d4 form rifts earth base 50%
Literacy Native 40+5% per Level
Math basic 45%+5% per level

61-80
Wilderness town or city with magic and/or psychics.
tech bonus+15 % one time bonus,magic
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic 45%+5% per level
lore +20%
81-00
City or near a city with or no magic. tech bonus+25 % one time bonus,magic lore +10%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
Radio: Basic (+10%)

Bonus look above add to O.C.C. Skills, O.C.C. Related Skills, Secondary Skills
Pilot Hovercraft (+10%)


O.C.C. Skills:
Pilot Tank & APC (+14%)
Pilot other non military
Read Sensory Equipment (+10%)
Weapon Systems (+ 10%)
Body Building
Climbing (+ 5%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
W.P. of three range weapon and two ancient choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial
Arts at the cost of one "other" skill, or assassin, if an evil alignment,
for the cost of two "other" skills

O.C.C. Related Skills:
Select 10 other skills. Plus select two additional skills and a W.P. at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.
Communications: Any ( + 5%)
Domestic: Any
Electrical: Basic electronics only
Espionage: None
Mechanical: Automotive only
Medical: First Aid only
Military: Any (+15%)
Physical: Any, except acrobatics.
Pilot: Any
Pilot Related: Any ( +5%)
Rogue: Any
Science: Math only
Technical: Any only Small wilderness town. Lore ,but Small wilderness town.
Wilderness town or city with magic and/or psychics any
W.P.: Any
Wilderness: Carpentry, hunting, land navigation only. Little farm community, Small wilderness town. Any


Secondary Skills:
The character also gets to select ten secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis (). All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

NOTE D-Bee Standard Equipment:
Body armor, rifle and energy rifle, energy sidearm of choice, four extra E-clips for each, and two
grenades, three signal flares, survival knife, utility belt, air filter and gas mask, walkie-talkie, uniform, combat boots, canteen, and additional non-energy weapon of choice.

NOTE Human only Equipment available upon assignment:
Any weapon types, extra ammunition,vehicles, hovercraft (especially hovercycle), tank, jet pack, camera, disc recorder, optical enhancement, and food rations for weeks. Vehicleand equipment repair. Note: All weapons and equipment are given out on an as needed basis, with the commanding officer deciding whether or not the item(s) is really necessary or not. If the officer doesn't like the character(s), the availability of items may be extremely limited.

Money:
The grunt gets a roof over his head, food, clothing, and all other basics provided free as part of his pay, as well as military facilities. Plus a monthly salary of 3000 credits. Starts off with one month's pay.The soldier's quarters is a nice dormitory arrangement shared by four individuals. Each gets a private bedroom/study complete with CD stereo system, television and VHS, mini-refrigerator, desk, dresser, and comfortable bed.

Cybernetics:
None to start and usually restricted to medical implants
and prosthetics, not augmentation.

http://th04.deviantart.net/fs70/PRE/i/2 ... 5ozvac.jpg

Future Soldier concept artby FonteArt
Digital Art / Drawings & Paintings / Illustrations / Conceptual©2012-2013 FonteArt
Some kind of soldier from a not so far future ..maybe 10 years later

body armor
body armor has the following properties.
• 45 TO 60 M.D.C (the max), Light Body Armor: weight 3 pounds (4 kg).
• basic environmental battle armor suitable for use in all hostile environments for 1d6 hours , but not space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air environments.
Five hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 300 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
Radiation shielded. 2000 rads
Polarized and light sensitive/adjusting tinted visor goggles .
Directional, short range radio built into the helmet. Range is 5 miles
(8 km).
Helmet face plate is removable 25 M.D.C.
Wrist Mini-Comp: A multi-purpose miniature computer and display
that will indicate system errors within the armor, damage levels,
and oxygen supply, as well as direction (compass), time, and date.
• Ammo and supply waist belt, shoulder belts, and shoulder holster.
Pilots and officers have their choice of shoulder or hip holster.
• Boot survival knife or vibro-blade for officers and military specialists.
• Prowl Penalty: -1 % in light armor,
•T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC


http://th04.deviantart.net/fs70/PRE/i/2 ... 5ozvac.jpg

Future Soldier concept artby FonteArt
Digital Art / Drawings & Paintings / Illustrations / Conceptual©2012-2013 FonteArt
Some kind of soldier from a not so far future ..maybe 10 years later





http://fc01.deviantart.net/fs71/i/2012/ ... 5318ef.jpg

http://lordhayabusa357.deviantart.com/a ... -307427271

http://fc05.deviantart.net/fs71/f/2012/ ... 4ph46r.jpg

http://chilli-con-dre.deviantart.com/ar ... 47&qo=5181


1) body armor M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 50 MDC
AKA Rifle man


2)body armor
M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC

http://th00.deviantart.net/fs71/PRE/i/2 ... 5318ej.jpg

http://lordhayabusa357.deviantart.com/a ... -307427275

AKA SAW Personal
M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 50 MDC:
force field 200 or 420

3) body armor

http://fonteart.deviantart.com/art/Sold ... -320094277
Soldier concept: Smilesby FonteArt
Digital Art / Drawings & Paintings / Illustrations / Conceptual©2012-2013 FonteArt
Original character by me. codename SMILES
Gear: Multicam como uniform, coyote tan tactical vest with M4 mag pouches, Customized M.D and S.D.C AR15 and M9 beretta.

M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35

http://th07.deviantart.net/fs71/PRE/i/2 ... 5318em.jpg

http://lordhayabusa357.deviantart.com/a ... -307427278
aka recon light
force field 150

5)
M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 50 MDC

http://th09.deviantart.net/fs70/PRE/f/2 ... 6rdkud.png

http://lordhayabusa357.deviantart.com/a ... -408780229
aka grunt heavy M.D convetinal weapon
force field 240

6) body armor
M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC

http://th08.deviantart.net/fs71/PRE/i/2 ... 6un3ae.png

http://lordhayabusa357.deviantart.com/a ... -414262886

AKA heavy security support
force field 240

7)
M.D.C Stats
helmet 30 add vision scope
main body /arms 50
legs 45
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC
Heavy force field 420
http://th06.deviantart.net/fs70/PRE/f/2 ... 4tplec.png


http://pc1073.deviantart.com/art/Dysfun ... 20&qo=3411


AKA top secret area support ,or RDF rapid deployed units

Cybernetic Implants:
None to start, but may acquire cybernetics and even a couple of bionic items over time. See Rifts® Bionics Sourcebook for a slew of implants and bionics
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4063
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 »

PART TWO


Light infantry specialized
http://th08.deviantart.net/fs70/PRE/i/2 ... 5tk3y7.jpg

http://fonteart.deviantart.com/art/Futu ... 505&qo=108

This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Army and when NGR troops see them they shock to see text book conventional and Non-conventional tactic in the field of battle .

Alignment:
Any.

Attribute Requirements:
None per se, though a high P.S. and P.E. are usually helpful, but not required. Certain MOS categories may require certain attribute minimums. About 80% are male, 20% female.

Racial Restrictions: MAINLY HUMAN. WITH NO POWERS OR ABITILES

Humans only
01-11%
SMART :FOR A HUMAN
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+11.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

13-26%
STRONG WILL :
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
STRONG :
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
FAST MOVER::
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
HIGH Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
. Your character is best suited to an requires physical durability and mental toughness.

79-88
POSTER BOY OR GRIL :
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D8, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills

89-00% Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 add one M.O.S,IF IQ 10 TO 22 ADD TWO M.O.S , 23 TO 25 ADD M.. THREE , I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus


MOS:
Select one of the following areas of specialty or roll percentile to make a random determination. If the random method is used and the character does not have the required minimum attribute, select skills that will bump it up to the required amount, adjust a few attributes to meet the minimum, or roll again. All MOS Skills are in addition to O.C.C and O.C.C Related Skills.

Pick one set of genetic bonuses or roll percentile for random determination.
01-10% + 1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +ID4 to M.E.
31-55% + 1D6 to P.S. and + ID4 to P.E. add 1d4x10 S.D.C
56-75% + 1D4 to P.S. and + ID6 to Spd.
76-00% + 1D4+2 to P.B. and + 1D4 to physical attribute of choice.


psionic

Random Psionics Table
01-09
Major Psionics become N.C.O
10-25
Minor Psionics call psi unit
26-00
No Psionics
A minor psionic selects two powers from any one of the following psionic categories: Sensitive, or Physical, or Healer. Two psi-powers, even spectacular ones, are considered inconsequential and the character must select an O.C.C., without modification. The number of Inner Strength Points (I.S.P.) is determined by taking the number from M.E., roll 2D6 and add both numbers together. This is the base I.S.P.; add the roll of 1D6 per each level of experience.

A major psionic is a character who has an impressive amount of paranormal abilities. Unlike the minor psychic who can only select from one category, this individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories
available. The categories from which a major psionic can select includes: Sensitive, Physical, and Healer. This means the psychic can have a combination of power types. However, the development of extra-sensory abilities means that a certain amount of time and energy was expended on the development of those abilities and not on formal education. The major psionic must reduce an O.C.C related skills by half and secondary skills. A los all skill bonuses are reduced by half (round down fractions), and the number of "other" skills are also reduced by half. Secondary skills are aslo affected. Major cities only (and master) psionics must also submit to IC implantation and registration at all NGR cities. The number of I.S.P. for a major psionic is determined by taking the number from M.E., roll 4D6, and add both numbers together. This is the base I.S.P.; add the roll of 1D6 + 1 per each level of experience.

NOTE: A player may skip entirely if he or she does notwant a character with psionics.

Communications unit
http://th08.deviantart.net/fs70/PRE/i/2 ... 5tk3y7.jpg
http://fonteart.deviantart.com/art/Futu ... 505&qo=108


01-15% Communications Expert
These are the eye and ears of N.A.T.O they are Communications Expert they reach out and touch someone, and set communication when not in war time, from the battle field to gunships , air to ground support or air to air communication. They are vital to N.A.T.O in any operations they going to do and learn not operate heavy like the coalition .add 1d4 years to age I.Q 10 And O.C.C Related Skills by half and bonus by half !!
Language Other: 1D4 of choice (+10%),
Computer Operation +10%
Computer Programming (+ 10%)
Computer Hacking (+ 10%)
Read Sensory Equipment (+ 20%)
Basic Electronics (+ 10%)
Radio: basic & Scrambler (+20%)
Electronic Countermeasures (+ 15%)
Optic Systems (+10)
Surveillance Systems (+ 14%)
Radio: Basic (+20%)
Cryptography (+ 15%)


IF MOS TAKEN TWICE THEY GET THE FOLLOWING
an extra Language (+ 15%).
Sensory Equipment (+20%)
TV/video (+15 %)
electrical engineering (+10%)
Math: Basic (+ 15%)
If taken MOS twice add the following
Imitate Voices & Impersonation add 5d4%
Laser add 5d4%
Performance add 5d4%

Communication Armored has the following helmet and main body:
1 . Normal Optics and Split View Screen Projection : A video projection simulates normal color vision. Video image s are displayed on the HUD. The HUD is aligned perfectly with
the eyes and the images are so crisp and clear that the wearer will find it difficult to tell the difference between the projected image and his own sight . When additional data, charts or transmissions are called up, the HUD image can split into two or three different viewing sections. For example: The largest image simulates human vision and what the character
sees in front of his face . A second area shows a radar screen and track s the movement of several blips moving rapidly closer (radar is available via a head jack-link). A third screen can show a map. mathematical computations, or printed data about any number of things.

2. Computer & Video Link :
The helmet can be patched into computers, televisions, cameras , monitors and sensory equipment. This mean s video transmission s and encoded audio video signals can be displayed dire costly on the HUD. This requires "plugging in." Located in the ear section of the helmet is a universal head jack. The jack is cordless and has a maximum transmission/receiving range of 5 miles and can link viz many commutation systems range can go higher

3. Optical Enhancements:
Passive nightvision , telescopic ), and Auto-light filters.IR optical systems

4. A miniature multi-purpose computer
that will indicate system errors within the armor, damage levels , and oxygen supply, and that also function s as a calculator and clock indicating time (can be used a stopwatch and alarm clock too), date , and direction (compass).

5. Laser distancer:
Indicate s distance of a target or item . Effective range: 2 miles

6. Laser Targeting:
Adds a + 1strike bonus. Effective range: 2 mile can be use infantry support ,arterlly fire, gunship support or close air support

7. Communications suite :
Standard Military Issue for Communications sytems suite

8. long-range directional radio, radio scrambler, hand-held/wrist helmet computer , survival knife, flashlight , distancing binoculars, multi-optics band , canteen, utility belt, backpack, additional air filter and gas mask, walkies- talkie (when not in armor OR back up ), two standard
uniforms and one dress uniform .

All of these optic systems are (and can be built in as well) available as gun scopes for pistols and rifles as well as goggles and binoculars. As many as four different optics can be combined in a single scope (add of the complete multi-optic system).
Telescopic Scope:
10 x magnificat ion - works like a pair of binoculars or camera lens . Typical range is 2000 to 6000 feet (6 10 1u 1830 m).

Cross Hair Sight:
Targeting cross hairs for better aim. When the cross hairs are centered over the desired subject the aim is on target. Bonus: Add + 1 strike but only on aimed shots

Infrared Vision:
Infrared scopes are ancient technology and inferior to other passive optical enhancements However. it is inexpensive and therefore popular among city rats, bandits and
adventurers down on their luck . The scope emits a narrow beam of infrared light that is invisible to human eyes . However, the light beam is visible to other characters using infrared vision ,
including most bots, power armor and a number of D-bees ! Those who can see the light can avoid it and/or follow it to its source , giving up its user' s location. Furthermore, the narrowness
of the light beam limit s the available viewing area to about seven feet (2. 1 m). Maximum Range: 2000 feet

Laser Targeting:
Add +3 to strike on an aimed shot, only when the laser targeting system is functioning. No bonus if the system is broken or turned off. Cost: 2000 credits. Note : Laser targeting can be used in conjunction with a telescopic sight and/or thermo-imager. Maximum Range: 6000 feet

Light Fillers:
Simple transparent lens covers designed to filter sunlight and reduce glare .

Passive Nightvision:
This system amplifies existing ambient light to provi de vision in darkness. II is also known as a "starlight" scope because it can amplify the light from star s and the moon
to see when outdoors . If in absolute darkness such as an underground tunnel, it is rendered useless - it must have some source of ambient light. Maximum Range: 2000
feet.

Thermo-imager:
A thermo-imaging system as goggles has a range equal to normal human sight and does not automatically come with a telescopic feature . However. it can be combined with a telescopic scope. A thermo-imager converts infrared radiation of wann objects into a visible image . The operator can see heat as represented by bands of color and enables him TO see in darkness, shadows and through smoke with 20/20 vision . Note: Can be added to a telescopic gun or camera
scope (add the cost of the telescopic feature to the total cost). Range: 2000 feet (610 m).

http://fc09.deviantart.net/fs70/f/2012/ ... 5pw7zc.jpg

http://fonteart.deviantart.com/art/Futu ... -345824616



16 to 25% EOD/Demolitions Expert: Requires an I.Q. of 10 and a P.P. of 12 or higher.
They do preeminent technical explosive experts are known as explosive ordnance disposal (EOD) specialist soldiers. These soldiers are trained to attack, defeat, and exploit unexploded ordnance, improvised explosive devices (IED), and weapons of mass destruction. Their job includes assisting in the preparation and use of advance robots. Other duties might be researching and identifying ordnance, exploding hazardous ordnance and maintaining equipment.
This class are the respected with these grunt they go either to disable bomb to I.D.E , to set bombs from sea or land they are there work with special operation where doing Homemade Explosives, Molatov Cocktail, Exploding Canister, Homemade Flash Bomb/Grenade, Homemade Tear Gas, Homemade Smoke Bomb/Grenade, Homemade S.D.C. Grenade, High-Powered Homemade Grenade (light M.D.):, Homemade Explosive Charge, Homemade Mine, Military Grade Grenade, Military Grade Mine,and even Retooled Military Explosives
They are known for the following saying EOD's official motto is actually "Initial Success or Total Failure.",. They usually read "I am a Bomb Technician, if you see me running, it would be a good idea to try and keep up."

Basic Electronics (+20%)
Basic Mechanics (+ 15%)
Demolitions (+ 15%)
Demolitions Disposal (+20%)
Demolitions: Underwater (+ I0%)
Trap/Mine Detection (+ 10%)
Swimming(+ 10%)
S.C.U.B.A(+ 10%)
W.P. Heavy Energy Weapons
W.P. Heavy Weapons

Equipment Available Upon Assignment:
1D6+6 hand grenades of choice, 4 smoke grenades, 1D4 shape charges, 2D4 flares, and access to virtually any type of explosives and EOD equipment necessary for the mission, from plastique/shape charges to fusion blocks! The character may also be given access to rocket launchers, mini-missiles, optical enhancements,camera equipment, mine detection equipment, EOD equipment, radiation suit (remember the M.D" body armor is Are an environmental suit), hovercycle or other vehicle, food rations and so on. In addition, the character has access to military facilities. Most EOD Specialists have mid-level security clearance, while top officers may have highest security clearance

http://fc01.deviantart.net/fs71/i/2012/ ... 5318ef.jpg

http://lordhayabusa357.deviantart.com/a ... -307427271

26 to 50% Soldier/Grunt
These are the brunt force of N.A.TO many join just to be grunt man or women with a gun .many in Europe call then brutes due to the fact when in combat they come down hitting the ground hard and firing like demon when they all have weapons free, but when rules of conduit are given they will die first before breaking orders and not afraid to die .For they fight for their homes ,and anything that is the reason it face their backs .for if they fall ,they know they fail and open a front to demon attacking noncombatants .they are known as “we don’t die we just regroup in hell” and this saying too “That said, a bullet well placed in the head remains lethal , whatever you are an elite unit or an average grunt.” That the way they think .
Forced March
Land Navigation (+5%)
Physical: 1D4+ 1 of choice. ANY even hand to hand counts as one
Pilot: One of choice (+ 10%); excluding Power Armor, Robots, or Ships.
W.P.: three Ancient Weapon of choice.
W.P.: 1d+1 Modern Weapon of choice.

Or for civilian area or acting as M.P (military police)
Police:
Intelligence
Computer operations
Computer hacking
Locksmith
Surveillance systems
Streetwise
Pilot PICK three
Pilot jet pack
1d4+1any W.P.

http://th07.deviantart.net/fs71/PRE/i/2 ... 5318em.jpg

http://lordhayabusa357.deviantart.com/a ... -307427278


http://fc08.deviantart.net/fs70/i/2011/ ... 3kxe2o.jpg

http://fc08.deviantart.net/fs70/i/2011/ ... 3kxe2o.jpg

http://stealth42blade.deviantart.com/ar ... 20&qo=2808


51 to 65% Point Man/Ranger /sniper : Requires an I.Q. of 9 or higher; a high P.S/ P.P. and Spd. are helpful.
Point Man / Rangers
Scouts.
Like the adventurer O.C.C. they are knowledgeable about nature and wilderness survival Much of their training (the U.S Empire) focuses on tracking human prey, and guerrilla warfare. Rangers are frequently deployed on reconnaissance, seek and destroy, and guerrilla warfare Missions against the enemy. They are also skilled at hunting down and capturing or destroying AWOL troops, escaped prisoners, refugees, monsters, Psi-Stalkers and other Wilderness
Rangers .
They are resourceful, cunning and expert in setting traps and utilizing hit and run tactics. There a saying : "Rangers Lead the Way" dates back LONG before the Navy had SEALs. The Rangers actually claim to trace their roots/traditions back to Roger's Rangers of the French and Indian War and American Revolution. Navy SEALs were created around the Vietnam War era and came from the Navy Divers/Frogmen. Both scout and sniper work as a team ,one check over all area ,wind condition, temperature a watcher , and this help the sniper look on it target.

Detect Ambush (+ 15%)
Detect Concealment (+ 10%)
Camouflage +15
Detect trap/mine +15
Intelligence (+15%)
Land Navigation (+ 14%)
Prowl (+10%)
Surveillance Systems/Tailing (+ 15%)
Track Animals (+10%)
Track Humanoids (+10%)
Wilderness Survival (+ 10%)
W.P five modern weapons ,two ancient
Equipment Available Upon Assignment: 1D4 hand grenades, 1D4 smoke grenades and/or 1D4 signal flares, heavy weapons, optical enhancements, camera equipment, light vehicle,
food rations and non-regulation weapons and MDC armor
Bonuses: +2 on initiative, +1d4+1to save vs horror factor, and +2D6 to physical S.D.C.

RIFTS :advance ranger
http://fc08.deviantart.net/fs70/i/2011/ ... 3kxe2o.jpg

http://stealth42blade.deviantart.com/ar ... 20&qo=2808

these are the elites of the elites they use an active camouflage systems as well as sniper look below

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They both use active cam to hide, relay information to even attack from short range to long range attacks!!
The solider can carry anything he is wearing or carrying but not beyond it P.S (GM stay alert on this ) . Neither normal vision nor night vision can detect invisibility; however, infrared optics, thermo-imaging systems, heat sensors and motion detectors cannot detect his presence and can be used to locate an invisible interloper.
Although the invisible character is imperceptible to the eye, he retains his physical mass, meaning that he cannot go through walls nor do weapons or attacks pass through him. This also
means he still makes noise (footsteps, breathing, bumps, knocks, etc.) and may be tracked down and pinpointed by the noise he makes, if not careful.
Duration: The invisibility can be maintained indefinitely and created and cancelled at will

Other Abilities and Bonuses:
The solider active camouflage systems can attack and fight opponents in his invisible state. Opponents who cannot see their invisible antagonist are -9 to strike, parry ,roll or dodge him (the penalties are not as extreme as being blind, because even slight sounds and air movement will give an adversary in close combat some idea where he is).
Opponents with heat or infrared sensors or vision suffer penalties and see the character to counter and strike back are -9 to strike, parry, roll or dodge him
Can create a Horror Factor of 12 by making noises and moving items while invisible - "ghost " others .
The solider get a +3 to range weapons , melle attack gets added+4 ,auto dodge + 4 lus and other bonus
Prowl add +45% ,if none gets 90%
pre-Rifts measures used to control sound pollution.
A sound emitter is built alongside the skin of the suit . The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the suit , neutralizing them. Human ears cannot sense the sounds; additionally, special rubber soles and joints contribute to the reduced sound: the common prowl penalty is eliminated when using these two systems!
Or

Rifts Sniper
This may have change they work with a standard S.D .C rifle but the M.D world change their skills now 300 years later thanks to new weapon tech M.D rifle are around and heavy weapon are need to take a target like high MD being or high MD tech target . Many are partial brogs and allow carrying heavy weapons and working, training both energy heavy weapons
They were fams for say one shot one kill “ or boom head shot to "Reach out and touch someone"
-Private Murphy or these words “I am the master of your fate, I choose when you live or die, and you will not know when it comes, When I have you in my sights I am God.”
.these are the word they aim for and hit their target as well. Now in rifts earth a human sniper can do damage but may not be able to take down a target but some long communication they get front row seat to take one target or whole monster unit from a far. Or make personal long range heavy weapon systems from 20 MM sniper cannon to ATL long range beam cannon .these are mostly partial brogs that volunteer or were some refugee with some series pay back or some solider new lease on life . These go with troops, to special force like N.A.T.O Paratroops and are love to help troop out of a jam.

Optic Systems
T.V. & Video
Detect Ambush (+ 15%)
Intelligence (+15%)
Land Navigation (+ 14%)
Prowl (+10%)
Camouflage +35%
Surveillance Systems/Tailing (+ 15%)
Wilderness Survival (+ 20%)
W.P. Heavy Energy Weapons
W.P. Heavy Weapons
Sniper primary weapon, and secondary weapon add+2 to call shot or aim
Bonuses: +2 on initiative, +4 to save vs horror factor, and +2D6 to physical S.D.C.
Range attack more than 1000 feet get 1d6+2 on initiative with rifle
Can be light brog
They both use active camo to hide

The N.A.T.O super solider or Partial Cyborg
Can carry anything he is wearing or carrying but not beyond it P.S (GM stay alert on this ) Neither normal vision nor nightvision can detect invisibility; however, infrared optics, thermo-imaging systems, heat sensors and motion detectors detect his presence and can be used to locate an invisible interloper.
Although the invisible character is imperceptible to the eye, he retains his physical mass, meaning that he cannot go through walls nor do weapons or attacks pass through him. This also
means he still makes noise (footsteps, breathing, bumps, knocks, etc.) and may be tracked down and pinpointed by the noise he makes, if not careful.
Duration: The invisibility can be maintained indefinitely and created and cancelled at will

Other Abilities and Bonuses:
The solider can attack and fight opponents in his invisible state. Opponents who cannot see their invisible antagonist are -9 to strike, parry ,roll or dodge him (the penalties are not as extreme as being blind, because even slight sounds and air movement will give an adversary in close combat some idea where he is).
Opponents with heat or infrared sensors or vision suffer penalties and see the character to counter and strike back are -9 to strike, parry ,roll or dodge him
Can create a Horror Factor of 12 by making noises and moving items while invisible - "ghost " others .
The solider get a +3 to range weapons , melle attack gets added+4 ,auto dodge + 4 Plus and other bonues
Prowl add +45 ,if none gets 90%

pre-Rifts measures used to control sound pollution.
A sound emitter is built alongside the skin of the suit . The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the suit , neutralizing them. Human ears cannot sense the sounds; additionally, special rubber soles and joints contribute to the reduced sound: the common prowl penalty is eliminated when using these two systems!

Ghillie suit cloaking add M.D 200 plus N.E force field 420 M.D.C

Common to Light Machines
55% Conversion Package for the typical Partial Cyborg
One Headjack and ear implant, or handjack.
Cyber-Link feature.
Two sensor/communications system implants of choice.
Reinforced Endo-Skeleton and Body Frame; 15 M.D.C.
Full Leg Conversion (everything except blood vessels is artificial).
Typical Speed: 45 (30 mph/48 km). The legs can propel their owner in a leap 10 feet (3 m) up or 12 feet (3.6 m) across from a standing start, (twice that with a short run).
Each leg has 60 M.D.C., each foot 15-20 M.D.C.
One bionic arm (40 M.D.C.) and hand (12 M.D.C.) with one heavy weapons each; P.S. 18-20. and P.P. 18-20
Lung Implants: Gas Filtration System and Oxygen Storage Cell.
Light Cyborg Armor (heavier and thicker than normal body armor, but can be more easily accommodated by the machine limbs and reinforced body frame) is 140 M.D.C., but ordinary body armor can be worn instead (30-90 M.D.C. on average).
Note: Additional features like a radio, language translator, cyber-disguise, internal organs, eye and other implants can be acquired by the individual are need for military basis , or purchased with his own money at a reduce cost of 65%.
Heavy Force Field 100 to 300 M.D.C for main body and Force Shields cover a particular legs, arms, head, rear back 100 to 240

70-80% Conversion Package:
One Headjack and ear implant, or handjack.
Cyber-Link feature.
• Four sensor/communications system implants of choice.
Bionic reinforced Body Frame and full torso Conversion (everything
save organs is artificial); 65 M.D.C.
Full Leg Conversion (everything except blood vessels is artificial).
Typical Speed: 50 (35 mph/56 km). The legs can propel their owner in a leap 10 feet (3 m) up or 15 feet (4.6 m) across from a standing start, (twice that with a short run). The
legs have 100 M.D.C. each, the feet 25 M.D.C. each.
Both arms and hands are full bionic conversions. The arms have 40 M.D.C. each, and hands 18 M.D.C. each. Each arm has one heavy weapons and a P.S. and P.P. of 20. Each
Bionic Lung with Gas Filtration System and Oxygen Storage Cell.
Bionic or reinforced head/skull with Built-in Language Translator, Radio Receiver and Transmitter.
Light Cyborg Armor (heavier and thicker than normal body armor, but can be more easily accommodated by the machine limbs and reinforced body frame) is 140 M.D.C., but ordinary body armor can be worn instead (30-90 M.D.C. on average).
Note: Additional features like a radio, language translator, cyber-disguise, internal organs, eye and other implants can be acquired by the individual are need for military basis , or purchased with his own money at a reduce cost of 65%.
Heavy Force Field 100 to 300 M.D.C for main body and Force Shields cover a particular legs ,arms , head ,rear back 100 to 240
Standard Military issue for Cyborg Soldiers: All the appropriate ammunition and equipment for the 'Borg's body styling and weapon systems,and or energy rifle of choice, 10 extra Eclips,10 grenades, utility belt, backpack, walkie-talkie (for back-up), M.D body armor and regular maintenance and repairs.
Additional weapons,
heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments. The "team" or "squad" will usually have one basic military vehicle,such as a truck, jeep or hover jeep, available to it or some means of transportation provided. However, many assignments, including reconnaissance, city patrols and rescue missions, are on foot.

ATL-7 Anti-Tank Laser Rifle
Optional weapon systems 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 for robot with nuclear powered ,revlver type clip 5 this allows double tap fire
Range:
11,000 feet
Payload:
1 shot per robot vehicles or vehicles with nuclear powered hand to hand, a new feature it 15 pound clip that hold separate 5 energy round ,take one melee action to replace

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http://pc1073.deviantart.com/art/Dysfun ... 20&qo=3411

66 to 80% Pigman/Heavy Weapons: Requires a P.S. of 14 and a P.E. of
12 or higher.

These are the heavy hitter in combat armed to the teeth and MD where A S.A.W OR rail gun is fired by one solider and acts as close range, spray at one target as many rounds as possible .they been known to follow this saying “When shooting in the dark, it is a good idea to use a machine gun. Said by Craig Bruce “
Or by this long saying if there time
“He could not believe that any of them might actually hit somebody. If one did, what a nowhere way to go: killed by accident; slain not as an individual but by sheer statistical probability, by the calculated chance of searching fire, even as he himself might be at any moment. Mathematics! Mathematics! Algebra! Geometry! When 1st and 3d Squads came diving and tumbling back over the tiny crest, Bell was content to throw himself prone, press his cheek to the earth, shut his eyes, and lie there. God, oh, God! Why am I here? Why am I here? After a moment's thought, he decided he better change it to: why are we here. That way, no agency of retribution could exact payment from him for being selfish.”
― James Jones,

Some call them juggernauts, or bullet magnet, but their just little tanks with a good E.O.D suit and force field are to attract as much attention to them and draw fire toward them and to the enemy as well.

Recognize Weapon Quality (+20%)
Weapon Systems (+ 10%)
W.P. Heavy Military Weapons
W.P. Heavy Energy Weapons (including rail guns)
W.P. five of choice (any)
Demolitions (+ 15%)
Demolitions Disposal (+20%)
Demolitions: Underwater (+ I0%)
Pick up three Physical Skills

Standard Equipment
N.A.T.O fatigues and dress uniform , standard E.O.D 100 M.D.C. body armor,plus light M.D suit 60 M.D and secondary flex suit 44 M.D Total 204 M.D,simple basic exo unit built in as well add P.S 10 look above add P.S +12 and spd +12 , last 50% have M.D Force filed 240 or 420 M.D Energy Rifle or conventional S.D.C. or heavy M.D assault rifle and grenade launcher combo, 10 extra E-Clips for each and one power pack, two smoke grenades, one tear gas grenade, two explosive grenades, three flares , one Vibro-Knife (officers get a Knife and Saber) , survival knife (1d6 S.D.C.), utility belt, canteen , First Aid medical kit, pocket computer, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items 12 ammo clips /box or 4 ammo belts

http://fc07.deviantart.net/fs71/f/2012/ ... 5f4eha.jpg

http://fonteart.deviantart.com/art/USMC ... -327730510

81 to 90% Transportation Specialist
They are the most unsung heroes they will take where troops need be to dropping supplies in a combat zone to even crashing to get supplies (not well look upon) .they are known for saying WE delivery!!!” and by that do they . Sometime troops forget with no supplies of men to supplies, till they begin to run out that when they remember Transportation Specialist

Basic Mechanics (+ 10%)
Combat Driving (+5%)
Navigation (+ 10%)
Motorcycle (+20%)
Read (& Operate) Sensory Equipment - 30%+5%
Weapon Systems-40%+5%
Armorer (+20)
Pilot: five of choice (+ 10%), from below
Pilot: Hover Craft (ground)
Hovercycle (+ 25%)
Pilot: Tanks & APCs (+ 10%)
Pilot: Trucks (+ 20%)
Boat: Motor & Hydrofoil
Boat: Sail Type (+ 10%)
Boat: Ships (+ 10%)
Tracked Vehicles(+ 25%)
Truck - 40%+4%(+ 25%)
Jet Aircraft (+ 10%)
Jet Fighters (+ 25%)
Pilot: Automobile (+ 25%)

Standard Equipment
N.A.T.O fatigues and dress uniform , standard 45 M.D.C. body armor N.E knock off 420 there a 50% will have one , Energy Rifle conventional S.D.C. or M.D assault rifle and grenade launcher combo, 10 extra E-Clips for each and one power pack, two smoke grenades, one tear gas grenade, two explosive grenades, three flares , one Vibro-Knife (officers get a Knife and Saber) , survival knife (10 6 S.D.C.), utility belt, canteen , First Aid medical kit, pocket computer, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items


http://th04.deviantart.net/fs70/PRE/i/2 ... 5ozvac.jpg
Future Soldier concept artby FonteArt
Digital Art / Drawings & Paintings / Illustrations / Conceptual©2012-2013 FonteArt
Some kind of soldier from a not so far future..maybe 10 years later



91 to 00% Combat Medic: Requires an I.Q. and P.P, of II or higher.
Every since the first modern army to save their own troops they have been there. and they been known to say You Know You're A Combat Medic When You have a patch that reads 'medics...here to save your ass, not kiss it!' pinned inside your BDU.” Or “You've ever held a 14-gauge needle over someone's vein and said, "Now your going to feel a little stick” and “You refer to infantry as organ donors” this men and women who are to save live in combat situations.and seen as angel by injured soldiers.and are the most protected with a squad or squads in the battle grounds .
Brewing (+5%)
Biology (+ 15%)
Field Surgery (+15%)
Medical Doctor (+5%)
Pathology (+ 10%) %)
Chemistry (+ 10%)
Sewing (+10%)

Disease Diagnostic Specialist:
Diagnose disease with extreme clarity and accuracy. Skill Bonuses: +20% to that percentile number of the Medical Doctor skill, and + 10% to Brewing and Holistic Medicine skills to whip up a cure. He is so good, that he can reduce the symptoms
(i.e., the penalties and duration) by half. Can also recognize possession and magical illnesses and curses.

Familiarity with D-Bees:
No skill penalty when working on common/known D-Bees; only a -20% penalty when dealing with extremely alien physiology, rare or previously unknown D-Bees. is -20% whenever working on bionic modifications, and -50% when working on alien cybernetics, -80% on alien bionics.

+5 to save vs Horror Factor, +5 on most Perception Rolls, but +4 when the Perception Roll involves making an observation about a medical condition, diagnosis/health or medical
procedure, as well as when dealing with drugs/chemicals, and poison only .


Standard Equipment:

Light 45 M.D.C. body armor with good flexibility suit 44 M.D some may get a knock off N.E force field systems 250 M.D OR 420 M.D when they going to combat operations. two surgical gowns, a dozen pair of disposable surgical gloves, one pair of reusable surgical gloves, surgical kit (includes scalpels, clamps, suture, needles, etc.), medical kit (first-aid kit. bandages, antiseptics, protein healing salve, aspirin, painkiller, antibiotics. hypodermic gun, stethoscope, pen flashlight, hand-held blood pressure machine (computerized), thermometer, six unbreakable vials, and other basic items), IRMSS/robot micro-surgeon kit, portable compu-drug dispenser, pocket computer, portable laboratory. backpack, large satchel, one weapon for each W.P. and two E.-Clips for each, one Vibro-Knife (1d6 M.D.), a set of six scalpels (1d4 S.D.C. damage each), pocket note pad, two pens, and some personal items.


rifts TDI Kriss Super VI
standard issue for Combat Medic
https://www.youtube.com/watch?v=xvfdkqBFk6Q
http://fc04.deviantart.net/fs70/i/2014/ ... 72r865.jpg

http://unspacy.deviantart.com/#/art/rif ... 92765?hf=1

The best is close quarter battle weapon but special ops unit love this gun and given medic are the first to get this gun.
The Vector's action, the so-called KRISS Super V System (KSVS), is an articulated mechanism which allows the block and bolt to recoil off-axis into a recess behind the weapon's magazine well, The Vector family of weapons is the first to use this action; the company claims the .45 ACP cambering was chosen to demonstrate that the action could "tame" such a powerful round. Variants chambered for the .40 S&W and 9×19mm Parabellum round are currently in development. All KRISS Vectors operate with standard Glock magazines with the .45 ACP caliber weapons using the 10 and 13-round G-21 magazine.
The Vector's barrel is in line with the shooter's shoulder as in the M16 rifle, but also in line with the shooter's hand as with many target pistols. Combined, these factors reduce felt recoil and muzzle climb by eliminating the distance between the shooter's hand and the bore axis along with the action of the Super V System.

Of current production weapons, there is also an NGR -classified pistol variant of the weapon platform. This is the Vector SDP. "SDP" stands for Special Duty Pistol or Security Detail Pistol. It is essentially identical to the SBR except it has a permanently affixed cap with a sling mount instead of a folding stock.

Weight
3 lb (2.7 kg)

Length
24.3 in (620 mm)
16 in (410 mm) w/stock folded
34.8 in (880 mm)
26.5 in (670 mm) w/stock folded

Barrel length
5.5 in (140 mm)
16 in (410 mm)
18.6 in (470 mm)

Feed system
10 & 13-round detachable box magazine
25-round w/optional "MagEx 25+" extension 50 rounds look at picture

Rifts earth TDI Kriss Super VI
Damage:
1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,

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,

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 or 1d4+1 M.D
1D10 M.D Two round burst,
2D4+1 M.D three round burst,
5D4 M.D four round burst,
4D6+1 M.D five round burst,
1D6X10 MD six round burst,
2D4X10 M.D eight round burst,
2D4X10+10 M.D nine round burst,
1D10X10 M.D ten round burst,
1D10X10 M.D twenty round burst,
5D4X10 fourth round burst , and so on
Range: 1000 feet
Rate Of Fire (R.O.F): single shot or brust
payload 10 & 13-round detachable box magazine
25-round w/optional "MagEx 25+" extension 50 rounds look at picture
Note : silencer or muzzle flash suspender no recoil need

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


Medical Items
The digital display can indicate body temperature , blood pressure , respiration, and dehydration level simply by inserting the patient ' s finger into the finger scanner housing. Cost: 150 credits.

Medical : Hypodermic Gun:
A quick, painl ess method of giving shots . Most hypodermic guns come with a self-cleaning mechanism that instan tly cleans and sterilizes the needle after
every use. (drugs not included).Medical : IROU Internal Robot Oxygen Unil or

" breather " :
This is the largest of the internal robots although still quite small. The bot resembles a caterpillar, because it is long and narrow and has many tiny legs. It can enter the body through the mouth or a tracheotomy in the esophagus tube . It crawls through the narrow passage with a pair of thin, narrow plastic tubes trail ing behind it. As the bot makes its way toward the lungs it can transmit video images and data about damage to the throat. Once in the lungs, it transmits data and video
images of damage and does analysis. A tiny molecular analyzer is used to identify toxins , drugs and foreign agents. Respiration is also monitored . The video pictures enable the doctors to accurately assess problems and determine the most appropriate treatment
without surgery. One of the tubes is hooked up to an external device to extract fluids in the lungs and the other supplies oxygen. The Breather can also release a half dozen IRMSS bots
to repair small holes and perform minor surgery.

Medical: IRVT Internal Robot Visual Transmitters or "Seekers":
This is another nano-bot about the size of a pinhead. It is injected into the vein of a patient and goes traveling through
the vein. It is tracked and monitored via a homing devic e. The bot transmits a more powerful signal and video image of obstructions and damage to the veins and arteries as they are encountered. The bot is used primarily to locate blocked, pinched and damaged arteries, veins, and other internal passageways.
(less than 33% can be safely retrieved, thus they harmlessly disintegrate inside the body
after about 72 hours).

Medical: RAV Robot Antiseptic Vnlts or ''Cleaners'':
A cleaner is a tiny robot roughly three inches (76 mm) long and one inch (25 rom) in diameter. They are reminiscent of a mechanical
beetle that gently crawls along a wound or infected area
destroying infection , removing puss and dead flesh , while cleaning
the wound and spraying it with antiseptic protein for faster
healing . The cleaners are usually sold and dispatched in pairs.

Medical: RSV Robot Sedative Vnlts or "Sleepers" :
Four tiny robots , each the size of a pinhead, enter the brain and stimulate certain areas to make the patient relax and feel drowsy. The calming effect of these nano-bots causes the patient to breathe slow, even breaths, keep s the pulse rate steady and calm, and helps maintain normal blood pressure . When they are done the bots return to a tiny housing device.

Medical: Suture Gun:
Effectively a staple-like gun that fires staples made of dis solvable sutures. The staples cause little pain or discomfort , leave little scarring and can be used to close a
wound at lightning speed.
Medica l: Suture Tape: A special, antiseptic tape used to hold cuts closed instead of sutures . per 30 foot roll

Micro-scale:
A digital pocket scale , about the size of a person 's hand or an old transistor radio. It can be hooked to a belt , slipped into a large pocket, sack, purse or a backpack. The scale
can weigh up to 200 Ibs. (90 kg); digital display. .

O.C.C. Skills: These are in addition to MOS and reflect basic training.

Language: Native Tongue at 95%.
Language Other: One of choice (+10%),
Sign Language (+15%)
Climbing (+ I0%)
Computer Operation (+ 10%)
General Athletics
Mathematics: Basic (+5%)
Military Etiquette (+10%)
Radio: Basic (+10%)
Running
Sign Language (military; +15%)
WP. Knife (includes Vibro-Knives)
W,P. Energy Pistol
W.P. Energy Rifle
W.P. Rifles
W.P. Automatic and Semiautomatic Rifles

Hand to Hand: Basic, which can be changed to Expert at the cost of one "O.C.C Related Skill" or Martial Arts (or Assassin if evil) for the cost of two skill selections.

O.C.C. Related Skills:
Select 10 other skills at level one, + 1 additional skill at levels 3, 5, 7, 10, and 13. All new skills start at level one proficiency.
Communications: None, other than possible MOS Skills.
Cowboy: None. other than possible MOS Skills scouts
Domestic: Any.
Electrical: Basic only.
Espionage: None, other than possible MOS Skills.
Horsemanship: General and Exotic only.
Mechanical: Automotive and Basic Mechanics only.
Medical: None, other than possible MOS Skills.
Military: Any (+5d4%).
Physical: Any, except Acrobatics.
Pilot: Basic vehicle types only; the average grunt does not know how to drive a tank. other than possible MOS Skills
Pilot Related: any
Rogue: Any.
Science: Advanced Math (+5%) and Astronomy only.
Technical: Any (+5%).
W.P.: Any.
Wilderness: Land Navigation and Wilderness Survival only.
Secondary Skills:
Six at levels I, 4, 8, and 12, selected from the Secondary Skill list in the Skill Section. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus
for a high I.Q. All start at the base skill level.

Standard Equipment:
Military fatigues and dress uniform (if part of a large company or army), medium or heavy suit of M.D.C. body armor of choice, one weapon and 1D4+3 E-Clips for each W.P., two smoke grenades, three flares, one Vibro-Knife (1d6 M.D.), survival
knife (1D6 S.D.C.), utility belt, two canteens, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items.

Additional weapons,
heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments. The "team" or "squad" will usually have one basic military vehicle, such as a truck, jeep or hover jeep, available to it or some means of transportation provided. However, many assignments, including reconnaissance, city patrols and rescue missions, are on foot.

Communications Equipment
all systems can be add to any M.D body suit as well
is fairly basic in regards to the character's use and needs . Various surveillance and video systems might t be added on,depending on the circumstances and the player's ingenuity.

Fleld Radio:
A back-pack style, radio transmitter and receiver with wide band, long-range capabilities; frequency equalizer. field strength detector and scrambler . Range: 60 mile s

Back-Pack Radio:
A Japanese updated version of the old PRC25. Comes with buill -in scrambler and up to 1500 channels. Also capable of receiving commercial AM/ FM television
(sound only) and short -Wave signals. : 35miles (56km).

Belt Radio:
A lightweight unit designed to work with the RK0-68. Scrambler equipped, 2 to 3 mile range. up to 10 preset channels. Weighs only 21bs, complete with pouch and telephone-style handset.

Headset Receiver:
These receiver-only unit s are eas ily attached
To the helmet. Built-in scrambler and range of 2 miles.

Hand-Held Communicator:
Basically an enhanced walkietalkie. it is a basic insuument issued to all military personnel and field operatives. This is a high-tech item available only to the special branches of the military (espionage) and major scientific organizations industries.Range: 3 miles (4 .8km).

Ear Mike Rad io Receiver and Transmitter:
A tough. Reliable radio device that plugs into the ear. With the help of a transducer connected to a retransmitting device and manually activated for speak or listening modes . theuser can both listen and speak. through the earphones . This is possible because the ear canal captures ingoing and outgoing sound (your voice ), as well as incoming sounds . It is so effective that the user can transmit a whisper.Compatible with any portable. two-way radio equipped with an external speakerphone. Weight: 6 ounces Power source is one AA 1.5 volt bauery . Range:1 to5 mile .


SURVEILLANCE EQUIPMENT

Keyholes or Tube Microphones:
A microphone (misc.) with a long. hollow tube which can be flexible or st iff, al lowi ng it to be placed in cracks. mo unted in walls . or placed in similar. small. "keybole't-type crevices . Picks up sounds up to 34ft (10m) away and tran smits up to 1000 ft

Contact Microphone:
Translates vibrations into sound . but requires a sounding board, such as a wall . windows. Large object. etc. Can be as small as a lie tack. Picks up sou nds
up to 10 meters away and transmits up to 1000ft (300m) away . Cost: $ 170. fair availability.
Commercial Wireless Microphone: (entertainment).

Compact Commerdal Wireless Microphone: (size of a pad of cigarettes) .

Wireless Microphone:
This compact mic is about the size and thickness of a box of matches . It can pick up sounds up to 4000ft away and broadcast up to 30000ft away.

Tracer Bug :
This is a tiny devi ce. aboe t the size of a checker. which has a sticky or magnetic side that can be attached to a vehicle or slipped into a person ' s poc ket , back pack. br iefcase
,etc. It can transmit a signal that ca n be followed up to 15 miles (1000 feet under ground ) away
Battery powered . it has a limited life of 72 hours of constant transmission.

Bumper Beeper:
Attaches to automobile bumper via magnetized clip. The antenna can be permanently mounted or detachable . Transmits a signal that can be followed up 10 miles away (battrey powered ). The receiver picks up and can locate the beeper by the intensity of the signal.

Room Bug: This bug taps into the wall current (needs capacitor). Range: 1200 ft. (homemade) or police
Transmitters
Transmitters (quality crystal)
Low-Frequency Converter :
Frequency Equalizer (controls cut off of certain frequencies and boosts others ).
Test Transmitter:
Addilional Transducer:
Telephone Induction
Sound Amplifier: low quality
Sound Amplifier (high quality):
Telephone Bugs Drop in Cartridge: Battery powered; fits in the telephone receiver.

DETECTION EQUIPMENT
Amplified Sound Detector:
A unique device designed for professional hunters to hear approaching game. It is also used by the security industry . It is a two-piece unit. consisting of headphones and sound detector. which at first glance. Resembles a very large flashlight. Utilizes a built-in, 3 dish for sound mirror effect . Triple s the normal human range of hearing. We ighs abou t 21bs

Bug Detector.
A small hand-held device that picks up radio signals from listening devices (bugs) .

Letter Bomb Detect or . An electronic instrument
that examines letters in minutes. with an audio alarm that sounds when electrically conductive material is detected.

Portable Explosives Detector:
Responds to vapor from explosives. such as dynamite. gelignite. T.N.T . and others . An
alarm lamp lights up when an explosive is detected .
Range: 300 ft.

Radar Signal Detector (military):
This is a mini-radar receiver that can fit in one hand . Small. lightweight . easy to
conceal. Recently developed for the U.S. Army Range: 35 miles maximum.

Commercial Radar Detector:
Also known as the "Fuzz Buster" because of its use in detecting police radar scans.


EMOTIONS AND STRESS DETECTORS

Psychological Sims Evaluator:
This instrument is used by law enforcement agencies . private investigators. some private corporations. clinics and law finns . It functions like a polygraph machine. but measures and records stress and anxiety without anaching sensors to the subject. II does this by specifically monitoring the voice quality of its subject . A tape recorder is also a part of the device .

Polygraph Stress Machine:
Sensors are attached to the skin which monitor and record gland ular changes (including sweat) in the skin.

Stress Monitor:
(superior quality) Sensors are attached to the skin and body which usually record breathing. hean beat/rate. blood pressure . and skin resistance (as described
previously). All three functions are fed into a recorder, with three pens to mark the results.

Laser Holographic Portable Computer
This is actually a knock-off of the Wllk's PC-2020 Field Identllier and Holographic Computer. It is a multi -purpose computer about the size of a briefcase. The case is fire-proof, shockproof
and padded with a mega-damage protective housing. Dual drive system with 4 gigabytes hard drive with 200 megabytes of Random Access Memory (RAM). Uses one inch disks. The
lightweight courier style is 5 Ibs (2 .3 kg), has 12 M.D .C. and come s in matte black, grey, or maroon , or glossy black or silver chrome. The LHP-lOOO "Adventurer" is a heavy-duty briefcase that weighs 10 pounds (4.5 kg), has 25 M.D.C. and comes in matte black, grey , green or camouflage. The most unique features are its holographic projector beam (has a hard plasma screen as back-up) and its " Identifier program. " The identifier program can recognize and identify 6000 vehicles and robot s, 21 ,000 animal species (indi genous and known D-Bee life forms), 40 ,000 insects, and 50 ,000 plant s and fruits. The data display highlights dangerous and friendly life forms, poisonous and edible plant life , and military vehicles. The identification system is activated by typing in data/feature s of note (1-79% success ratio and accuracy) or by inputting a visual image like video footage , still photographic, or drawing
(94% accuracy/success ratio). The computer then crea tes a rotating, three-dimensional image of the subject along with the corresponding data available . Many species of alien life are unknown
so data is limited to the varie ties known in Europe and the Americas (the latter was pirated from the Wilk' s computer). Knowledge about Atlanti s, Africa, and Asia is minimal (about
12%). If the computer cannot identify the subject it will report either, "Insufficient data: Alien or mutation"," or "Unknown indigenous life," meanin g it cannot identi fy the subject but available data seems to indicate the subject nativ e to Earth. A complete lack of inform ation on the part of the operator will result in, "Insufficient data . Please elaborate," meanin g that the computer simplydoe s not have enough information to make an asses sment.

PC•3OO0 Hand-Held Computer: Described on page 247 of Rifts.


Portable Language Translator:
Described on page 247 of Rifts. Memory hold s 2 1 languages. Cost: 9600 cred its. Wide ly
available.

Portable Short -Range Radar System:
This is a backpack style radar scanner that can track as many as 20 different targets,estimate speed, trajectory , and direction (95% proficiency).
Weight: 15 lbs (6.8 kg), Range: 5 miles (8 km),

SPV-5, Sonic Pulsar Vnit; Electronic Flea & Insect Repellant: standard issues for all troops human s
This hand y device is suitable for use by animals, intelligent mutant animals, D-bees and even humans. City dwellers don't often have a problem with fleas, ticks , lice, mosquito and other pesky insects , but wilderness travelers do. Fleas, lice and biting insects are common to many natural habitats and can be a real
problem for explorers, but not with the SPV-Sonic Pulsar unit.

Collar or belt unit.
The small device is typically about the size of a cigarette lighter and weigh s a mere 4 ounces. It generates sound waves inaudible to dogs, cats, and humans, but intolerable to fleas,
tick s, lice and many other bothersome insects . The sound waves prevent parasites and bugs from ever jumping on board and chases away those already present. The micro-battery has a life
of one year (costs 10 credits and is easy to replace) or the unit can easily tap into most energy back packs , a vehicle 's lighter


Equipment
the following pre-rifts that are know to work and are both seen as old tech works ,many law enforcement and small companies and civilian love these as well NGR

Binoculars, Night Sights & Scopes

Night Sight or Night Vision:
Refers to optical enhancements that amplify ambient light (existing, natural light). This is also referred to as a passive system because these scopes and
optic systems do not emit any light of their own.

Moonlight:
The typical "night sight" scope is a light amplification system. The viewing distance for "moonlight" will always be greater because the ambient light is greater.

Starlight:
Means there is no moon and only starlight (or the equivalent).

Infrared:
The old infrared night sight systems emitted a beam of infrared light that is invisible to the human eye and enabled the user of the system to see wherever the infrared light beam
was projected. This system had two main problems. One, the energy of the battery was depleted much more rapidly (within a few hours). Two, another person with an infrared optic
system could see any other infrared light. Thus, an enemy could follow the light beam back to its point of origin. No infrared systems are listed in this book.

OB-44 SOPELEM Night Observation Binocular
This is a low light level viewer designed for general night observation. It can also be used from a moving vehicle. Country: France, Magnification: x 2.5, Focus Range: 21 m
(70 ft) to infinity, Range Performance: 600 m (1969 ft) for human targets, 1200 m (3937 ft) for large/tank targets, Dimensions: 90 X 120 x 330 mm, Weight: 2.25 kg. Battery Powered:
27V mercury or lithium battery or 2 x 15 commercial standard batteries, Battery Life: Approximately 40+ hours of use

OB-50 Mk 2 SOPELEM Night Firing Scope
This scope is designed for observation and aiming with artificial lighting of the target. The telescope is adaptable to all current types of infantry weapons and is very well suited for rifles,
machine guns and light anti-tank rocket launchers.Country: France, Weight: 0.9 kg, Length: 230 mm, Magnification: x 3.2, Battery Powered: 27V mercury or lithium battery
or 2 x 15 commercial standard batteries, Battery Life: Approximately 40+ hours of use.

Night Flying Goggles
These goggles are designed for night observation, night flying, and instrument and map reading in helicopters and aircraft. Country: France, Magnification: x l , Weight: 560 grams
(binoculars only); 935 grams (complete equipment). Powered Supply: On board system or one PS31, 3.5V battery, BatteryLife: On board is indefinite, batteries 40+ hours of use.

Euroscope H II Night Viewing Device
This device is handy for many different applications. This is a low light device which can have several different lenses, eyepieces, adaptors for SLR cameras, motion picture or video cameras and laser illuminators. Country: Germany, Magnification: x 3, Dimensions: 280x80x255 mm, Weight: 1.68 kg complete, Battery powered:
Two AA cells/LR6 batteries. Battery Life: Approximately 30+ hours of lifr

MILOS Miniature long-range TV observation system
This is a lightweight, portable, long-range television observation system. The system has two TV fields of view, with a laserrange finder and a tilt pedestal. It is a stand-alone system with a night vision option. Country: Israel, Rangefinder Coverage: At least 40 km (25
miles) to any visually recognizable target, Weight: 13 kg, Dimensions: 230 x 250 x 530 mm. Battery Powered: 24V vehicle battery or NiCd lithium battery pack, Battery Life: Approximately
50 hours


HHI-8 Handheld Thermal Imager
This is a self-contained, fully portable imager that gives high quality pictures in total darkness, through battle field smoke and most mist and fog. Operation is simple and requires little training.
Compressed air and electrical current are activated by the use of a single control and the imager is ready in a few seconds. The image is then projected on a green CRT screen and it can
be selected to show white-hot or black-hot images as desired. Alternatively, the image display unit can be detached from the body for remote viewing and can be linked by a scan converter
to a T.V. monitor. Country: UK, Dimensions: 410 x 140 x 140 mm, Weight: 4.5
kg, Field of View: 70 mx40 m (narrow field; 230 x 130 ft), 170 mxlOO m (wide field; 560x330 ft). Battery powered: Two AA cells. Battery Life: Approximately 40 + hours of use


Baird General-Purpose Night Vision Goggles
This is a general purpose night vision goggle which is attached to a simple face mask with a quick release for donning and removing the apparatus. The goggle can also be handheld or
mounted on a helmet. Country: USA, Weight: 450 grams, Magnification: x 1, Focus Range: 250 mm to infinity, Battery powered: 2.8 V, type E132. Battery Life: Approximately 45+ hours of use.

KOT-II Night Observation Binocular
Country: South Africa, Dimensions: 340x165x110 mm, Weight: 2.7 kg, Magnification: X 4.35, Focus Range: 30 m (100 ft) to infinity, Battery powered: Two AA cells. Battery Life: Approximately 40+ hours of use.

Orion 80 Passive Night Sight
This is a small arm night sight. Country: Germany, Magnification: x4, Focus Range: 21 m
(70 ft) to infinity, Max. Diameter: approx. 95mm, Length: approx. 290mm, Weight: approx. 1.8 kg, Battery powered: 2.5V NiCd rechargeable battery, Battery Life: Approximately
45 + hours of use.

EEV Lion Night Sight
The 'Lion' (Lightweight Individually-Operated Night) sight is a simple night sight for individual weapon systems. It also has a pistol grip attachment available for handheld applications.
Country: UK, Length: 273mm, Diameter: 80mm, Magnification: x 3.5, Focus Range: 25 m (80 ft) to infinity, Range: 600 m (1969 ft), Battery powered: 2xAA alkaline batteries or
lithium battery. Battery Life: Approximately 100+ hours of use.

W201 Individual Weapon Sight
The W201 is a newer design and is lighter and shorter than similar scopes. Mounting brackets are available for most weapons and it has the standard NATO fixing centers. Country: UK, Range: (in starlight) 500 m (1640 ft) on infantry weapons, up to 5 km (3 1/2 miles) for surveillance depending on light level and terrain, Magnification: x 3, Length: 216mm,
Weight: 1.2kg, Overall Diameter: 110mm. Battery powered: 2.7V mercury battery (or AA alkaline batteries; optional). Battery Life: Approximately 50+ hours of use.

AN/PVS-2 Starlight Scope
This can be used as a handheld visual observation device or a night sight. Country: USA, Dimensions: 457x89 mm, Weight: 1.8 kg, Magnification: X 4, Range: starlight: 300 m (984 ft); moonlight: 400 m (1312 ft). Battery powered: 6.75V disposable battery. Battery Life: Approximately 72 hours of use.

Type SS82 Lightweight Pocketscope/Weapon Sight
Compact pocket scope that can be attached to a weapon or handheld. Country: UK, Weight: 700 grams, Magnification: x2, Length: 230mm, Width: 75mm, Height: 70mm. Battery powered:
2.7V mercury battery as standard (or AA alkaline batteries; optional). Battery Life: Approximately 50+ hours of use.

NVS-800 Night Vision System
This system was designed for use with heavy automatic weapons, recoil-less guns and armament of similar sizes. Country: USA, Magnification: x6 (nominal), Viewing
Range: Moonlight: 25-2000 m (85 to 6562 ft) or starlight: 25- 1200 m (85 to 3937 ft), Length: 355.6mm, Diameter: 165mm, Weight: 3.856 kg, Battery powered: 2.7V mercury battery (or AA alkaline batteries; optional). Battery Life: Approximately 60 hours of use.

Simrad KN250 image intensifier
This imager is intended to be used with traditional telescope day sights, laser rangefinders and other daylight imaging devices such as video cameras. Weight: 740 grams, including batteries, Magnification: x 1, Range: 25-1000 m (85 to 3280 ft), Battery powered: 2.7V
mercury battery (or AA alkaline batteries; optional). Battery
Life: Approximately 40 hours of use

[b] Model 97 explosives detector

This is a lightweight, easy to use explosive detection unit. It is self-contained in a simple attache-type case which is highly portable and quickly set up. Training in the use of this equipment
is minimal.

Type of Explosives Detected:
Commercial and most known military explosives. Response Time: 2 seconds, Dimensions:
500 x 370 x 160mm, Weight: Complete unit in case is 13.5 kg, Battery Life: 6 hours.

[b] Laser Target Indicator

This is a lightweight laser projector which is mounted on a rifle or other direct-fire weapon. This sight can mark a target with a spot of light up to 500 m (1640 ft) away. The spot is invisible to the naked eye and therefore must be used in conjunction with an image intensifier.
Weight: 340 grams, Length: 162mm, Diameter: 40mm.

http://th04.deviantart.net/fs70/PRE/i/2 ... 5ozvac.jpg

Future Soldier concept artby FonteArt


body armor

Pre-rifts Military Body armor has the following properties.
• 45 TO 60 M.D.C (the max), Light Body Armor: weight 3 pounds (4 kg).
• basic environmental battle armor suitable for use in all hostile environments for 1d6 hours , but not space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air environments.
Five hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 300 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
Radiation shielded. 2000 rads
Polarized and light sensitive/adjusting tinted visor goggles .
Directional, short range radio built into the helmet. Range is 5 miles
(8 km).
Helmet face plate is removable 25 M.D.C.
Wrist Mini-Comp: A multi-purpose miniature computer and display
that will indicate system errors within the armor, damage levels,
and oxygen supply, as well as direction (compass), time, and date.
• Ammo and supply waist belt, shoulder belts, and shoulder holster.
Pilots and officers have their choice of shoulder or hip holster.
• Boot survival knife or vibro-blade for officers and military specialists.
• Prowl Penalty: -1 % in light armor,
•T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC


http://th04.deviantart.net/fs70/PRE/i/2 ... 5ozvac.jpg

Future Soldier concept artby FonteArt

Digital Art / Drawings & Paintings / Illustrations / Conceptual©2012-2013 FonteArt
Some kind of soldier from a not so far future ..maybe 10 years later


http://fc01.deviantart.net/fs71/i/2012/ ... 5318ef.jpg

http://lordhayabusa357.deviantart.com/a ... -307427271

http://fc05.deviantart.net/fs71/f/2012/ ... 4ph46r.jpg

http://chilli-con-dre.deviantart.com/ar ... 47&qo=5181

1) body armor M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 50 MDC
AKA Rifle man

2)body armor
M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC

http://th00.deviantart.net/fs71/PRE/i/2 ... 5318ej.jpg

http://lordhayabusa357.deviantart.com/a ... -307427275

AKA SAW Personal
M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 50 MDC:
force field 200 or 420

3) body armor

http://fonteart.deviantart.com/art/Sold ... -320094277

Soldier concept: Smilesby FonteArt
Digital Art / Drawings & Paintings / Illustrations / Conceptual©2012-2013 FonteArt

Original character by me. codename SMILES
Gear: Multicam como uniform, coyote tan tactical vest with M4 mag pouches, Customized M.D and S.D.C AR15 and M9 beretta.
[/quote][/quote]

4)M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35

http://th07.deviantart.net/fs71/PRE/i/2 ... 5318em.jpg

http://lordhayabusa357.deviantart.com/a ... -307427278
aka recon light
force field 150

5)M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 50 MDC

http://th09.deviantart.net/fs70/PRE/f/2 ... 6rdkud.png

http://lordhayabusa357.deviantart.com/a ... -408780229
aka grunt heavy M.D convetinal weapon
force field 240

6) body armor
M.D.C Stats
helmet 20 add vision scope
main body /arms 45
legs 35
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC

http://th08.deviantart.net/fs71/PRE/i/2 ... 6un3ae.png

http://lordhayabusa357.deviantart.com/a ... -414262886

AKA heavy security support
force field 240

7)M.D.C Stats
helmet 30 add vision scope
main body /arms 50
legs 45
T-50 Urbans military clothes armoured rifts world book 5 page 35 simailr to Roit suit add 20 MDC
Heavy force field 420
http://th06.deviantart.net/fs70/PRE/f/2 ... 4tplec.png


http://pc1073.deviantart.com/art/Dysfun ... 20&qo=3411

AKA top secret area support ,or R.D.F rapid deployed units

Cybernetic Implants:
None to start, but may acquire cybernetics and even a couple of bionic items over time. See Rifts® Bionics Source book for a slew of implants and bionics
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4063
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://th06.deviantart.net/fs71/PRE/f/2 ... 67x5n4.jpg

http://fonteart.deviantart.com/art/Spec ... -376101328

The N.A.T.O Paratroopers of Rifts Earth

PART three

This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Marines and when NGR troops see them they shock to see text book conventional and Non conventional tactic in the field of battle . then you see the NATO newest tech medium to heavy asvy infantry troops for NATO see the need of foot soldiers as well. When NGR and civilian saw for the very first time they AWE 15 ; it was as seen as ghost or first or second cold war cold era.even NGR high command thought they were going to little ,low tech than old security defense at best .but they show the best hardware and gear in MD ,it was a shock for many !! they able to go from SDC to MD in seconds to deal with civil SDC situation to modern MDC conflict with easy .they taring is simple to the point and “everybody fights “ is one of their saying the second Saying “be all you can be “and army of one “. This shock and awe has work to been seem as allies and to the enemy a shock an awe in destruction for them.

“In battle, I fear no enemy’s ability, nor underestimate his ability, power or threats. I will fight him with all my might and skills – staying alert to avoid traps and try to escape if I should ever be captured. I will never surrender while I still have the means to fight, though I may be the last paratrooper.”

N.A.T.O Paratrooper O.C.C. Abilities and Bonuses: Pick one set of genetic bonuses or roll percentile for random determination.

01-10% + 1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +ID4 to M.E.
31-55% + 1D6 to P.S. and + 1D4 to P.E.
56-75% + 1D4 to P.S. and + 1D6 to Spd.
76-00% + 1D4+2 to P.B. females and + ID4 to physical att ibute of
choice.
psionic

There are three ways of getting a character who has psionic powers. The first, and simplest way, is to select one of the Psychic Racial Character Classes. A master psionic is the most powerful of all natural psychics and is available only from the Psychic R.C.C.s. A psychic
character class automatically gets psionic abilities. Each Specific R.C.C. will explain the character's background, orientation, and psi-abilities. However, while the psychic R.C.C. is heavy with psi-powers, it is limited in skill development.
The second way is to select an O.C.C. that has minor psionics, like the operator, techno-wizard, crazies, and cyber-knight, but these characters have only a tiny bit of psychic powers.
The third way to get a character with psionics is to roll percentile dice on the following random table.

Random Psionics Table
01-25
Major Psionics become N.C.O
25-60
Minor Psionics call psi unit
61-00
No Psionics
A minor psionic

selects two powers from any one of the following psionic categories: Sensitive, or Physical, or Healer. Two psi-powers, even spectacular ones, are considered inconsequential and the character must select an O.C.C., without modification. The number of Inner Strength Points (I.S.P.) is determined by taking the number from M.E., roll 2D6 and add both numbers together. This is the base I.S.P.; add the roll of 1D6 per each level of experience.

A major psionic
is a character who has an impressive amount of paranormal abilities. Unlike the minor psychic who can only select from one category, this individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories
available. The categories from which a major psionic can select includes: Sensitive, Physical, and Healer. This means the psychic can have a combination of power types. However, the development of extra-sensory abilities means that a certain amount of time and energy was
expended on the development of those abilities and not on formal education. The major psionic must reduce an O.C.C related skills by half and secondary skills. Alos all skill bonuses are reduced by half (round down fractions), and the number of "other" skills are also reduced by half. Secondary skills are aslo affected. Major cities only (and master) psionics must also submit to IC implantation and registration at all NGR cities. The number of I.S.P. for a major psionic is determined by taking the number from M.E., roll 4D6, and add both numbers together. This is the base I.S.P.; add the roll of 1D6 + 1 per each level of experience.
NOTE: A player may skip entirely if he or she does not want a character with psionics.
Humans only

01-11%
SMART :FOR A HUMAN
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+11.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

13-26%
STRONG WILL :
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
STRONG :
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
FAST MOVER::
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
HIGH Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
. Your character is best suited to an requires physical durability and mental toughness.

79-88
POSTER BOY OR GRIL :
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D8, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills

89-00% Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 add one M.O.S,IF IQ 10 TO 22 ADD TWO M.O.S , 23 TO 25 ADD M.. THREE , I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus

1. Bonuses:
The character's combat training and background provide the following bonuses.
+1D4x10 to physical S.D.C.
+2 on initiative.
Pick one 1d4+1 from below one time roll
• Strike
• Parry
• Dodge
• Roll
• +1d4x10% Physical
+1 to strike in hand to hand combat.
+1 to parry and dodge, roll with impact
+4 to save vs psionics, insanity and torture. /save vs poison,toxinsand disease/ horror factor
+ 10% to save vs coma/death.

2 N.A.T.O Paratroopers Nerves of Steel horror factor:

are famous for being as cool as a cucumber even under the worst of conditions. They have to be when jumping out of moving aircraft is part of the character's job description. For most, this is a blend of training, experience and a rock-steady disposition, to which freaking out is not acceptable behavior. As a result, the Paratroopers are immune to
the effects of Horror Factor and they cannot be tortured through the use of pain alone; it would require the use of magic, psionics, psychology andlor drugs to be effective. Of course,
these men are also completely unafraid of heights, no matter how high up they may be.

3.Marksmanship:
The character must be incredibly skilled with his weapons in order to hit a target when falling on a chute or when trying to assault a beach front. They gain a special bonus
to strike with any ranged weapon, thanks to their keen eyesight, training, target shooting practice and constant battle action. This means that the Paratrooper gains +1 attack/action
per melee round, +2 to strike on an Aimed or Called Shot, +1 to strike with a burst or spray, and +1 to disarm on a Called Shot when using any long-range weapon or firearm. The character
can also make an Aimed or Called Shot from a moving vehicle , when running, swimming or parachuting without penalty.

4.N.A.T.O Paratroopers Hold Breath:
A Paratrooper is trained in how to hold his breath longer than the average person, so that he can maximize his air supply when jumping from high altitude or when skin diving (or S.C.U.B.A. diving). Most humans can only hold their breath for one or two minutes before dizziness will occur, unconsciousness then occurs within two minutes and suffocation after another minute or two without air. The Paratrooper can hold his breath for 6 minutes before dizziness occurs, extendinghis overall time limit.

5.N.A.T.O Paratroopers Special Weapon Systems or Features:
1. Depth Gauge and Gyro-System:
Built into the armor and transmitted via the Heads Up Display are a data and warning system that provide the Navy Trooper with a constant indication of depth and general direction (i.e. pointed up, down, or sideways). This means the Marine can maneuver even in total darkness. An alarm sounds in the helmet when the character sinks toward dangerous depths — to go deeper is to suffer the bendsfrom the water pressure.

2. Maximum Depth:
800 feet ; maximum depth for normal armor is 200 feet (61 m).

3. Modular Backpack System:
Allows for the attachment of additional oxygen tanks (24 hours per tank; two tanks maximum), or an underwater jet pack, or flying jet pack, or an air and watertight storage container.

4. Combo-Tank System:
Standard issue is a backpack withtwo air tanks (10 hours of oxygen total) and a simple jet pack
thruster between the air tanks for extra speed and maneuvering.
All are made of lightweight mega-damage materials; The small underwater jet propulsion mechanism has 15 M.D.C., maximum speed is 12 mph , and can run for 24 hour.

5. Multi-Optic Band:
The helmet is equipped with a multi-optic system that enables the diver to see the infrared and ultraviolet spectrum of light and thermo-imaging, as well as telescopic sight and targeting

6.Suit of environmental armor 150 M.D ,NO penalties

7. helmet Normal Optics and Split View ScreenlPro jection: :
A video projection simulates normal color vision. Video image s are displayed on the HUD. The HUD is aligned perfectly with
the eyes and the images are so crisp and clear that the wearer will find it difficult 10 tell the difference between the projected image and his own sight . When additional data, charts or
transmissions are ca lled up, the HUD image can split into two or three different viewing sections. For example: The larges t image simulates human vision and what the character
sees in front of his face . A second area shows a radar scree n and track s the movement of several blips moving rapidly closer (radar is available via a head jack-link). A third screen
can show a map. mathematical computations, or printed data about any number of things.

8. Standard Optical Enhancements:
Passive night vision , telescopic (5 X magnification ), and Auto- light filters. 2 miles range

9. A miniature multi-purpose computer
that will indicate system errors within the armor, damage levels , and oxygen supply, and that also function s as a calculator and clock indicating time (can be used a SlOP watch and alarm clock too), date , and direction (compass).

10. Laser distancer:
Indicate s distance of a target or item . Effective range: 6000 feet (305 m).

Education and Type of Environment

01-20
Little farm community.
No bonus tech bonus none % one time bonus,magic lore +25%
Language Native 88%+1 per level
Literacy Native 40+5% per Level

21-40
Small wilderness town.
Little to no tech bonus+5 % one time bonus,magic lore +15%

41-60
Small to medium city.
tech bonus+10% one time bonus,magic lore + 5%
Language Native 88%+1 per level
Language Native 1d4 form rifts earth base 50%
Literacy Native 40+5% per Level
Math basic 45%+5% per level

61-80
Wilderness town or city with magic and/or psychics.
tech bonus+15 % one time bonus,magic
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic 45%+5% per level
lore +20%


81-00
City or near a city with or no magic. tech bonus+25 % one time bonus,magic lore +10%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
Radio: Basic (+10%)

O.C.C , Skills:
Basic Math (+10%)
Climbing (+ 10%, +30% to rappelling)
Land Navigation (+15%)
Language: Native Tongue (+2%)
Language: Other (two of choice; + 10%)
Sign Language (+15%)
Parachuting (+40%)
Jet pack + 45%
Pilot: One ground and one water vehicle of choice (+ 20%).
Radio: Basic (+10%)
S.C.U.B.A . (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
W.P. Energy Heavy
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Ancient: FOUR of choice.
W.P. Modern: FOUR of choice
W.P. Automatic and Semiautomatic Rifles
Hand to Hand: Commando (or Assassin if preferred).

O.C.C ,Related Skills:
Select 14 other skills at level one. Plus select three additional skills at level three , and two at levels six and nine , and one at level twelve. All new skills start at
level one proficiency.
Communications: Any (+10%).
Cowboy: None.
Domestic: Any.
Electrical: Basic only .
Espionage: Detect Ambush, Detect Concealment, Escape Artist, Intelligence, and Sniper only .
Mechanical: Basic and Automotive only.
Medical: First Aid (+ 10%) or Paramedic (+5%) only.
Military: Any (+10%).
Physical : Any.
Pilot : Any (+5%).
Pilot Related: Any (+5%).
Rogue: Find Contraband, Safe-Cracking, Streetwise and Tailing only.
Science: None .
Technical: Any.
W.P.: Any.
Wilderness: Boat Building, Spelunking and Underwater Navigation only (+10%).

Secondary Skills:
Select 6 skills from the Secondary Skills list found on page 300 of Rifts® Ultimate Edition at levels 1,4, 8 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill
level.

Standard Equipment:
Suit of environmental armor 150 M.D , set of fatigues, limited personal wardrobe,binoculars, IRMSS medical kit, language translator, utility belt, parachute, backpack or satchel, tinted goggles, gas mask, canteen, handcuffs, compass, disposable cigarette lighter,
bedroll, flashlight, survival kit, hand radio, S.C.U.B.A . gear M.D 45 , wet suitand some personal items

[/u] Suit of environmental armor [u] 150 M.D plus N.E knock off 420 M.D same rules

1.Normal Optics and Split View Screenl Projection :
A video projection simulates normal color vision. Video image s are displayed on the HUD. The HUD is aligned perfectly with
the eyes and the images are so crisp and clear that the wearer will find it difficult 10 tell the difference between the projected image and his own sight . When additional data, charts or
transmissions are called up, the HUD image can split into two or three different viewing sections. For example: The larges t image simulates human vision and what the charac ter
sees in front of his face . A second area shows a radar scree n and track s the movement of several blips moving rapidly closer (radar is available via a headjack-link). A third screen
can show a map. mathematical computations, or printed data about any number of things.

2. Standard Optical Enhancements:
Passive nightvision , telescopic (5 X magnification ,), and Auto- light filters. 2 miles range

3 A miniature multi-purpose computer
that will indicate system errors within the armor, damage levels , and oxygen supply, and thai also function s as a calculator and clock indicating time (can be used a SlOP watch and alarm clock too), date , and direction (compass).

4. Laser distancer:
Indicate s distance of a target or item. Effective range: 6000 feet (305 m).

One weapon for each W.P. plus 1D6+3 ammo/E-Clips for each, a Vibro-Saber (2D4 M.D.), Vibro-Knife (1D6 M.D.), two smoke grenades, two fragmentation hand grenades, and six flares.
.light exo suit and built-in Jet pack silent thruster systems max height 6000 feet , located in main body, speed 120MPH, basic exo-suit add +8 P.S,spd+12,and ocean operations look above

5. Compartments
TWO large side hips Compartment ,TWO front hips Compartment , 6 medium Compartment in belly area , one small shoulder Compartment one per location

Cybernetics:
None to start especially no if they have Psionic, but can acquire them later, including Black Market items.
Experience Chart: Same as the CS Military Specialist, see the Rifls® RPG.
Last edited by ZINO on Mon Jan 27, 2014 11:35 am, edited 1 time 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

Unread post by ZINO »

N.A.T.O Navy O.C.C.



N.A.T.O NAVY is massive for it very ambiuos to do even in rifts earth, thank to the new navy.
Many hardware and new ideas will be added to the new navy in1d4 years, this is seen as an experimental stage to expand N.A.A.T along with the new navy help. This will allow N.A.T.O to bring to new navy raw mateirals, to add to their own. This means new revenue to N.A.T.O, N.A.T.O and the other core unit in North America and Europe as well. This allowed access to other thing new navy didn’t have or couldn’t get before and are both working to in the same line as the navy. It a win win for both and will come to each other aid as well, hardware, intelligence and many other areas as well.

Alignment:
Any.

Attribute Requirements:
None per se, though a high P.S. and P.E. are usually helpful, but not required. Certain MOS categories may require certain attribute minimums. About 80% are male, 20% female.

Racial Restrictions: MAINLY HUMAN. WITH NO POWERS OR ABITILES
Humans only
01-11%
SMART :FOR A HUMAN
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+11.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

12-26%
STRONG WILL :
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
STRONG :
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
FAST MOVER::
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
HIGH Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
Your character is best suited to an requires physical durability and mental toughness.

79-88
POSTER BOY OR GRIL :
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D8, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills

89-00%
Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 add one M.O.S,IF IQ 10 TO 22 ADD TWO M.O.S , 23 TO 25 ADD M.. THREE , I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus




Pick one set of genetic bonuses or roll percentile for random determination.
01-10% + 1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% + 1D6 to P.S. and + 1D4 to P.E. additional 1d6x10 S.D.C
56-75% + 1D4 to P.S. and + 1D6 to Spd.
76-00% + 1D4+2 to P.B. and + 1D4 to physical attribute of choice.



Areas of Special Navy Training fulfill one or more functions aboard a ship, from communications or maintenance to piloting a carrier-based fighter. These are the “”M.O.S Skills “ mentioned in the O.C.C. Skill list below. When designing a character, decide his or her area of specialty and assign one M.O.S , with the corresponding bonuses.
Note: The "M.O.S” specialty is +25


Mechanic:
Basic Mechanics
Submersible Vehicle
Aircraft Mechanics
Computer Repair
Basic Electronics
Mechanics add 1d4 from below if taken twice add +10% one time
Aircraft Mechanics
Armorer/Field Armorer
Automotive Mechanics
Locksmith
Mechanical Engineer
Robot Mechanics
Space: Satellite Systems
Submersible Vehicle
Vehicle Armorer
Weapons Engineer


Gunner:
Weapon Systems (+15%),
Weapons Engineer (+10%),
Demolitions Disposal (+10%),
W.P. Torpedo.
W.P. Grenade Launcher
W.P. Heavy Weapons
W.P. Heavy Energy Weapons


The "M.O.S " Navy grunts
Forced March
Land Navigation (+5%)
Physical: 1D4+ 1 of choice. ANY even hand to hand counts as one
Pilot: One of choice (+ 10%); excluding Power Armor, Robots, or Ships.
W.P.: One Ancient Weapon of choice.
W.P.: three Modern Weapon of choice.

Or
For civian area or acting as M.P (military Police)
Intelligence
computer hacking
locksmith
surveillance systems
strectwise
pilot motorboat
pilot jet pack
one any W.P.


M.O.S Artilleryman /weapon Specialist:
Mechanical engineering
Weapons engineer
Basic electronics
Weapon systems
Demolitions
Demolitions: Disposal
Demolitions: Underwater
Land navigation
Read (& Operate) Sensory Equipment
Weapon Systems
W.P. Torpedo.
W.P. Grenade Launcher
W.P. Heavy Weapons
W.P. Heavy Energy Weapons




Communications Expert
These are the eye and ears of N.A.T.O navy they are Communications Expert they reach out and touch someone, and set communication when not in war time, from the battle field to gunships , air to ground support or air to air communication. They are vital to N.A.T.O NAVY in any operations they going to do and learn not operate heavy like the coalition .add 1d4 years to age I.Q 10 or better if reduce all skills base and bonus by half !!
Language Other: 1D6 of choice
Computer Operation
Computer Programming
Computer Hacking
Read Sensory Equipment
Basic Electronics
Radio: basic & Scrambler
Electronic Countermeasures
Optic Systems
Surveillance Systems
Radio: Basic
Cryptography
And O.C.C Related Skills by half
IF MOS TAKEN TWICWE THEY GET THE FOLLOWING
an extra Language (+ 15%).
Sensory Equipment (+20%)
TV/video (+15 %)
electrical engineering (+10%)
Math: Basic (+ 15%)
If taken MOS twice add the following
Imitate Voices & Impersonation add 5d4%
Laser add 5d4%
Performance add 5d4%
Communications suite:
Standard Military Issue for Communications sytems suite

long-range directional radio, radio scrambler, hand-held/wrsit helmet computer , survivalknife, flashlight , distancin g binoculars, multi-optics band , cantee n, utility belt, backpack, additional air filter and gas mask, walkie- talkie (when not in armor OR back up ), two standard
uniforms and one dress uniform .


All of these optic systems are (and can be built in as well) available as gun scopes for pistols and rifles as well as goggles and binoculars. As many as four different optics can be combined in a single scope (add of the complete multi-optic system).
Telescopic Scope:
10 x magn ificat ion - works like a pair of binoculars or camera lens . Typical range is 2000 to 6000 feet (6 10 1u 1830 m).

Cross Hair Sight:
Targeting cross hairs for better aim. When the cross hairs are centered over the desired subjec t the aim is on target. Bonus: Add + 1 strike but only on aimed shots

Infrared Vision:
Infrared scopes are ancient technology and inferior to other passive optical enhancements . However. it is inexpensive and therefore popular among city rats, bandits and
adventurers down on their luck . The scope emits a narrow beam of infrared light that is invisib le to human eyes . However, the light beam is visible to other characters using infrared vision ,
including most bots, power armor and a number of D-bees ! Those who can see the light can avoid it and/or follow it to its source , giving up its user' s location. Furthermore, the narrowness
of the light beam limit s the available viewi ng area to about seven feet (2. 1 m). Maximum Range: 2000 feet

Laser Targeting:
Add +3 to strike on an aimed shot, only when the laser targeti ng system is functioning. No bonus if the system is broken or turned off. Cost: 2000 credits. Note : Laser targetin g can be used in conjunction with a telescopic sight and/or thermo-imager. Maximum Range: 6000 feet

Light Fillers:
Simple transpare nt lens covers designed to filter sunlight and reduce glare .

Passive Nightvision:
This system amplifies existing ambient light to provi de vision in darkness. II is also known as a "starlight" scope because it can amplify the light from star s and the moon
to see when outdoors . If in absolute darkness such as an underground tunnel, it is rendered useless - it must have some source of ambient light. Maximum Range: 2000
feet.

Thermo-imager:
A thermo-imaging system as gogg les has a range equal to normal human sight and does not auto matically come with a telescopi c feature . However. it can be combined with a telescopic scope. A thermo-imager converts infrared radiation of wann objects into a visible image . The operator can see heat as represented by bands of color and enables him TO see in darkness, shadows and through smoke with 20/20 vision . Note: Can be added to a telescopic gun or camera
scope (add the cost of the telescopic feature to the total cost). Range: 2000 feet (610 m).


N.A.T.O Medical Specialist:
Medical Doctor
Athletics (General)
Body Building
Basic Math (+ 15%)
Advanced Mathematics and Literacy
Biology
Brewing: Medicinal
Chemistry
Lore: D-Bees
Medical Doctor
Outdoorsmanship
Pathology
Sensory Equipment (+20% on medical, only +5% on all others).
W.P. Knife (Special bonus of + I to strike).
XenoLgy
Field Surgery (+34)
And O.C.C Related Skills by half


Or

the character can select N.A.T.O paramedic
advanced math
holistic medicine
Lore: D-Bees
marine biology
holistic sea medicine
chemistry
chemistry: analytical
biology
Field Surgery(+14 ONLY)

N.A.T.O Medical Specialist: and N.A.T.O paramedic
1. Familiarity with D-Bees:
No skill penalty when working on common/known D-Bees; only a -20% penalty when dealing with extremely alien physiology, rare or previously unknown D-Bees.
2.Disease Diagnostic Specialist:
3.Diagnose disease
with extreme clarity and accuracy. Skill Bonuses: +20% to that percentile number of the Medical Doctor skill, and + 10% to Brewing and Holistic Medicine skills to whip up a cure. He is so good, that he can reduce the symptoms
(i.e., the penalties and duration) by half. Can also recognize possession and magical illnesses and curses.
4. O.C.C. Bonuses:
1d4x10 S.D.C and not 1d6x10 S.D.C
+ 1D6+4 to S.D.C., + 1to M.A., P.S., P.P., and P.E. attributes, +1 to dodge and disarm, +2 to save vs poison and drugs, +3 to save vs disease and insanity, +2 to save vs Horror Factor, +1D4 +2 on most Perception Rolls, but +4 when the Perception Roll involves making an observation about a medical condition, diagnosis/health or medical procedure, as well as when dealing with drugs/chemicals, and poison.


N.A.T.O Navy Pilot Spialist:
Navigation
Sensory Equipment
Weapon Systems
Astronomy
Pilot: PICK ONE OF THE FOLLOWING
• Fix wing
• Rotary wing
• Robots & Power Armor

Fix wing: mainly Airplane, Jet Aircraft
Pilot:
Rotary wing any Military Combat Helicopter
Pilot:1d4 Robots & 1d4 Power Armor , Robot Combat: Elite

Sensors Specialist:
Read sensory equipment
surveillance
systems
TV/video
optic systems.
Computer programmin
weapon systems


N.A.T.O SEA L Special Forces:
Intelligence
Demolitions
DemoIiiions disposal
trucking
SCUBA
sniper
disguise
forgery
escape artist
land navigation
wilderness survival
Computer Operation
Computer Programming
Cyberjacking for cyborg or Computer hacking for human

Plus the character automatical ly gets hand to hand: martial artist and can select
any rogue and wilderness skills as part of his " other" skill selections.
Aslo skills get +30% and not +25%
Add 1d4+1 years due to training
CAN BE A OR BECOME A partial cyborg look below

N.A.T.O SEAL Underwater Specialist :
Intelligence
Demolitions
Demolitions disposal
Marine biolo ist AND all requ ired skills added as well
SCUBA
Deep sea diving
Track & hunt sea animals
Land navigat ion
Wilderness survival
Hand to hand : expert and can select any rogue and wilderness skills as
part of his "other" skill selections
Plus the character automatical ly gets hand to hand: martial artist and can select
any rogue and wilderness skills as part of his " other" skill selections.
Aslo skills get +30% and not +25%
Add 1d4+1 years due to training.
CAN BE A OR BECOME A partial cyborg look below!!!

Equipment for N.A.T.O SEAL Underwater Specialist :
And N.A.T.O SEA L Special Forces:


Depth gauge and gyro-system:
Built into the armor and transmitted via the Heads Up Display are a data and warning system that provides with a constant indication of depth and general direction (i.e. pointed up, down, or sideways). This means they can maneuver even in total darkness. An alarm sounds in the helmet when the character sinks toward dangerous depths — to go deeper is to suffer the bends from the water pressure.

Retractable forearm vibro-blades: (2) or more look below 1D6M.D.

Maximum Depth:
1000 feet (122 m); maximum depth for normal Body armor is 200 feet

Built-in Modular Backpack System:
Allows for the attachment of additional oxygen tanks (98 hours per tank; two tanks maximum for 198 hours or 8 days),And an underwater jet pack, and flying jet pack, or an air and watertight
storage container. Modular Backpack System: Allows for the attachment of additional oxygen tanks ,an underwater jet pack, flying jet pack, and an air and watertight storage container.

Built-in Special-Ops Breathing Tank:
A backpack style oxygen tank and rebreather designed to fit securely with mountings on the back of the armor suit. When the rebreather is engaged, it provides breathable air for up to 12 hours (which includes the suit's standard 5 hour supply) and does not leave bubb

A special "landlubber" version of the armor
but been add to any navy personal when out at sea. Equipped with a special buoyant polymer and flotation system bonded to the ceramic armor to keep the wearer afloat and assist in swimming (+25% to swimming skill). This armor is assigned to Military advisors, visiting dignitaries, and raw recruits to keep them from sinking if they should fall overboard. It requires special training to swim while wearing this armor and even marines suffer the -20% swim penalty when not trained.

Garrote cord in left wrist (1): Used to strangle S.D.C. targets.

Stealth Armor
The material and paint makes the armor difficult to detect through sonar — semi-invisible, appears and disappears and when it does appear on sonar
screens, the image is smaller than man-size and often detected as 2-4 smaller blips easily mistaken for fish, prowled add +15%


Electromagnetic Dampers The suit is designed to conceal the electromagnetic signature of the diver, making him invisible not only to artificial forms of detection but also to sharks and other undersea animals( this was added after dealing with a mutant shark/borg as standard issues ).

Multi-Optic Band: The helmet is equipped with a multi-optic system that enables the diver to see the infrared and ultraviolet spectrums of light and thermo-imaging, as well as telescopicsight and targeting. Range underwater 2500 feet ,dry land 3 miles .


LMS: Never send SEALS to kill a Sharkby ukitakumuki
Digital Art / Drawings & Paintings / Sci-Fi©2013-2014 ukitakumuki
My entry for Danny Luvisi's "LMS/Last Man Standing" reprint! This one took me 5 days The level of work that's come in from artists all over the world for the LMS reprint has been insane, and its encouraged me to up my game as a healthy tribute. This one's for you, Danny!

http://th04.deviantart.net/fs70/PRE/f/2 ... 5y0e8p.jpg

http://ukitakumuki.deviantart.com/art/L ... -359456281

After a terrible mission gone horribly wrong when sending N.A.T.O NAVY Seal Team 1 to 6 to deal with a mutant shark with cyber tech all the seal teams were all lost with only one seal team member left was able to stop the rampage. This demon of the sea from blowing up an old nuclear weapon was close by 1 second left!!!the The N.A.T.O super solider or Partial Cyborg program came to life after his recommendation to be the first test subject and adding the female version as well went supremely well in less than 6 months, what would take a year or two show in could be done, now navy seal that want to stay in even after taking a terrible lost even losing a limb want to continue on!!! The male (called war dogs) seems to work better as heavy weapon unit while been light as possible tank to the N.E Knock off systems give them a new edge to them, also the female hand and eye coordination work well call them ( called Jellyfish). When regulars force meets the Jellyfish, they rather deal with the male navy seal teams.

Rifts - Bionics Sourcebook use this book
SEAL Special Forces: The N.A.T.O super solider or Partial Cyborg program
Can carry anything he is wearing or carrying but not beyond it P.S (GM stay alert on this ) . Neither normal vision nor nightvision can detect invisibility; however, infrared optics, thermo-imaging systems, heat sensors and motion detectors detect his presence and can be used to locate an invisible interloper.
Although the invisible character is imperceptible to the eye, he retains his physical mass, meaning that he cannot go through walls nor do weapons or attacks pass through him. This also
means he still makes noise (footsteps, breathing, bumps, knocks, etc.) and may be tracked down and pinpointed by the noise he makes, if not careful.
Duration: The invisibility can be maintained indefinitely and created and cancelled at will

Other Abilities and Bonuses:
The solider can attack and fight opponents in his invisible state. Opponents who cannot see their invisible antagonist are -9 to strike, parry, roll or dodge him (the penalties are not as extreme as being blind, because even slight sounds and air movement will give an adversary in close combat some idea where he is).
Opponents with heat or infrared sensors or vision suffer penalties and see the character to counter and strike back are -9 to strike, parry ,roll or dodge him
Can create a Horror Factor of 12 by making noises and moving items while invisible - "ghost " others .
The solider get a +3 to range weapons, melle attack gets added+4, auto dodge + 4 Plus and other bonues
Prowl add +45, if none gets 90%

pre-Rifts measures used to control sound pollution.
A sound emitter is built alongside the skin of the suit . The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the suit , neutralizing them. Human ears cannot sense the sounds; additionally, special rubber soles and joints contribute to the reduced sound: the common prowl penalty is eliminated when using these two systems!add +prowl 1d4x10+10 %


Common to Light Machines four arms (mainli males)
55% Conversion Package for the typical Partial Cyborg
One Headjack and ear implant, or handjack.
Cyber-Link feature.
Two sensor/communications system implants of choice.
Reinforced Endo-Skeleton and Body Frame; 15 M.D.C.
Full Leg Conversion (everything except blood vessels is artificial).
Typical Speed: 45 (30 mph/48 km). The legs can propel their owner in a leap 10 feet (3 m) up or 12 feet (3.6 m) across from a standing start, (twice that with a short run).
Each leg has 60 M.D.C., each foot 15-20 M.D.C.
•arms
http://fc02.deviantart.net/fs70/i/2013/ ... 6tweay.jpg

http://proxygreen.deviantart.com/art/War-dogs-413017450
War dogsby ProxyGreen
Digital Art / Drawings & Paintings / Sci-Fi©2013 ProxyGreen

male four bionic arm called war dogs (40 M.D.C.) and hand (12 M.D.C.) with one heavy weapons each; P.S. 18-20. and P.P. 18-20 ,each arm can carry additional features lie a N.E Konck off 420 force filed each arm plus main body 420 each
Also add two attacks
http://fc01.deviantart.net/fs70/f/2013/ ... 6tyww3.jpg
http://yinteck.deviantart.com/art/Jellyfish-413134851
Jellyfishby yinteck
Digital Art / 3-Dimensional Art / Characters / Female©2013 yinteck
Jellyfish. Hope you guys like it

female ten bionic arm called Jellyfish (40 M.D.C.) and hand (12 M.D.C.) one heavy weapons each; P.S. 18-20. and P.P. 18-20 ,each arm can carry additional features lie a N.E Konck off force filed 420 each arm plus main body 420 each
Also add 5 attacks, add +3 to initiative
All arms can things like a two small items examples are:
• N.E Knock off force filed
• Fusion block
• Blades

Lung Implants: Gas Filtration System and Oxygen Storage Cell.
Light Cyborg Armor (heavier and thicker than normal body armor, but can be more easily accommodated by the machine limbs and reinforced body frame) is 140 M.D.C., but ordinary body armor can be worn instead (30-90 M.D.C. on average).
Note: Additional features like a radio, language translator, cyber-disguise, internal organs, eye and other implants can be acquired by the individual are need for military basis , or purchased with his own money at a reduce cost of 65%.
Heavy Force Field 100 to 300 M.D.C for main body and Force Shields cover a particular legs, arms, head, rear back 100 to 240

70-80% Conversion Package:
One Headjack and ear implant, or handjack.
Cyber-Link feature.
• Four sensor/communications system implants of choice.
Bionic reinforced Body Frame and full torso Conversion (everything
save organs is artificial); 65 M.D.C.
Full Leg Conversion (everything except blood vessels is artificial).
Typical Speed: 50 (35 mph/56 km). The legs can propel their owner in a leap 10 feet (3 m) up or 15 feet (4.6 m) across from a standing start, (twice that with a short run). The
legs have 100 M.D.C. each, the feet 25 M.D.C. each.
Both arms and hands are full bionic conversions. The arms have 40 M.D.C. each, and hands 18 M.D.C. each. Each arm has one heavy weapons and a P.S. and P.P. of 20. Each
Bionic Lung with Gas Filtration System and Oxygen Storage Cell.
Bionic or reinforced head/skull with Built-in Language Translator, Radio Receiver and Transmitter.
• Arms ,due to frame add three small light features
http://fc02.deviantart.net/fs70/i/2013/ ... 6tweay.jpg

http://proxygreen.deviantart.com/art/War-dogs-413017450
War dogsby ProxyGreen
Digital Art / Drawings & Paintings / Sci-Fi©2013 ProxyGreen

male four bionic arm called war dogs (40 M.D.C.) Light Cyborg Armor (heavier and thicker than normal body armor, but can be more easily accommodated by the machine limbs and reinforced body frame) is 140 M.D.C., but ordinary body armor can be worn instead (30-90 M.D.C. on average).
N.E Konck off 420 force filed each arm plus main body 420 each
Also add two attacks
http://fc01.deviantart.net/fs70/f/2013/ ... 6tyww3.jpg
http://yinteck.deviantart.com/art/Jellyfish-413134851
Jellyfishby yinteck
Digital Art / 3-Dimensional Art / Characters / Female©2013 yinteck
Jellyfish. Hope you guys like it

female ten bionic arm called Jellyfish (40 M.D.C.) and Light Cyborg Armor (heavier and thicker than normal body armor, but can be more easily accommodated by the machine limbs and reinforced body frame) is 140 M.D.C., but ordinary body armor can be worn instead (30-90 M.D.C. on average).
Konck off force filed 420 each arm plus main body 420 each
Also add 5 attacks, add +3 to initiative
All arms can things like a two small items examples are:
• N.E Knock off force filed
• Fusion block
• Blades

Note: Additional features like a radio, language translator, cyber-disguise, internal organs, eye and other implants can be acquired by the individual are need for military basis , or purchased with his own money at a reduce cost of 65%.
Heavy Force Field 100 to 420 M.D.C for main body and Force Shields cover a particular legs ,arms , head ,rear back 100 to 420
Standard Military issue for Cyborg Soldiers: All the appropriate ammunition and equipment for the 'Borg's body styling and weapon systems,and or energy rifle of choice, 10 extra Eclips,10 grenades, utility belt, backpack, walkie-talkie (for back-up), M.D body armor and regular maintenance and repairs.
Additional weapons,
heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments. The "team" or "squad" will usually have one basic military vehicle,such as a truck, jeep or hover jeep, available to it or some means of transportation provided. However, many assignments, including reconnaissance, city patrols and rescue missions, are on foot.

ATL-7 Anti-Tank Laser Rifle
Optional weapon systems 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 for robot with nuclear powered ,revlver type clip 5 this allows double tap fire
Range:
11,000 feet
Payload:
1 shot per robot vechiles or vechiles with nuclear powered hand to hand, a new feature it 15 pound clip that hold separate 5 enegry round ,takes one melee action to replace







The last is called N.A.T.O Cyber-Humanoids. These are not hulky light or full conversion Borgs made famous by the likes of the Triax Red 'Borg or heavy machine-look of the Mining 'Borg. These are N.A.T.O Cyber-Humanoid is an individual who hides in the middle of the seal team ( even the seals teams don’t know either many time this work well ,but a few time it throw their head in a 360 turn to say the least!!) . The life-like epidermal layer of synthetic or Bio-System skin is peeled away, the Cyber-Humanoid looks perfectly life-like and human, at least to the naked eye and are true Hidden cyborgs in N.A.T.O NAVY and are ahead and par to that or higher to even Japan or NGR (some dare say phase world in this area).this is thank to N.A.A.T able to cut lose these operatives which are so need this campaign.

Statistics for Cyber-Humanoids

Size & Shape:
Completely human! Or whatever natural appearance is suitable for the character's mission . Likewise, skin, hair, etc., are all natural -looking and even cosmetic cybernetics are usually avoided.

M.D.C. of Main Body: Start at 100 M.D, but the maximum possible is 200 M.D for this 'Borg.

M.D.C. of Limbs:
All start at half of the possible maximum amount of M.D.C. for the Partial Cyborg O.C.C., bionic hand starts at 25 because the range is 20-50, a bionic leg 40 M.D.C . because the range is 35-80 . Additional M.D.C. may be purchased at any time (provided a facility is available) throughout the charac ter's lifetime.

Arms & Hands:
Maximum Attributes: P.S. & P.P. starts at 15, but the maximum is 29.

Weapons & Features Possible:

Hand:
Two (three if small and not weapons) or a multi-system sensor hand.

Wrist: One.

Knuckles: One each .

Fingers: One weapon or other feature (sensor, camera, etc.) per each digit.

Forearm: Two, typically concealed.

Shoulder & Upper Arm: Zero. Feature ONLY,NO weapon

Legs & Locomotion
Humanoid in configuration.

Maximum Speed Attribute:
Starts with a speed of 60MPH , but the maximum is 150MPH.
Can leap 6 feet ( 1.8 m) high and 12 feet (3.6 m) across; increase by 50% with a running start .


Other Leg Attributes:
P.S. & P.P. start at 12, but the maximum is 29.

Weapons & Features Possible:
Concealed weapons and features Only,VERY often, none.

Available Cyborg Armor Types :
Tends to avoid known "cyborg" armor because it reveals their true nature, instead the Cyber-Humanoid uses conventional body armo r. However, the character could wear any light or medium cyborg armor.

Remaining Body Options for Cyber-Hnmanoid. Bionic and lor Cybernetic Implants & Features:
These are implants, sensors, optics, audio systems and other features that can be applied to bionic limbs or the human body,
• clock
• calendar,
• bio-cornp,
• cyber-disguise,
• radio system,
• Headjack, modular connector unit,
• cosmetics, and so on.

Head: Six maximum, 3-4 iflarge. Nothing obvious.
Eyes: Built-in Multi-Optics eyes or eyes with as many as three enhanced optic features each. The often referred to HUD or picture in picture display feature comes standard with all
Bionic eyes and does not count as one of the three selections.
HUD is standard in cybernetic eyes and not possible in Bio-System eyes.
Ears: Four.
Mouth/Throat /Jaw: Five.
NeckIThroat: Three.
Chest: Two.
Cosmetics (general body): 12, but usually none other than disguises and beauty enhancing features.
Starting Note:
The numbers listed above are the maximum number possible or by mission

Penalties: None. Average body weight is 100-200 pounds Additional appendages are not acceptable unless the real life creature the Cyber-Hurnanoid is impersonating has them.

Standard Equipment:
Light to medium M.D.C. body armor, set of fashionable clothing, set of traveling clothes, tinted goggles or sunglasses, air filter, flashlight, cigarette lighter,
pocket mirror, small portab le tool kit or first-aid kit, language translator (unless built-in) or pocket computer. two utility belts, sleeping bag, backpack or duffle bag, two small sacks,
1d4 large sacks, a canteen and some personal items.

Weapons:
One for each W.P. skill, and three additional E-Clips/ammo clips for each. Armor: 60-100 M.D.C.

Money:
Starts with 1D6x 10,000+10,000 credits and 1d4 x 1,1000 in credits/cash for mission

All borgs have this :

N.E Konck off force filed (3) 420 each arm plus main body 420 each

Anti -Toxin and Super Digestive System
The character can eat any organic substance without harm and can squeeze every ounce of nutrition out of it to boot. Bonuses: +8 to saves vs ingested poison and only needs to eat about half as much food, and food for this cyborg can include grass, leaves, tree bark, roots, rotting garbage, spoiled meat, and so on.
Developed by W.M. Smith R&D Inc. of Kingsdale .


Cyber-Nano-Rohot Repair Sys tems (CNRRS) :
Similarn to the RMK and IRMSS medical repai r systems used by humans, these nano-bots can be released when needed most tomake 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 tosome degree. As muc h as 150 M.D.C. can be restored to armor or any single limb, the head or main body - or anyone optic system (eye), sensor, implant, weapon or internal organ can be repaired completely !!
Time required varies with the task.
Somethin g small and simple (10 M.D.C. or less): 3d6 minutes.
Something medium-sized ( 15-25 M.D.C.): 6d6 minutes,
But large or complicated, like an entire hand and arm,
leg, major organ, , main body, etc. (150 M.D.C. maximum): 2D6x 10 minutes.
Payload : Good for ten repair jobs before used up.

Hacking Computer (new)
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/ssytems . It comes with an Advanced Bionic Headjack.
Bonus:
Adds +25% bonus to the Hacking skill and + 40% to the Computer Programming and Artificial Intelligence skills, and + 20% to the Research skill.

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

.
Hyper-Link :
The cyborg can , via a Headjack or Fingerjack, tap into a computer and effectively become one with the machin e. This includes ordinary computers and radios or other types of communications/transmiss ion sys tems in which he can navigate the computer sys tem and access and download files twice as fast as he could normally and with a +35% bonus to
his computer skills. Breaking throu gh guarded and locked files will require the appropriate computer skill , like Computer Programming or Computer Hacking.

As for communication systems, the cyborg is + 10% 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 (+25% 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 onboard weapon system and, with zen-like focus, use it with a bonus of +2 on initiative, + 1 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.
1.
It takes one melee rounds (15 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' attention to get him to break his link prematurely.

4.
Even after terminating the link, the cyborg's own senses are scrambled for 1D4 melee rounds. During that period all combat bonuses and skill performance are reduced by half.


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

Mind Control Blocker:
Brain implant. Bonus: +5 to save vs possession, + 5 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.


Sonar:
Basically underwater radar. It can identify and track up to 24 targets simultaneously and has a range of two miles

.
Sonar Echo-Location:
This bionic mechanism is similar to a dolphin' s ability to determine distance and depth underwater, and to "see" in total darkness by bouncing sound waves off of nearby surfaces and interpreting their feedback to create a "picture made of sound." When in total darkness, the cyborg suffers from none of the usual penalties from blindness and can maneuver
and fight as normal. This bionic system is designed specifically for underwater use and has no effect when out of the water. To date, there is no equivalent "dry" echo-location system
for cyborgs. Base level of proficiency: 98% in accurately gauging distance, depth and shapes. Range: 7,000 feet


Low-Frequency (earthquake) Audio Rig:
When activated, a tiny sensor slides out of the 'Borg' s ear to touch the ground,
rock or wall. The 'Borg must physically lean on and touch the ground or wall for the sensor to be effective. It is used to " listen" for the sound vibration carried through the earth for the
sound of Cavalry, treads and wheels from vehicles, and the marching of troops, as well as explosions, earthquakes and volcanic activity or someone walking qiutly -60 to prowls skills . The sensor can tell whether the sound is getting louder and coming his way, or if it is becoming softer and going away. It can also tell what general direction with 99% accuracy,
and identify the difference between surface disturbances, explosions, natural earthquakes (measure the power level too) and volcanic rumblings. Ranges: Heavy vehicles/armored divisions :
Approx.5 miles Cavalry or herds of animals and city traffic etec
20 miles
Earthquakes: 100 miles


Audio Filler & Enhancement:
A sophisticated sound system that carefully edits out background noise to focus on 1-4
specific sounds or voices, which can be digitally enhanced. This enables the character to hear specific conversations clearly and sounds that can be important for identification purposes (the
hum of a machine or weapon, etc.). Range: Base level of clarity from 80-200 feet is 90%, but most effective at close range under 3 feet to 120 feet great for eavesdropping
at parties and confined areas like a room in a tavern, store, etc.

Synthetic Voice Enhancer:
Rather than a full modulator, this gizmo makes the cyborg's voice deeper, and a bit gravelly
to give it a menacing, animalistic quality. It also amplifies growls and roars to make them sound extremely menacing. This feature can be turned on and off as desired, and is used for dramatic
effect and to intimidate. Range: The usual vocal range.




Gromeko Frie nd or Foe Identification Computer :
Drawback: Can only be installed in full conversion cyborgs , from Light to heavy Cyborg ONLY!!!!


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 cyborgs or special forces . 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 for 30 days, the trained soldier can stretch that amount to last for a week to 100 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 90 days are over, the character will start suffering from the effects of starvation

Rebreather 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 rebreather 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 98 hours. Once the stored oxygen is used up, the chemical process starts to recycle the air, allowing it to be "rebreathed." Through this
process, the character can go for 98 hours without breathing. If the character has two rebreather lung implants, the individual will be able to go without breathing fresh air for an amazing 196
hours. Or 9 days

Security Clearance Chip: A chip with security clearance codes used in top secret military facilities, usually implanted in the recipient' s head. The N.A.T.O uses the security chip, which is required in maximum security military or manufacturing facilities, although these are a fraction of the total.
Workers, guards and technicians all have the chips implanted.
Top military brass and the best scientists also have the chip.
Professional thieves, saboteurs, spies and assassins would love to get their hands on one security clearance chip from which a technician could easily jury-rig more. To stop theft of the chips,
the military has included a small explosive charge in each chip that automatically detonates if the implant is tampered with in any way. The explosion immediately kills the individual in
whom the chip was implanted, everyone else in a 5 foot (1.5 m) radius will suffer 1D4 S.D.C. and can add two fussion block the heavyest in rifts earth for any brogs !!!!


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 energysupply. Maximum Speed: 50 mph (80 km). Engine:
Electric battery supply or nuclear engine. Range: 150 miles if battery operated. The underwater propulsion system can run indefinitely with a nuclear power supply, the only factor restricting
Range is the oxygen supply of the pilot.














O.C.C. Skills:
Major Skill Spec ialty (+ 15%)
Minor Skill Spec ialty (3: +10%)
Radio: Basic (+ 10%)
Computer Operation (+ I0%)
Swimming (+ 15%)
Navigation (+ 10%)
W.P. Automatic and Semiautomatic Rifles
Pick four W.P from below
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Revolver
W.P. Automatic Pistol
W.P. Bolt-Action Rifle
W.P. Submachine-gun
W.P. Heavy
W.P ANY 1D4
Hand to Hand: Basic (unless changed by M.O.S)
Hand to Hand : Basic can be changed to hand to hand: expert at the cos t of one "ot her" skill, or to martial arts (or assassin if an evil alignment) at the cost of two "other" skills.

O.C-C. Related Skills :
Select 16 other skills. Plus select two additional skills AT level two, three at level six, one at level nine, one at level twelve and one at level 15. All new skills stan at level one pro ficiency.
Communications: Any (+5%) by M.O.S
Domestic: Any
Electrical: Any (+5%)
Espionage: None, unless Speial Forces (see specialties) by M.O.S
Mechanical: Any (+5%) by M.O.S
Medical: Any for medical officers and specialists ; first aid or paramedic only for the rest. by M.O.S
Military: Any
Physical : Any
Pilot: Any (+5%)
Pilot Related: Any (+5% )
Rogue: None. unless it SEAL. by M.O.S
Science : Any (+5%)
Technical: Any (+ 10% )
W.P.: Any
Wilderness: Land navigation and carpentry only. Unless a SEAL.

Secondary Skills:
Select 11 secondary skills from the previous list. These are additional area s of knowledge that do not get the advantage of the bonuses listed in parentheses. All secondary skills are limited (any, only, none) as previously indicated in the list.



http://navyseals.com/weapons-demo/m4a1/

type: Assault rifle rounds pick one
• 5.56 MM
• 6.5 MM
• 7.62MM
Weight:
Mega-Damage:
Can swcith clip to a S.D.C Round clip same damge in S.D.C Rules
5.56 mm , 5.7 mm
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

6.5 MM

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

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

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

5D8X10 OR 1D4 M.D
2D4 M.D Two round burst,
3D4 M.D three round burst,
4D4 M.D four round burst,
5D4 M.D five round burst,
4D6 MD six round burst,
4D8 M.D eight round burst,
6D6 M.D nine round burst ,
1D4X10 M.D ten round burst ,
2D4X10 M.D twenty round burst ,




7.62MM
Generally .357 for revolvers and rifles, .355 in autoloaders
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,
2D6X10 fourth 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 ,

Effective Range: 1000 feet to 2000 feet
Payload: 30 round clip or 40 round clip or 60 small drum ,or 120 dual small drum ,medium drum 140 or dual medium drum 280, ammo box 300 rounds,ammo belt 500 rounds
Note:
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


Note Under barrel systems as well one from below
• #1 )40 mm Grenade Launcher
• #2) Conventional M.D Shotgun
• #3)NG-12S "Sawed-Off."


Note Under barrel systems as well one from below NUMBER ONE

type: 40 mm Grenade Launcher (attaches to assault rifle AND MACHINE GUN TOO http://upload.wikimedia.org/wikipedia/c ... M203_1.jpg
) law enforcement model,
http://upload.wikimedia.org/wikipedia/c ... HK_GMW.jpg


single shot
S.D. C Damage
2D4x 100 S.D. C OR 2D4 M.D
two round burst to save ammo also used for BOTH law enforcement & military
4d4x100 S.D.C OR 4D4 M.D
six - round burst
5D8X100+800 OR 1D4X10+8 M.D


Mega-Damage:
H.E 5D6 M.D.
A.P 5d4 M.D.
H.E.A.P 6D6 M.D
DR round 1d4x10
D.U.H.E.A.P 1D4X0+8
tear gas / or smoke (color too)NONE follow rules in PB
Rate of Fire:
Effective Range: 1200 feet
Payload: Single shot mainly law enforcement
Note:
all have a blast radius 3 feet for each Grenade
military Grenade Launcher load out:


1)
allows to carry clip 4 rounds,medium clip 6 ,long clip 8 ,single drum 16,dual drum 32 rounds ,box 40 rounds ,dual box 80
2)
add .5 in pounds per ammo capacity ,
3)
ADD knock down table
4)
and very important Semi-automatic/self-loading a three/automatic fire six - round burst that acts as a short 5) burst, but it is -1 to strike if P.S is under 10

5)
Mega-Damage:
Semi-automatic/self-loading mainly law enforcement as is above basic system
but military fire six - round burst or two round burst to save ammo
six - round burst
H.E 3d6x10 M.D.
A.P 2d6x10 M.D.
H.E.A.P 5d4x10 M.D
DR round 4d6x10
D.U.H.E.A.P 5d6 X10
two round burst to save ammo also used for law enforcement
Mega-Damage:
H.E 1D6x10 M.D.
A.P 1d4x0 M.D.
H.E.A.P 2d4x10M.D
DR round 3d4x10
D.U.H.E.A.P 4D4X0

Note Under barrel systems as well one from below NUMBER TWO

type: Shotguns:
Weight:
Mega-Damage:
civilian model
http://upload.wikimedia.org/wikipedia/c ... hotgun.jpg
4D6 S.D.C for Buckshot
2D6 S.D.C scatters to cover a 3 ft radius area at 30 feet
and a 10 feet area at 60feetl18 .3 m);
5D6 S.D.C solid slug
M.D
1D4 Scatters
2D4 Buckshot
2D6 solid slug

Semi-automatic law enforcement three round burst
http://upload.wikimedia.org/wikipedia/c ... /AA-12.jpg

law enforcement model,
3D4 M.D Scatters
4D6 M.D Buckshot
6D6 M.D solid slug

Full auto military use only three / or six round burst
http://upload.wikimedia.org/wikipedia/c ... /AA-12.jpg

6D6 M.D Scatters
4d10or 1d4x10 M.D Buckshot
5d10 M.D solid slug
HERE ADD knock down table
Rate of Fire: Pump action ,semi auto law enforcement
Effective Range: 150 feet
Payload: 9 internal all shot guns have ,12 clip , or 24 medium clip or 30 large clip or 46 round drum ,ammo belt 80 rounds
Note: The effective range for all shotgun s is 150 feet (45.7 m). Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m). Semi-automatic/self-loading /automatic shotguns can fire a three /six - round burst that acts as a short burst, but it is -1 to strike

Note Under barrel systems as well one from below NUMBER THREE

NG-12S "Sawed-Off."
This weapon resembles a double-barreled sawed-off shotgun with a pistol grip. This .60 caliber smoothbore weapon can fire regular 12-gauge shotgun shells, but it can also fire special explosive rounds (equivalent to small grenades), as well as special ramjet rounds designed to crack open M.D.C. body armor. The ramjet rounds are fired from the gun like a normal bullet, but once they are in the air a secondary rocket booster kicks in, propelling the heavy M.D.C. slug at rail gun like speeds. The main drawback of the NG-1 IS is that it can only fire two rounds at a time (reloading the gun takes one melee action). Juicers, bandits and adventurers like the gun nonetheless and often carry 20 to 50 rounds in ammo bens/bandoleers. Some Juicers have adopted a "Bandito" look, and walk around with crisscrossing ammo belts across their chests. Weight: 3 Ibs (1.35 kg).

Mega-Damage: Varies with ammo type
Shotgun Shell:
4D6 S.D.C. or 8D6 S.D.C. for a double blast at the same target (counts as one melee attack).

Solid Slugs:
5D6 S.D.C. or 1D6xlO S.D.C. for a double blast at the same target (counts as one melee attack).

Explosive Shell (Fragmentary):
2D6 M.D. to a 10 foot (3 m) diameter, or 3D6 M.D. to a 20 foot (6.1 m) diameter for a double blast (counts as one melee attack).

Explosive Shell (Plasma):
3D6 M.D. to a 6 foot (1.8 m) diameter area, or 5D6 M.D. to a 12 foot (3.6 m) diameter area for a double blast (counts as one melee attack).


APRJ (Armor-Piercing Ramjet) Rounds:
2D6 M.D. per shot, or 4D6 M.D. for a double blast at the same target (counts as one melee attack).

Rate of Fire:
Single or double shot only.
Range:
Shotgun shells or slugs: 300 feet (91.4 m).
Explosive Shells
APRJ: 500 feet (152 m).
Payload:
Two shots. Reloading the gun takes one melee round.
Last edited by ZINO on Mon Jan 27, 2014 11:26 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

Unread post by ZINO »

N.A.T.O Military Specialist

PART five

http://fc02.deviantart.net/fs71/i/2013/ ... 5s0k2c.jpg
Future Soldier Designsby FonteAr
t

This is the first time seen N.A.T.O light forces come to LIGHT and online. They are first line of defense and are allowed to enter any city limits in all European nation of rifts earth except for Russian area Duh. Still they carry M.D weapon that are par to most modern vehicles of rifts earth and are sent to escort, cover, hold the line light the Russian para trooper and work very well. They are drop into the action and are seen as human devil dogs by supernatural creature of RIFT earth. They copy the U.S Marines and when NGR troops see them they shock to see text book conventional and Non conventional tactic in the field of battle . then you see the NATO newest tech medium to heavy asvy infantry troops for NATO see the need of foot soldiers as well. When NGR and civilian saw for the very first time they AWE 15 ; it was as seen as ghost or first or second cold war cold era.even NGR high command thought they were going to little ,low tech than old security defense at best .but they show the best hardware and gear in MD ,it was a shock for many !! they able to go from SDC to MD in seconds to deal with civil SDC situation to modern MDC conflict with easy .they taring is simple to the point and “everybody fights “ is one of their saying the second Saying “be all you can be “and army of one “. This shock and awe has work to been seem as allies and to the enemy a shock an awe in destruction for them.
SPEC are known to go with paratrooper to spcail operation in low key but can go loud if need be. some have have said they are over trained by N.A.T.O but when in doing their mission ,each in their own area able to make up for special forces that N.A.T.O does not have ,and are worried to hire them even bring them form North America .



Pick one set of genetic bonuses or roll percentile for random determination.
Random Psionics Table
01-25
Major Psionics become N.C.O
25-60
Minor Psionics call psi unit
61-00
No Psionics
A minor psionic

selects two powers from any one of the following psionic categories: Sensitive, or Physical, or Healer. Two psi-powers, even spectacular ones, are considered inconsequential and the character must select an O.C.C., without modification. The number of Inner Strength Points (I.S.P.) is determined by taking the number from M.E., roll 2D6 and add both numbers together. This is the base I.S.P.; add the roll of 1D6 per each level of experience.

A major psionic
is a character who has an impressive amount of paranormal abilities. Unlike the minor psychic who can only select from one category, this individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories
available. The categories from which a major psionic can select includes: Sensitive, Physical, and Healer. This means the psychic can have a combination of power types. However, the development of extra-sensory abilities means that a certain amount of time and energy was expended on the development of those abilities and not on formal education. The major psionic must reduce an O.C.C related skills by half and secondary skills. Alos all skill bonuses are reduced by half (round down fractions), and the number of "other" skills are also reduced by half. Secondary skills are aslo affected. Major cities only (and master) psionics must also submit to IC implantation and registration at all NGR cities. The number of I.S.P. for a major psionic is determined by taking the number from M.E., roll 4D6, and add both numbers together. This is the base I.S.P.; add the roll of 1D6 + 1 per each level of experience.

NOTE:
A player may skip entirely if he or she does notwant a character with psionics.
Humans only
01-11%
Brainy:
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+II.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

13-26%
Strong-will:
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
Physically Strong:
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
Fast Reflexes and Dexterity:
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
Great Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
Your character is best suited to an requires physical durability and mental toughness.

79-88
Model or Pretty Boy:
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D8, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills

89-00% Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 or less TO 19 add one M.O.S,IF IQ 10 TO 22 ADD TWO M.O.S , 23 TO 25 ADD M.. THREE , I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus

Pick one set of genetic bonuses or roll percentile for random determination.
01-10% + 1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +ID4 to M.E.
31-55% + 1D6 to P.S. and + ID4 to P.E. add 1d4x10 S.D.C
56-75% + 1D4 to P.S. and + ID6 to Spd.
76-00% + 1D4+2 to P.B. and + 1D4 to physical attribute of choice.

NATO Military Specialist O.C.c., a.k,a. Spec

Education and Type of Environment

01-20
Little farm community.
No bonus tech bonus none % one time bonus,magic lore +25%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
21-40
Small wilderness town.
Little to no tech bonus+5 % one time bonus,magic lore +15%
41-60
Small to medium city.
tech bonus+10% one time bonus,magic lore + 5%
Language Native 88%+1 per level
Language Native 1d4 form rifts earth base 50%
Literacy Native 40+5% per Level
Math basic 45%+5% per level

61-80
Wilderness town or city with magic and/or psychics.
tech bonus+15 % one time bonus,magic
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic 45%+5% per level
lore +20%
81-00
City or near a city with or no magic. tech bonus+25 % one time bonus,magic lore +10%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
Radio: Basic (+10%)

Officer or just " Spec."
Attribute Requirements: 1.Q. 10, M.E. 10, P.P. 10 or higher. Approximately 90% are male and 10% female.M.O.S.: Select one of the following areas of speciality or roll percentile to make a random determ ination . All skills are in addition to O.C.C. and other skills.
Roll 1d4x10%+5% for that M.O.S

01-25% Electronic Intelligence
Pick 2 Military or Espionage with skill requires
Basic Electronics
Basic Mechanics
Computer Hacking
Computer Programming
Electronic Countermeasures
Read (& Operate) Sensory Equipment
Surveillance Systems (and Tailing)
TV/video
Cryptography
W.P. pistol and E -pistol

26-50% Assassin Note principles PC with reroll
Pick 4 Military or Espionage with skill requires
Land Navigation
Recognize Weapon Quality
Sharpshooting or Sniper
Prowl
Tracking
W.P. Bolt -Action Rifle
W.P.: five of choice (any)


51-75% Sabotage & Harassment

Camouflage (+20%)
Computer Programming (+10%)
Find Contraband (+10%)
Demolitions (+20%)
Demolitions: Underwater (+20%)
Demolitions Disposal (+15%)
Escape Artist (+15%) or Forgery (+20%)
Nuclear, Biological & Chemical Warfare (+15%)
Pick 5 Military or Espionage with skill requires or mix

76-00% Robot Specialist

Advanced Math
Basic Electronics
Locksmith
Mechanical Engineer
Pilot: Robots expert
Pilot: Robot (choose one specific type;any)
Power Armor Elite (choose one specific type;any)
Pilot 1d4+1 Robots expert and 1d4 +1 Power Armor Elite
Robot Mechanics
Weapons Engineer
Pilot Related: pick four
Pick 2 Military or Espionage with skill requires

O.C.C Skills: All reflect the O.C.C.'s basic training.
Math: Basic
Language, Native: Standard.
Language, Foreign: 1D4+1 of choice
Sign Language
Literacy, Native: Standard.
Literacy, Foreign: Two of choice
Computer Operation
Radio: Basic
Radio: Scramblers
Intelligence
Demon & Monster Lore Law (General, + 10%)
Magic Lore
Military Etiquette (+ 15%)
Pilot: Two of choice (+5% each), any no Robots
Boxing
Athletics (General)
W.P. Knife or Blunt (pick one)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Martial Arts or Commando, or Assassin if an
Anarchist or evil alignment, pick one.

O.C.C Related Skills:
Select two Espionage and eight other skills of choice (as limited below). one additional skill at level three, and one additional skill at level five, and one additional
Lore and one other skill at levels four , and eight. All new
skills start at level one proficiency.
(+15%)Per M.O.S
Communications : Any (+10%).
Domestic : Any.
Electrical: None .
Espionage: Any (+15%) . .
Mechanical: Automotive and Basic Mechanics only .
Medical: First Aid only .
Military: Any (+20%) .(+15%)
Physical : Any.
Pilot: Any, except Power Armor, Robots and Tanks.
Pilot Related : None .
Rogue: Any (+15%) .
Science : None.
Technical: Any (+10%) .
W.P.: Any.
Wilderness: Any (+15%).

Secondary Skills:
The character gets 5 Secondary Skill at levels one, four, eight, and twelve . These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply .

Standard Equipment :
energy rifle or energy side arm of choice and 10 extra E-Clips for each, S.D.C. OR /AND M.D side arm of choice (revolver, pistol or submachinegun) with 144 rounds of silver coated bullets as well as conventional ammunition, pocket-sized silver cross (may beworn on a chain), eight inch wooden cross , silver plated dagger (1D6 S.D.C.), two plasma grenades, two smoke grenades, two flares , make-up/disguise kit, pocket computer, language translator, pocket flashlight, notebook and four markers , lock picking tools, mini-tool kit, small crowbar, a dozen pairs of plastic surgical gloves, soft leather glo ves, box of 96 small and medium plastic evidence bags, 40 large bags, disposable cigarette lighter , utility belt, canteen, backpack,satchel, briefc ase, air filter & gas mask, walkie-talkie,long-range radio , small pair of binoculars, nightvision goggles, N.A.T.O uniform , dress uniform , tinted goggles, sunglasses, and some other basic gear.

Suit of environmental armor 125M.D N.A.T.O body armor

1.
Normal Optics and Split View Screenl Projection :


A video projection simulates normal color vision. Video image s are displayed on the HUD. The HUD is aligned perfectly with the eyes and the images are so cris p and clear that the wearer will find it di fficult 10 tell the di fference between the projected image and his own sight . When additio nal data, charts or transmissions are ca lled up, the HUD image can split into two or three different viewi ng sections. For example: The larges t image simulates human vision and what the charactersees in front of his face . A second area shows a radar scree n and track s the movement of several blips moving rapidly closer (radar is available via a headjack-link). A third screen can show a map. mathematical computations, or printed data about any number of things.

2.
Standard Optical Enhancements
:
Passive nightvision , telescopic (5 X magnification , ), and Auto- light filters. 2 miles range

3
A miniature multi-purpose computer

that will indicate system errors within the armor, damage levels , and oxygen supply, and thai also function s as a calculator and clock indicating
time (can be used a Sstop watch and alarm clock too), date , and direction (compass).

4. Laser distancer:
Indicate s distance of a target or item . Effective range: 6000 feet (305 m).

Available Upon Assignment :
A vehicle appropriate for the mission, explosives (any) , heavy weapons, surveillance equipment (wire taps , bugs , etc.), video equipment, cameras,recorders, disguises and clothing, fake ., additional robots and other special equipment.


Cybernetics: Starts with ID4 cybernetic implants of choice

If No Psionics a partial cyborg (12% are), the agent will have one or two bionic arms with 1d6+2 different built-in capabi lities (sensors, finger camera, weapons, etc.) for each, a bionic eye and even a pair of bionic legs
Last edited by ZINO on Sun Jan 26, 2014 9:26 pm, edited 3 times in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4063
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 »

PART six

S.D,C Conventional Guns & Ammo
M.D Conventional Guns & Ammo


the following are M.D and S.D.C and mainly used for both civilian and starting units to law enforcement,change switch S.D.C and to M.D ROUNDS
unless told otherwise
M.D.C
rifle 25 M.D;cost 1000 credits
pistol /revolvers 20M.D ;cost 500 credits
shot gun 25 M.D;cost 1500 credits
machine gun 35M.D ;cost 3000 credits
ammo rifle ;cost 500 credits for box of 500 rounds
ammo pistol /revolvers;cost 450 credits for box of 500 rounds
ammo shot gun;cost 350 credits for box of 500 rounds
ammo machine gun;cost 500 credits for box of 500 rounds

type: M9 Beretta or Colt Style 9mm Pistol:
Mega-Damage:
3D6 SD.C. Single round
9 mm M.D

1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,




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



5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,
2D4+1 M.D three round burst,
3D4 M.D four round burst,


5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,


5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,

Rate of Fire: single shot , burst
Effective Range: 150 feet
Payload: 15 shot clip.
Note:


type: .45 caliber Pistol Desert Eagle, S&W X-Frame, Alexander Arms .50 Beowulf, Gun crafter Industries 1911 .50, .50 caliber Paintball markers
Mega-Damage:
4D6 S.D.C.
.45 M.D
5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,
2D4+1 M.D three round burst,

5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,
3d4 M.D three round burst,



5D10 X10 S.D.C OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,

Rate of Fire: burst
Effective Range: 150 feet
Payload: 7 or 13 shot ammo clip
Note:



type: 10mm Colt Delta Elite SEMI AUTO
Mega-Damage:
10 mm 4D6 S.D.C.
10 mm M.D
1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst,


5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five 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,

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,

5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,
1D4X10 M.D four round burst,
Rate of Fire: burst
Effective Range: 150 feet
Note:
Payload: 9 or 15 shot clip.



type: .357 Magnum Revolver http://upload.wikimedia.org/wikipedia/c ... thons2.jpg
or
Pistol: http://upload.wikimedia.org/wikipedia/c ... _black.jpg
Mega-Damage:
4D6 +2 S.D.C.
9 mm M.D
1d10 X10 S.D.C OR 1 M.D


5D4 X10 S.D.C OR 2 M.D Two round burst

1D4 M.D Two round burst,


1D6 M.D Two round burst,

2d4 M.D Two round burst,
5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
Rate of Fire: single shot or double tap Two round burst
Effective Range: 150 feet
Payload: 6 or 13 shot clip .
Note:



type: .41 Magnum Revolver
Mega-Damage:
5d6 S.D.C
1d10 X10 S.D.C OR 1 M.D ,
2D10 S.D.C Two rounds

5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

5d6x10 S.D.C
1D6 M.D Two round burst,

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst

5D10 X10 OR 5 M.D
1D10 M.D Two round burst,

Rate of Fire: single shot or double tap Two round burst
Effective Range: 180 feet
Payload: 6 round cylinder
Note:




type: .38 Smith & Wesson and Colt Revolver:
Mega-Damage:
2D6 +2 S.D.C
1d10 X10 S.D.C OR 1 M.D

5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,

5D10 X10 OR 5 M.D
1D10 M.D Two round burst,

Rate of Fire: single shot or double tap Two round burst
Effective Range: 150 FEET
Payload: 6 round cylinder
Note:


type: 9mm Submachine-gun:
Mega-Damage:
3D6 S.D.C. per single shot or 6d6 per three round short burst.

1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,

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

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,
2D4+1 M.D three round burst,


5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,
3d4 M.D three round burst,


5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,


Rate of Fire: round burst
Effective Range: 650feet
Payload: 30 round magazine
Note:


type: 9mm Ingram Submachine-gun: http://upload.wikimedia.org/wikipedia/c ... /MAC10.jpg
Mega-Damage:
4D6 S.D.C. per single shot, ID4x 10 per three round short burst.

1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,

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


5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,
2D4+1 M.D three round burst,


5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,
3d4 M.D three round burst,


5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,


Rate of Fire: single shot , burst
Effective Range: 650 feet
Payload: 30 or 50 round magazine.
Note:


type: 9mm Uzi Submachine-gun
http://upload.wikimedia.org/wikipedia/c ... /Uzi_1.jpg
Mega-Damage:
3d6 S.D.C. per single shot or 6D6 per three round short burst.

1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,

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


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,

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,
3d4 M.D three round burst,


5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,

Rate of Fire: round burst
Effective Range: 600 feet
Payload: 30 or 50 round magazine
Note:


type: 9mm Mini- Uzi Submachine-gun
http://upload.wikimedia.org/wikipedia/c ... ca_ERO.jpg
Weight:
Mega-Damage:
2D6 S.D.C. per single shot or 4d6 per three round short burst.

1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,

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

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,
2D4+1 M.D three round burst,


5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,
3d4 M.D three round burst,


5D10 X10 OR 5 M.D
1D10 M.D Two round burst,
5D6 M.D three round burst,

Rate of Fire: round burst
Effective Range: 500 feet
Payload: 15 or 30 round magazine
Note:


type: 5.6mm Bolt-Action Sniping Rifle
Mega-Damage:
5d6 S.D.C. per single shot.
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,

Rate of Fire: single shot , burst
Effective Range: 2000-2400 feet
Payload: 8-16 round magazine
Note: Stats vary slightly with specific weapon models and manufacturers.


type: 7.6mm Sniping Rifle:
Mega-Damage:
6D6 SD.C. per single shot
.338 Rifle cartridge
.30 Caliber
1d10 X10 S.D.C OR 1 M.D

5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst,

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst,

Rate of Fire: single shot or double tap
Effective Range: 2200-2800 feet
Payload: 8-16 round magazine
Note: Stats vary slightly with specific weapon models and manufacturers


type: 5.56mm Assault Rifle ,civilian model
http://upload.wikimedia.org/wikipedia/c ... 6a45wi.jpg
Weight:
Mega-Damage:
3d6 S.D.C . per single shot or 6d6 per three round short burst
Damage

typical 25 cal, not normally called 6.5
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,

Rate of Fire: single shot , burst
Effective Range: 1200 feet
Payload: 20 to 50 round magazine
Note:


type: 5.56mm MI6A2 Assault Rifle law enforcement model,
http://upload.wikimedia.org/wikipedia/c ... 016070.jpg
Mega-Damage:
3d6 S.D.C. per single shot or 6D6 per three round short burst
Damage
typical 25 cal, not normally called 6.5
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
Rate of Fire: single shot , burst
Effective Range: 1900 feet
Payload: 20, 30 or 50 round magazine
Note:


type: 7.56mm Assault Rifle :law enforcement model,
http://upload.wikimedia.org/wikipedia/c ... 012_01.jpg
Mega-Damage:
5D6 S.D.C. per single shot or 1D6x I0 per three rounds short burst


1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst

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

1D6 M.D Two round burst,
2D4+1 M.D three round burst,


5D6X10 S.D.C OR 3M.D
1d6M.D Two round burst,
1d6+3 M.D three round burst,
Rate of Fire: single shot , burst
Effective Range: 1600 feet
Payload: 30 to 50 round magazine
Note:


type: 7.56mm AK-47 Assault Rifle law enforcement model,
http://upload.wikimedia.org/wikipedia/c ... -01131.jpg
Mega-Damage:
5D6 S.D.C. per single shot or 1D6x10 per three round short burst
Generally .357 for revolvers and rifles, .355 in auto loaders
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,

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,

Rate of Fire: single shot , burst
Effective Range: 1000 feet
Payload: 30 round magazine or 60/120/ round drum
Note:


type: .30 Caliber Light Machine-Gun law enforcement model,
http://upload.wikimedia.org/wikipedia/c ... M249mg.jpg
Mega-Damage:
5D6 S.D.C. per single shot or 3D6 xlO S.D.C. (equal to 1 M.D.) per 10 round burst
.338 Rifle cartridge
.30 Caliber
1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,

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 ,

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 ,

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 ,
Rate of Fire: single shot , burst
Effective Range: 3000 feet
Payload: 200, 300 or 600 round disintegrating belt or belt fed drum
Note:


type: 7.62mm Medium Machine-Gun : civilian model
http://upload.wikimedia.org/wikipedia/c ... rofile.jpg
Mega-Damage:
Damage:
6D6 S.D.C. per single shot or 4D6xl0 S.D.C per 10 round burst(equal to 1D4 M.D .)
OR
Generally .357 for revolvers and rifles, .355 in auto loaders
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 ,

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 ,

Rate of Fire: single shot , burst
Effective Range: 3000 feet
Payload: [u/] 200, 300 or 600 round disintegrating belt or belt fed drum
[u] Note:


type: .50 Caliber Heavy Machine-Gun:law enforcement model,
Mega-Damage:
1D6xl0 S.D.C. per single shot or ID6xl00 S.D.C. (equal to 1D6 M.D.) per 10 round burst.
OR
.338 Rifle cartridge
.30 Caliber
1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,

5D4 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 ,

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 ,

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 ,

Rate of Fire: 6000 feet
Effective Range: single shot , burst
Payload: 300, 600 or 1200/2500 round disintegrating belt or belt fed drum.
Note:




type: .50 Caliber GECAL Six Barrel Machine-Gun or a MiniGun
law enforcement model,
https://www.youtube.com/watch?v=Hc6jvsU0KQI

Mega-Damage:
Damage: 2D6xl0 S.D.C. per single shot or 2D6x l00 S.D.C. (equal to 2D6+3 M.D .) per 10 round burst
OR
.50 Caliber Light rounds …….yeah right tell that to the target !!!!LOL
1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,

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 ,

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 ,
Rate of Fire: single shot , burst
Effective Range: 8000 feet
Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum .
Note:





type: 40 mm Grenade Launcher (attaches to assault rifle AND MACHINE GUN TOO http://upload.wikimedia.org/wikipedia/c ... M203_1.jpg ):law enforcement model,
http://upload.wikimedia.org/wikipedia/c ... HK_GMW.jpg
stand base

single shot
2D4x 100 S.D. C OR 2D4 M.D
two round burst to save ammo also used for BOTH law enforcement & military
4d4x100 S.D.C OR 4D4 M.D
six - round burst
5D8X100+800 OR 1D4X10+8 M.D
Mega-Damage:
H.E 5D6 M.D.
A.P 5d4 M.D.
H.E.A.P 6D6 M.D
DR round 1d4x10
D.U.H.E.A.P 1D4X0+8
tear gas / or smoke (color too)NONE follow rules in PB
Rate of Fire:
Effective Range: 1200 feet
Payload: Single shot mainly law enforcement
Note:
all have a blast radius 3 feet for each Grenade
military Grenade Launcher load out:
1)allows to carry clip 4 rounds,medium clip 6 ,long clip 8 ,single drum 16,dual drum 32 rounds ,box 40 rounds ,dual box 80
2)add .5 in pounds per ammo capacity ,
3)ADD knock down table
4)and very important Semi-automatic/self-loading a three/automatic fire six - round burst that acts as a short 5) burst, but it is -1 to strike if P.S is under 10
5) Mega-Damage:
Semi-automatic/self-loading mainly law enforcement as is above basic system
but military fire six - round burst or two round burst to save ammo
six - round burst
H.E 3d6x10 M.D.
A.P 2d6x10 M.D.
H.E.A.P 5d4x10 M.D
DR round 4d6x10
D.U.H.E.A.P 5d6 X10
two round burst to save ammo also used for law enforcement
Mega-Damage:
H.E 1D6x10 M.D.
A.P 1d4x0 M.D.
H.E.A.P 2d4x10M.D
DR round 3d4x10
D.U.H.E.A.P 4D4X0



type: Shotguns:
Weight:
Mega-Damage:
civilian model
http://upload.wikimedia.org/wikipedia/c ... hotgun.jpg
4D6 S.D.C for Buckshot
2D6 S.D.C scatters to cover a 3 ft radius area at 30 feet
and a 10 feet area at 60feetl18 .3 m);
5D6 S.D.C solid slug
M.D
1D4 Scatters
2D4 Buckshot
2D6 solid slug

Semi-automatic law enforcement three round burst
http://upload.wikimedia.org/wikipedia/c ... /AA-12.jpg
law enforcement model,
3D4 M.D Scatters
4D6 M.D Buckshot
6D6 M.D solid slug

Full auto military use only three / or six round burst
http://upload.wikimedia.org/wikipedia/c ... /AA-12.jpg
6D6 M.D Scatters
4d10or 1d4x10 M.D Buckshot
5d10 M.D solid slug
HERE ADD knock down table
Rate of Fire: Pump action ,semi auto law enforcement
Effective Range: 150 feet
Payload: 9 internal all shot guns have ,12 clip , or 24 medium clip or 30 large clip or 46 round drum ,ammo belt 80 rounds
Note: The effective range for all shotgun s is 150 feet (45.7 m). Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m). Semi-automatic/self-loading /automatic shotguns can fire a three /six - round burst that acts as a short burst, but it is -1 to strike


Type of M.D.C Materials

FOR THE FOLLOWING ARE FOR
1)rifle
2)pistol
3)revolvers
4)law enforcement model, or civilian model
M.D 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
Last edited by ZINO on Sat Jan 25, 2014 8:26 pm, edited 3 times in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT Germany BOOK 2

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ANY comment let me know
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 »

OK i hope you understand this

PART 7


N.A.T.O war Mage

http://fc02.deviantart.net/fs70/i/2013/ ... 5ja31x.jpg
http://proxygreen.deviantart.com/art/So ... -334714101
Soldier of fortune

N.A.T.O war PsiMage

AKA,Psi-mage or war-mage or Psi-warrior


Look at Rifts - Book of Magic BUY IT THIS BOOK IS BAD ASS !!!!

Very much a soldier, the war mage IS improved version of the combat Mage from North America is a fighter whose chosen weapon is technology, magic, T.W and Psionic. To that end, they use rapid-fire spell sequences to disarm, impair, disorient, capture and destroy their enemies. This means most of their spell knowledge is starts to spell invocations from levels 1-11 because they can be cast quickly (one melee action each; see Rifts® Ultimate Edition). Furthermore, 80-90% of their spells are offensive/combat oriented. Here at N.A.T.O they have better training and begin to understand to make a magical solider ,thanks to the encounter with the vanguard in north America they learn what to do and what not to do to have such individual . but also the backing of techno –wizard as well .all are escapee from the coalition war ,and other powerful being join N.A.T.O , many varies reason to join and help one another . also in N.A.T.O will do what it can as long as it help them and ,when departing hopefully in bases continue help their new allies in the magical community here in Europe which has open doors that were close that to NGR not seen how magic can be useful. War mage were supposed to light and quick units but turn out they hit right out of the gate , the loss in war, home, family fuel these all these individuals to be able to all asset in their hand. From a technical point mix it up with magical abilities, asking and not tell what to do .this help all side from TW point of view a true task hard not to miss, from a mage point of view able to get safety from them or families or just money, combat mage were part of this arrangements but one thing was set on stone no one can go back to north America, this will help N.A.M.E.S in north America and later N.A.T.O as well. This also helps who were running away from the war or from the coalition hot on their heels.

The mage also receives the same training and military orientation as a Specialist grunt in mind, body and soul training. This way Major or Minor Psionic and Magic are not effect but boost these two are areas ,however not stopping there adding the help of T.W in gear and regular technology made are true war fighter mage but when meet in combat magical systems were used first and called WAR MAGES. So war mage are used for those who can use magic, however that are better at Psionic been called Psi warriors. Those that can use all three areas magic, Psionic and technologies are true War mages. Males tend to go light or medium armored and hit as hard as they can ,so do females some have taken to the sky as air support and well balance in weapon(mainly females 80% and are seen as angel by NGR troops) ,speed , and well balance in Psionic ,Magic and Technology .

Powers & Abilities of the Combat Mage

NOTE: A player may skip step four entirely if he or she does notwant a character with psionics.

1. Initial Spell Knowledge:
In addition to his military training, the war Mage learns to use spell magic as a lethal weapon. This means 70-80% of his spells are limited to level 1-11 spells, and 70-80% is completely offensive in nature, meaning they are intended to be used against an opponent. An offensive spell is either an attack or a weapon, plain and simple. Note if I.Q/M.E/P.E is high 10 or better can go up to 11 spell levels easily.

Blinding Flash,
Carpet of Adhesion,
Electric Are,
Energy Bolt,
Tum Dead, and similar are examples of attack/offensive magic.
Magic Net,
Magic Shield, and
Light blade are examples of magic weapons that are also considered offensive magic.
Even defensive (Breathe Without Air, Concealment, Walls, Impervious, etc.) and self-empowering spells (See Aura, Sense Magic, Chameleon, Fly, Escape, etc.) are minimal, falling into the 20-30% category. This means the character doesn't even come close to the level of proficiency possessed by a Ley Line Walker or Shifter.

They use Techno-Wizard items as well , and get help by Techno-Wizard casting abilities in order to master machinery, just Combat Mage like is a combat specialist in the area of magic. As a result, the mage is not as proficient as most magic practitioners when it comes to non-combat spells due to military training ,which N.A.T.O has not understood yet ,but with the help of Techno-Wizard they have will learn .


Spell Casting Penalty:
The range and duration of all noncombat spells are the same when cast by the war Mage, the only exception are the spells specifically classified as war Magic Spells (
The common range of spells is levels 1-11, the next most common are levels 6 and 7.
Spell knowledge STOPS at (but may include) level 11 spells.
The war Mage cannot learn any spells past level 11.
Spells greater than level 11 are beyond the Combat Mage's ability to summon and control; they are too complex and demanding.
Any combat spell are spent are half but non combat spell cost twice as much ,unless they used as a combat spell like a open portal below their feet then cost half if just opening a portal to send troops they could do but will cost twice as much to open is a good example. So GM be nice with this rule

2. Initial Spell Knowledge at Level One:

Armor of Ithan,
Befuddle, Bulletproof,
Cloud of Smoke,
Energy Bolt, Fear,
Flareburst, Laser Blast,
Tum Dead,
plus five spell of choice
from levels 1D4 ; may include the special war Magic

Spells described immediately after this O.C.C.

3. Learning New Spells :
All new spells must be learned, purchased, or acquired as usual. HOWEVER, all spell selections
are starts at spell invocations levels 1-5. This change only after the character himself reaches level six in experience. A 6thlevel Combat Mage can leam and cast spells from levels 6, then 7 level Combat Mage can learned and cast spells from 7, them 8 level Combat Mage can leam and cast spells from 8 and so on. But if war mage has more than .10 % and the P.P.E cost THEY CAN CAST IT !!!However it will loss 30% P.P.E for 1d4 minutes !!!

Note: The war Mage's focus tends to always be on the Combat Magic Spells described below in this section and other combat/attack spell magic. Defensive spells are his next consideration, and all others last. The character seldom acquires magic that does not have some use in combat or military operations. Also ALL offensive cost half the cost ,while any defensive twice as much ,and there are some spell war cannot do at all due to mental training .also remember Spell Casting Penalty:


SPELL AND Elemental Magic: Fire

Level One

Blinding Flash ( I) offensive
Cloud of Smoke (2) defensive
Death Trance ( I) defensive
Globe of Daylight (2) defensive
Lantern Light ( I) defensive
See Aura (6) defensive
See the Invisible (4) defensive
Sense Evil (2 ) defensive
Sense Magic (4) defensive
Thunderclap (4) offensive



Level Two

Aura of Power (4) offensive
Befuddle (6) offensive
Chameleon (6) defensive
Cleanse (6) defensive
Climb (3) offensive
Cloak of Darkness(6) offensive
Concealment (6) offensive
Detect Concealment (6) defensive
Extinguish Fire (4) defensive
Fear (5) offensive
Heavy Breathing (5) offensive
Levitation (5) defensive
Manipulate Objects (2+) offensive
Mystic Alarm (5) defensive
Shane r (5) defensive
Throwing Stones (5) offensive
Tum Dead (6) cannot use this spell

Level Three

AMor of !than ( 10) offensive
Breathe without Air (5) offensive
Create Wood (10- 20) defensive
Energy Bolt (5) offensive
Fingers of Wind (5) offensive
Float in Air (5) defensive
Fuel Flame (5) offensive
Ignite Fire (6) offensive
Impervious to Fire (5) offensive
Impervious to Poison (5) defensive
Invisibility: Simple (6) offensive
Life Source (2 +Special) cannot use this spell

Light Healing (6) defensive
Light Target (6) offensive
Magic Shield (6) defensive
Mystic Fulcrum (5 ) offensive
Negate Poison Toxin (5) defensive
Orb of Cold (6) defensive
Paralysis: Lesser (5) offensive
Resist Fire (6) defensive
Telekinesis (8) offensive
Wave of Frost (6) offensive

Level Four

Astral Projection (10) defensive
Blind (6) offensive
Carpet of Adhesion ( 10) defensive
Charismatic Aura ( 10) defensive
Chromatic Protection (10) defensive
Cure Minor Disorders ( 10) defensive
Dellect ( 10) offensive
Electric Arc (8) offensive
Energy Field ( 10) offensive
Fireblast (8) offensive
Fire Bolt (7) offensive
Fist of Fury ( 10 or 50) offensive
Fool's Gold ( 10) defensive
Ley Line Transmission (30) defensive
Magic Net (7 ) offensive
Multiple Image (7) offensive
Reelection (7) offensive
Repel Animals (7) defensive
Ricochet Strike ( 12) offensive
Seal (7) defensive
Shadow Meld (10) offensive
Swim as a Fish (6) offensive
Trance ( 10) defensive
Watch guard ( 10) defensive
Weight or Duty ( 10) defensive


Level Five

Armor Bizarre ( 15) offensive
Aura of Death ( 12) offensive
Calling (8) defensive
Charm ( 12) defensive
Circle of Flame (10) offensive
Death Curse (Spccial) offensive
Distant Voice ( 10) offensive
Domination (10) offensive
Energy Disruption ( 12) offensive
Escape (8) defensive
Eyes of Thoth (8) offensive
Feather light ( 10) offensive
Fly ( 15) offensive
Heal Wounds ( 10) defensive
Horrific Illusion ( 10) offensive
Horror (10) offensive
House of Glass ( 12) defensive
Implosion Neutralizer ( 12) defensive
Influence the Beast ( 12) defensive
Instill Knowledge ( 15) defensive
Lifeblast ( 15) offensive
Mend the Broken (10 +) defensive
Mental Blast ( 15) offensive
Sleep ( 10) offensive
Superhuman Endurance (12) offensive
Superhuman Strength ( 10) offensive
Superhuman Speed (10) offensive
Sustain ( 12) offensive
Swim as a Fish- Superior(12) offensive

Level Six

Apparition (20) defensive
Barrage ( 15) offensive
Call Lightning ( 15) offensive
Compulsion (20) defensive
Create Water ( 15) defensive
Crushing Fist (12) offensive
Cure Illness ( 15) defensive
Energize Spell ( 12+) offensive
Fire Ball ( 10) offensive
Fire Blossom (20) offensive
Fortify Against Disease ( 15 defensive)
Frequency Jamming ( 15) offensive
Frostblade ( 15) offensive
Ice (15) offensive
Illusion Booster ( 15) offensive
Illusory Wall ( 15 or 30) offensive
Impervious to Energy (20) defensive
Magic Pigeon (20 ) defensive
Mask of Deceit ( 15) offensive
Memory Bank ( 12) offensive
Power Bolt (20) offensive
Reduce Self (20) defensive
Sheltering Force (20) offensive
Targeted Deflection (15) offensive
Teleport: Lesser ( 15) offensive
Time Slip (20) offensive
Tongues ( 12) defensive
Word s of Truth offensive


Level Seven

Agony (20) offensive
Animate/Control Dead (20) cannot use this spell
Ballistic Fire (25) offensive
Constrain Being (20) offensive
Dispel Magic Barriers (20) offensive
Fire Gout (20) offensive
Fly as the Eagle (25 ) offensive
Globe of Silence (20) defensive
Heal Se lf(20) defensive
Invisibility: Superior (20) offensive
Invulnerability (25) offensive
Ley Line Fade (20) offensive
Life Drain (25) offensive
Lightblade (20) offensive
Mental Shock (30) offensive
Metamorphosis: Animal (25) cannot use this spell
Negate Mechanics (20) offensive
Purification (Food/Water) (20) cannot use this spell
Secnnd Sight (20) offensive
See Ward s (20) cannot use this spell
Sonic Blast (25) offensive
Spinning Blades (20) offensive
Sub-Particle Acceleration (20) offensive
Wind Rush (20) offensive

Level Eight

Commune with Spirits (25) cannot use this spell
Exorcism (30) offensive
Expel Demons (35) offensive
Eyes of the Wolf(25) offensive
Fire Globe (40) offensive
Forcebonds (25) offensive
Greater Healing (30) defensive
Hallucination (30) offensive
Invincible Arm or (30) offensive
Ley Line Tendril Bolts (26) offensive
Ley Line Time Capsule ( 15) defensive
Lifeward (40) defensive
Lightning Arc (30) offensive
Locate (30) defensive
Luck Curse (40) cannot use this spell
Magical-Adrenal Rush (45) cannot use this spell
Metamorphosis: Human (40) cannot use this spell
Minor Curse (35) cannot use this spell
Negate Magic (30) offensive
Oracle (30) defensive
Power Weapon (35 ) offensive
Shockwave (45 ) offensive
Sickness (50) offensive
Sorcerous Fury (70) offensive
Spoil (Water/Food) (30) cannot use this spell
Stone to Flesh (30) offensive
Wall of Wind (40) offensive
Winged Flight (35) offensive
Wisps of Confusion (40) offensive
World Bizarre (40) offensive


Level Nine

Aura of Doom (40) offensive
Beat Insurmountable Odds (70) offensive
Create Steel offensive
Curse : Phobia (40) cannot use this spell
D-Step (50) offensive
Desiccate the Supernatural offensive
Dragon Fire (40) offensive
Familiar Link (55) cannot use this spell
Ley Line Phantom (40) defensive
Ley Line Time Flux (80) offensive
Metamorphosis: Insect (60) cannot use this spell
Mute (50) offensive
Phantom Mount (45) cannot use this spell
Protection Circle: Simple (45) defensive
Purge Self (70) defensive
Realm of Chans (70) offensive
Speed of the Snail (50) offensive
Summon & Control Canine (50) cannot use this spell
Swords to Snake s (50) offensive
Tame Beast (60) cannot use this spell
Transferal (50) cannot use this spell
Wall of Defense (5 5) defensive
Water to Wine (40) defensive

Level Ten

Armorbane (100) offensive
Banishment (65 ) offensive
Control Enslave Entity (80) cannot use this spell
Deathword (70) offensive
Enemy Mind ( 100) offensive
Giant (80) cannot use this spell
Havoc (70) offensive
Illusory Forest (45-90) offensive
Ley Line Ghost (80) defensive
Magic Warrior (60) offensive
Metamorphosis: Superior ( 100)n cannot use this spell
Meteor (75) offensive
Mystic Portal (60) offensive
Plane Skip (65) offensive
Purge Other ( 100) defensive
Reality Flux (75) offensive
Restore Limb (80) cannot use this spell
Speed Weapon ( 100) offensive
Summon/Control Rodents (70) cannot use this spell
Summon Greater Familiar (80) cannot use this spell
Summon Shadow Beast ( 140) cannot use this spell
Super-Healing (70) defensive
Wall of Not (70) defensive
Ward s (90) defensive
Warped Space (90) offensive

Elemental Magic: Fire

Level One

Blinding Flash ( I) offensive
Cloud of Smoke (2) offensive
Create Coal (5) defensive
Fiery Touch (5) offensive
Fire Bit (4) offensive
Globe of Daylight (2) defensive
Nightvision (4) offensive
Impervious to Fire (5) defensive
Stench of Hades (4) offensive

Level Two

Cloud of Ash (5) offensive
Darkness (8) offensive
Fireblast (5) offensive
Flame Lick (7) offensive
Freeze Water (8) defensive/ offensive
Heat Object/Bo il Water (4) offensive/ defensive
Resist Cold (5) defensive
Spontaneous Combustion ( 5) offensive
Swirling Lights (8) offensive
Tongue of Flame (6) offensive

Level Three

Circle of Cold ( 10) offensive
Circle of Flame ( 10) offensive
Create Heat (8) offensive
Extinguish Fire (8) defensive
Fire Ball ( 10) offensive
Fire Gout( 10) offensive
Lower Temperature (8) cannot use this spell

Part Fire (8)
Wall of Flame ( 15) offensive

Level Four

Cloud of Steam (10 ) offensive
Fire Blossom ( 10) offensive
Flame Friend (20) offensive
Fuel Flame ( 10) offensive
Heal Bums (\ 5) cannot use this spell
Mini-Fireballs (20) offensive
See Through Smoke( 12) defensive

Level Five

Flame (30) offensive
Breathe Fire (20) offensive
Eat Fire (20) offensive
Fire Globe (20) offensive
Screaming Wall of Flame (30) offensive
Wall of lee (30) offensive

Level Six

Dancing Fires (35) offensive
Eternal Flame (75) cannot use this spell
Flame of Life (40) offensive
Fire Whip (30) offensive

Level Seven

Fire Sponge (50) offensive
Melt Metal (50) offensive
River of Lava (50) offensive
Ten Foot Wheel of Fire (40) offensive

Level Eight
lIurst into Flame (70) offensive
drought (80) cannot use this spell
Plasma 1I01t (60) offensive

Vampire-S laying TW Weapons

TW Plastic Water Pistol
TW Metal Water Pistol
TW Pump Style Water Pistol or Sawed-Off Shotgun
TW Full Size Water Shotgun
TW Full Size Water Rifle
TW Rifle and Water Grenade Launcher
TW Water Cannon Bazooka
TW Water Cannon.
TW Vampire Water Field.
TW Modified Wood Firing Rail Gun
Vampire--KlIIer TWW~2000

Common TW Features
Breathe Without Air
Chameleon Cloaking System
Cleansing System
De-leer
Energy DisrupterMechanism
Float System
Flight System
Impervious to Energy
Impervious to Fire
Ley Line Booster
Mystic Alarm
Protective Energy Field
Shadow Cloaking System
Sound Cloaking System
Super-Stealth Mode
TW Weapon System


W.P weapons note:
Able to make ancient and hand held like a Sword, axe But must have W.P ( like a cyber-knight) and do 1D6 PLUS ANY P.S damage if any (at first level)add and after third level add 1d6 ANY P.S damage,1d6 for ANY P.S damage for every level so at level 5 they will do 3d6 M.D plus ANY P.S damage at 10 level 9d6 M.D plus ANY P.S.
also if there is a constants fight with a particular MD beings like gargoyles they end up doing double damage this applies to MDC being only ,and NOT manmade armor ,alien made armor, robot suits , powered armored ,tanks ,MD planes

Ancient Weapon or Ancient range Weapon pick or T.W weapons pick one from below ,if want to pick two to all three reduce skills bonus by half so example wilderness survail base is 40 at level one and gets a +20 % ,reduce it this by 10% AT FRIST LEVEL ,However a fast learner negates this rule

magic Ancient Weapon

W.P. Battle Axe and W.P. Paired Weapons is possible
W.P. Bluntand W.P. Paired Weapons is possible
W.P. Bola and W.P. Paired Weapons is possible
W.P. Boomerang and W.P. Paired Weapons is possible
W.P. Chain and W.P. Paired Weapons is possible
W.P. Forked and W.P. Paired Weapons is possible
W.P. Grappling Hook and W.P. Paired Weapons is possible
W.P. Knife and W.P. Paired Weapons is possible
W.P. Net and W.P. Paired Weapons is possible
W.P. Pole Arm and W.P. Paired Weapons is possible
W.P. Shield and W.P. Paired Weapons is possible
W.P. Staff and W.P. Paired Weapons not possible
W.P. Sword and W.P. Paired Weapons is possible
W.P. Whip and and W.P. Paired Weapons is possible


Or Psionics range: Ancient range Weapon like the following

W.P. Archery & Targeting W.P. Paired Weapons not possible
W.P. Bow W.P. Paired Weapons not possible
W.P. Battle Axe and W.P. Paired Weapons is possible
W.P. Knife and W.P. Paired Weapons is possible
W.P. Small Thrown Weapons and W.P. Paired Weapons is possible
W.P. Slingshot and W.P. Paired Weapons not possible
W.P. Spear and W.P. Paired Weapons is possible
W.P. Staff and W.P. Paired Weapons is possible
W.P. Trident and W.P. Paired Weapons is possible
W.P. Grappling Hook and W.P. Paired Weapons is possible
W.P. Crossbow and W.P. Paired Weapons is possible
W.P. Mouth Weapons W.P. Paired Weapons not possible (unless you have two mouth…lol)



Any range magic weapon or melee magic weapon like pick psionic and magical


TW melee weapon example

cost half to active and do double damage
here war mage will try and use either three of the following
many war mage prefer damage over range ,while females may want range and then damage
damage : and do double
range and do double
rate of fire and do double
payload and do double
duration and do double,
strike : add +1 max +3
parry: add +1 max +3
disarm add +1 max +3
damage: add M.E

example which TW weapon systems it applies

Lightblade:
Flaming Sword
Lightning Rod
Whip of Pain
The Firestaff
Scepter of Command
Paralysis Staff
Deathbringer Sword
Draining Blade
Battle Fury Blade

Range TW weapon:

cost half to active and do double damage
here war mage will try and use either three of the following
damage : and do double
range and do double
rate of fire and do double
payload and do double
duration and do double,

example which TW weapon systems

TW Jammer Pistol
TW (standard ) Laser Pistol
TW Shard Pistol
TW Shock Pistol
TW Starfire Pistol
TW Telekinetic (TK) Pistol,
TW-38 Endless Revolver .
TW-4S Revolver ("'Six Shooter"
TW Spitfire Revolver.
TW Thundergun Revolver
TW Eagle Eye Marksman Rine
TW Disrupter Gun.
TW Hellfire Shotgun
TW Naut'Y Il Sonic R
TW Nova Rine.
TW Old Lightning Rine
TW Sapper Sawed-orr Shotgun.
TW Snare Gun
TW Sonic Rifle
TW Starfire Pulse Cannon
TW Super-SixCarbine
TW Wind blaster Rine (a. k.a . Wind-Chester").
Plasma Rifle
Rocket Staff
Shard Rifle.
Telekinetic (TK) Rille.
Telekinetie (TK-60) Light Machine-gun,
TK 80 Heavy Machine-gun
Flamethrower: "Dragonfire" (Heavy)
Flamethrower : Firedemon Flamethrower
Flamethrower (Light).
TW Shard Pistol
TW Shock Pistol
TW Disrupter
TW Fireburst Rifle
TW Force Cannon
TW Storm Rifle
The Sonic Rifle
The Starfire Pulse Cannon


ammunition

Since the ammunition for these weapons consists of small, enchanted E-clips that expend
Magically stored P.P.E. whenever the weapon is fired (i.e. a pre-programmed spell is discharged), it is relatively easy for any mage with the knowledge of making talismans to recharge. P.P.E. clips can they can “recharged” them,

Note, in the alternative, war can pump P.P.E. directly from themselves into the weapon (with or without a clip)at a cost of roughly 10 P.P.E. per blast for most pistols, 20 P.P.E per blast for most rifles


4. P.P.E.: Like all men of magic,
the war Mage is a living battery of mystic energy that he can draw on to create magic. Permanent Base P.P.E.: 3D4xlO+20 added to the character's
P.E. attribute number to start. Plus, 3d6+4 P.P.E. per each additional level of experience.
Supplemental P.P.E.: The war Mage can draw an extra P.P.E. equal to their P.E!!! per melee round when on a ley line, and four times when at a ley line nexus point . P.P.E. can NOT be stolen or drawn from other people or living beings. War Mages are not skilled or disciplined enough in the mystic arts to do so. P.P.E. Recovery: Spent P.P.E. recovers of sleep or rest, 10 points per hour ofmeditation, and each hour of meditation is equal to one full night of sleep9 roll 1d6 hours rest).hold Supplemental P.P.E male can addition ten P.E so a 10 example P.E 10x10 P.P.E ( equal ) = 100 P.P.E point plus what ever Permanent Base P.P.E. is , let say 60 that a total of 160 P.P.E ,( I had a war mage P.E was 24 10x10 P.P.E ( equal ) = 240 P.P.E plus third level Permanent Base P.P.E. male 146 that 386 P.P.E ,not to mention war ground pounder suit 200 P.P.E total 586 P.P.E!!!!

Female roll the same but for some unknown not known to any one yet if a female get pregnant their Permanent Base P.P.E goes up by 50%, while Supplemental P.P.E.: double ,there a 55% after birth the female can stay this way ,this is because of the child the power of life is very powerful in a war mage women

MALE can become over charge their P.P.E!!!! by x 1.5 total 586 P.P.E!!!! time 1.5 total 937.6 P.P.E!!!!to 938 P.P.E!!!! but can not hold for more tham P.E hours ,so if 12 P.E that 12 hours
And normal females

5. War Mage O.C.C. Bonuses:
+1 on initiative, +2 to strike with magical attacks, +2 to roll with impact, +2 to pull punch, + 1 to disarm, +3D6+3 to S.D.C., +2 to P.S. males or 1d4+1 P.P. for females attribute, 1d4+1 to save vs possession, 1d4 +1 to save vs curses, 1d4 +1 to save vs Horror Factor at levels 4, 8, 10, 12 and 14; 1d4 +1 to save vs magic at levels 2,4, 8 ,10 and 12;13 , and 15 +1 to Spell Strength (the number others must save against when he casts a spell) at levels5, 10 and 15.


6. Psionic NOTE: A player may entirely if he or she does not want a character with psionic or skip magic and pick psionic look below ,can pick one or the other .

There are ways of getting a character who has psionic powers. A master psionic is the most powerful of all natural psychics and is available only from the Psychic R.C.C.s. A psychic character class automatically gets psionic abilities. Each Specific R.C.C. will explain the character's background, orientation, and psi-abilities. However, while the psychic R.C.C. is heavy with psi-powers, it is limited in skill development.

The second way is to select an O.C.C. that has minor psionics, like the operator, techno-wizard, crazies, and cyber-knight, but these characters have only a tiny bit of psychic powers.
The third way to get a character with psionic is to roll percentile dice on the following random table.

Note:
The war Mage's focus tends to always be on the Psionics Combat too described elsewhere in this section and other combat/attack spell magic. Defensive Psionics are his next consideration, and all others last. The character seldom acquires Psionics that does not have some use in combat or military operations.
Also offensive cost half the cost ,while any defensive twice as much ,and there are some spell war cannot do at all due to mental training .

Random Psionics Table

01-35
[/b]Major Psionics become N.C.O
36-70
[b]Minor Psionics call psi unit

71-90
Specialist Psionics
91 -00
None or roll

Note: remember#1 Spell Casting Penalty: some thing but it Psionics

Healing

Bio-Regenerate (self) (6) defensive
Deaden Pain (4) defensive
Detect Psionics (6) defensive
Exorcism (10) defensive
Healing Touch (6) defensive
Increased Healing (10) defensive
Induce Sleep (4) defensive
Meditation (0) defensive
Psychic Diagnosis (4) defensive
Psychic Purification (8) defensive
Psychic Surgery (14) defensive
Resist Fatigue (4) defensive
Restore P.P.E (4+) offensive
Stop Bleeding (4) defensive
Suppress Fear (8) offensive


A minor psionic

Sensitive

Astral Projection (8) cannot use this Psionics
Clairvoyance (4) cannot use this Psionics
Commune with Spirits (6) cannot use this Psionics
Empathy (4) cannot use this Psionics
Intuitive Combat (10) offensive
Machine Ghost (12) offensive
Mask I.S.P. & Psionics (7) offensive
Mask P.P.E. (4) offensive
Meditation (0) defensive
Mind Block (4) offensive
Object Read (6) defensive
Presence Sense (4) offensive
Read Dimensional Portal (6) defensive
Remote Viewing (10) defensive
See Aura (6) defensive
See the Invisible (4) defensive
Sense Dimensional Anomaly (4) defensive
Sense Evil (2) offensive
Sense Magic (3) offensive
Sense Time (2) offensive
Sixth Sense (2) offensive
Speed Reading (2) defensive
Telepathy (4) offensive
Total Recall (2) defensive

Super- Psionics

Bio-Manipulation (10) offensive
Bio-Regeneration (Super) (20) defensive
Electro kinesis (varies) offensive
Empathic Transmission (6) offensive
Group Mind Block (22) offensive
Group Trance (15) defensive
Hydrokinetic (Varies) offensive
Hypnotic Suggestion (6) offensive
Mentally Possess Others (30) offensive
Mind Block Auto-Defense (special) defensive
Mind Bolt (varies) offensive
Mind Bond (10) defensive
Mind Wipe (special) offensive
P.P.E. Shield (10) offensive
Psi-Shield (30) offensive
Psi-Sword (30) offensive
Psionic Invisibility (10) defensive
Psychic Body Field (30) defensive
Psychic Omni-Sight (15) offensive
Psychosomatic Disease (30) defensive
Pyrokinesis (varies) cannot use this Psionics
Radiate Horror Factor (8) offensive
Telekinesis (Super) (10+) offensive
Telekinetic Acceleration Attack offensive
Telekinetic Force Field (30) defensive
Telemechanics (10) defensive
Telemechanic Mental Operation (12) defensive
Telemechanic Paralysis (20) offensive
TeIemechanic Possession (50) defensive

Minor
selects two powers from any one of the following psionic categories: Sensitive, or Physical, or Healer. Two psi-powers, even spectacular ones, are considered inconsequential and the character must select an O.C.C., without modification. The number of Inner Strength Points (I.S.P.) is determined by taking the number from M.E ., roll 2D6 and add both numbers together. This is the base I.S.P.; add the roll of 1D6 per each level of experience.

A major psionic
is a character who has an impressive amount of paranormal abilities. Unlike the minor psychic who can only select from one category, this individual can select a total of eight (8) powers from each category or a total of six (6 super ) from any of the three categories available. The categories from which a major psionic can select includes: Sensitive, Physical, and Healer. This means the psychic can have a combination of power types. However, the development of extra-sensory abilities means that a certain amount of time and energy was expended on the development of those abilities and not on formal education.

The major psionic skills notes

must select an O.C.C., and the number of "other" skills are also reduced by half. Secondary skills are too affected. The number of I.S.P. for a major psionic is determined by taking the number from M.E x2., roll 5D6, and add both numbers together. This is the base I.S.P.; add the roll of 1D6 + 1 per each level of experience.

Psionics Specialist look below


Create Psionic Force Field
In addition to Minor Psionic double it


http://fc08.deviantart.net/fs70/i/2012/ ... 5ip014.jpg

http://daldbaatar.deviantart.com/art/Ps ... 20&qo=3043

artist comments :
When Conventional Warfare Fails...
I saw this image in my dreams and i just had to bring it to life.
The Blonde guy in the Middle was supposed to be Ryan Gosling, i tried to draw him but its really hard.

This is the formidable power to generate an invisible or semitransparent field of energy/force. The force field can be mentally shaped as a wall, circle, dome, box, or bubble. It can also be created around the superbeing like a form-fitting body armor or protective aura.

Range:
Self (any) or others (any type excluding the form-fitting armor) 100 feet (12.2 m) per level of experience.
Duration:
equal M.E minutes per level of experience, or until the force field is destroyed or cancelled by the field's creator.
Note that a new one can be erected the instant the duration for the current one elapses (provided there is sufficient M.D.C. available).

Attacks Per Melee:
The creation of a force field counts as two melee actions/attacks.
Bonus: +2 to create a force field as a shield/wall to block or parry ( plus parry IN HAND TO HAND only ) an attack

Maximum Size
: Approximately a 100 square foot (12.2 m) area, plus M.E feet per level of experience.
Maximum M.D.C.: The character's P.E. attribute number times 35. This means a character with a P.E. of 9 can create a force field of up to 315M.D.C. strong!

Multiple Force Fields are possible :
Two or more protective fields can be created as long as their combined, total M.D.C. does not exceed the maximum possible M.D.C. For example: A character with a P.E. of 9 has up to 315M.D.C. (P.E. 9x35) that he can use to build force fields. The total 315S.D.C. can be put into one powerful force field or divided into two with 80 each (or any combination: 180 M.D.C. for one, ), or six force fields with 35 M.D.C. each and so on. Once all the available M.D.C. has been used in the creation of one or more force fields, no others can be created, unless one of the current ones are dispelled and a new one created.

Recovery of Force Field M.D.C.:
The force field's loss of M.D.C affects the creation of other force fields because it temporarily
drains the Psionics character. So if a force field has lost 80 M.D.C., the character with 180 points available, now only has 100 to work with. However, he regains force field M.D.C. at a rate of is or her M.E per minute.

Body Armor Protective Aura:
The character can create a light force field that follows the contours of his body to as a sort of invisible body armor. at level third level Body Armor / Protective Aura become visible as real suit over ANY M.D armour or Exo suit MD suits ,

Limitations of the Body Armor Field:

Maximum M.D.C. is ME X10 points at any given time. Constant concentration to maintain the flexible body shield means the character loses one attack per melee and is -1 on initiative for every melee round that it is in place. Speed and movement are not impaired. Deadly/tear Gases, disease, and radiation will not BE A danger in Body Armor Field and will not penetrate the force field in "bubble" closes out gases.

Bolts of Force:

The character can create small, nearly invisible, bolts of force which can be fired at an opponent like a thrown stone or projectile.
Range:
M.E x10 feet + M.E feet per level of experience.
Damage
2D6; 1d6 per level feels like getting hit by a rock or cannonball.
Duration:
Instant.
Attacks Per Melee:
Each force bolt counts as one melee attack.
Rate of Fire:
One Bolt of Force can be unleashed from one hand or two simultaneously (1D6 damage per hand or eye or finger both 1d6) by pointing at the same target with both hands; counts as one melee attack. Must be an aimed shot to get the +2 strike bonus. The character can also fire a force bolt from his forehead/eye / mouth/nose/fingers.feet or toes , but the +2 strike bonus does not apply and only one bolt can be fired. Most superbeings with this ability like to point for better aim.
Bonuses:
+2 to strike, and because they are barely visible, opponents are minus -4 to parry and dodge force bolts.at-1 at levl 2, 4,8,11,15

W.P weapons note:
Able to make ancient and hand held like a Sword, axe But must have W.P ( like a cyber-knight) and do 1D6 PLUS ANY P.S damage add and after third level add 1d6 ANY P.S damage,1d6 for ANY P.S damage for every level so at level 5 they will do 5d6 M.D plus ANY P.S damage at 10 level 1d6x10 plus ANY P.S. also if there is a constants fight with a particular MD beings like gargoyles they end up doing double damage this applies to MDC being only ,and nor manmade armor ,alien made armor, robot suits , powered armored ,tanks ,MD planes

Ancient Weapon or Ancient range Weapon pick or T.W weapons pick one from below ,if want to pick two to all three reduce skills bonus by half so example wilderness survail base is 45 at level one and gets a +20 % ,reduce it this by 10% ,However a fast learner negates this rule

Psionics Ancient Weapon

W.P. Battle Axe and W.P. Paired Weapons is possible
W.P. Bluntand W.P. Paired Weapons is possible
W.P. Bola and W.P. Paired Weapons is possible
W.P. Boomerang and W.P. Paired Weapons is possible
W.P. Chain and W.P. Paired Weapons is possible
W.P. Forked and W.P. Paired Weapons is possible
W.P. Grappling Hook and W.P. Paired Weapons is possible
W.P. Knife and W.P. Paired Weapons is possible
W.P. Net and W.P. Paired Weapons is possible
W.P. Pole Arm and W.P. Paired Weapons is possible
W.P. Shield and W.P. Paired Weapons is possible
W.P. Staff and W.P. Paired Weapons not possible
W.P. Sword and W.P. Paired Weapons is possible
W.P. Whip and and W.P. Paired Weapons is possible


Or Psionics range: Ancient range Weapon like the following

W.P. Archery & Targeting W.P. Paired Weapons not possible
W.P. Bow W.P. Paired Weapons not possible
W.P. Battle Axe and W.P. Paired Weapons is possible
W.P. Knife and W.P. Paired Weapons is possible
W.P. Small Thrown Weapons and W.P. Paired Weapons is possible
W.P. Slingshot and W.P. Paired Weapons not possible
W.P. Spear and W.P. Paired Weapons is possible
W.P. Staff and W.P. Paired Weapons is possible
W.P. Trident and W.P. Paired Weapons is possible
W.P. Grappling Hook and W.P. Paired Weapons is possible
W.P. Crossbow and W.P. Paired Weapons is possible
W.P. Mouth Weapons W.P. Paired Weapons not possible (unless you have two mouth…lol)


Any range TW weapon or TW melee weapon like pick psionic and magical


TW melee weapon example

cost half to active and do double damage
here war mage will try and use either three of the following
many war mage prefer damage over range ,while females may want range and then damage
damage : and do double
range and do double
rate of fire and do double
payload and do double
duration and do double,
strike : add +1 max +3
parry: add +1 max +3
disarm add +1 max +3
damage: add M.E

example which TW weapon systems it applies

Lightblade:
Flaming Sword
Lightning Rod
Whip of Pain
The Firestaff
Scepter of Command
Paralysis Staff
Deathbringer Sword
Draining Blade
Battle Fury Blade

Range TW weapon:

cost half to active and do double damage
here war mage will try and use either three of the following
damage : and do double
range and do double
rate of fire and do double
payload and do double
duration and do double,

example which TW weapon systems

TK-Revolver
TK-Sniper Rifle:
TK-Submachine-Gun:
Laser energy weapons
Ion energy weapons:
Plasma energy weapons
TK-Machinegun:
Dragon flame thrower
Stormspire TW-Pistols
TW Firebolt Pistol
TW Jammer
TW Starfire Pistol
TW Shard Pistol
TW Shock Pistol
TW Disrupter
TW Fireburst Rifle
TW Force Cannon
TW Storm Rifle
The Sonic Rifle
The Starfire Pulse Cannon

ammunition

Since the ammunition for these weapons consists of small, enchanted E-clips that expend
magically stored P.P.E. whenever the weapon is fired (i.e. a pre-programmed spell is discharged), it is relatively easy for any mage with the knowledge of making talismans to recharge. P.P.E. clips can they can “recharged” them,

Note, in the alternative, war can pump P.P.E. directly from themselves into the weapon (with or without a clip)at a cost of roughly 10 P.P.E. per blast for most pistols, 20 P.P.E per blast for most rifles


7. Specialist

This can be a player that want only either magic or just Psionic ,it ok they become a Specialist Psionics in either one of the following magic or Magic ,if this happen they add a 35% more to base P.P.E , but must double two of the following areas
Damage:
Range:
Duration



War Mage O.C.C. Stats

Attribute Requirements: l.Q. 9 and P.E. 9 or higher. A high M.E. and physical attributes are helpful, but are not required. Can be human, Dwarf, Elf, Wolfen., Titans, The centaurs, The Rahul-men and keep all Natural Abilities!!!

Education and Type of Environment


01-20
Little farm community.


No bonus tech bonus none % one time bonus,magic lore +25%
Language Native 88%+1 per level
Literacy Native 40+5% per Level

21-40
Small wilderness town.

Little to no tech bonus+5 % one time bonus,magic lore +15%

41-60
Small to medium city.


Tech bonus+10% onetime bonus,magic lore + 5%
Language Native 88%+1 per level
Language Native 1d4 form rifts earth base 50%
Literacy Native 40+5% per Level
Math basic 45%+5% per level

61-80
Wilderness town or city with magic and/or psychics.


tech bonus+15 % one time bonus,magic
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic 45%+5% per level
lore +20%


81-00
City or near a city with or no magic.


tech bonus+25 % one time bonus,magic lore +10%
Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
Radio: Basic (+10%)

Humans refugee only

01-11%
Smart :


I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+II.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills or lore any

13-26%
High M.E :

1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges. Add one time 1d4x10 psionic

27-39%
HIGH M.A ;Charismatic:


IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
HIGH Physically Strong:


I.Q. 1D4+ 10, M.E. 1D4+ 1O, M.A 1D6+10, P.S. 1D8+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength. For magical P.P.E add 1d4x10 one time roll

52-65%
Fast :


I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands are a key Element. Any melee in W.P add +1 to strike , disarm, or +1 dodge , parry,

66-78%
HIGH Endurance:


I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
Your character is best suited to an requires physical durability and mental toughness. Psionic add 1d6x10 ,add Duration times (2) two where it can be applied

79-88
Model (Poster boy or pin up gril ):


I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D8 females and males 1d6 , SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills,can add sugery to look even more attractive optional and will be under contract soldier as well for 1d10 years and will give care even after contract is over with a good ending add 1d4 P.B

89-00%
Fast Learner:


I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 add one M.O.S, only add I.Q Bonus
IF IQ 19 TO 22 ADD TWO M.O.S , only add I.Q Bonus
IF 23 TO 25 ADD M.. THREE , only add I.Q Bonus
IF I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus
if no MOS ADD 1D4+1 SKILLS IF NO MOS ADD 1D4 TO O.C.C and add I.Q Bonus, 1D4+2 TO RELATED only add I.Q Bonus O.C.C and Secondary 1d6 +1 only add I.Q Bonus ,aslo psionic or /and magic spell add 1d4 per level!!! And even been at one level can go up 1d4 level but must have psionic or P.P.E for it !!!reduce negative on skill by half where it can apply


O.C.C Skills:

Language: Native Tongue at 96%.
Language: Other: Two of choice (+15%).
Literacy: Native Language (+15%) or Other (+ 10%)
Sign Language (+15%)
Lore: Demons and Monsters (+15%)
Mathematics: Basic (+5%)
Military Etiquette (+10%)
Pilot: One of choice (+5%; vehicle only).
Swimming
Wilderness Survival (+5%)
Camouflage +20%
Radio: Basic (+10%)
W.P. Energy Rifle
W.P.: four of choice (Ancient or Modem).
ALL MOS GET 25% to skill where applicable

FEMALE :MOS pick 5 from below
Acrobatics (varies)
Gymnastics (varies)
Prowl
Jet Packs
Prowl
Climbing
General Athletics
Running
Fencing
Forced March
Athletics (General)


MALES MOS : pick 5 from below

Body Building & Weight Lifting
Boxing
Wrestling
Climbing
Prowl
General Athletics
Fencing
Forced March
Athletics (General)
Running
Jet Packs

Hand to Hand:

Basic to start , but can be changed to Hand to Hand: Expert at the cost of one O.C.C. Related Skill, or to Hand to Hand: Martial Arts for the cost of two.

O.C.C Related Skills:
Select 10 other skills. Plus select one additional skill at levels 3, 6, 9 and 12. All new skills start at
level one proficiency.
Communications: only O.C.C look above
Cowboy: .+20 %but no Trick Riding
Domestic: Any. .+20 %
Electrical: None.
Espionage: Any.but not Interrogation Techniques
Mechanical: None.
Medical: First Aid only.
Military: only Parachuting , Recognize Weapon Quality , Camouflage if taken again add 25% .
Physical: Any, .+20 % where it applies . Females +25%
Pilot: Any. .+20 % no robots ,
Pilot Related: Any.
Rogue: Any, +15 % ,males. Females +25%
Science: Astronomy and Mathematics only (+5%).
Technical : Advanced Fishing, Art, Breed Dogs, General Repair & Maintenance, History, Language, Lore, Mythology, Photography, Research, Salvage, Writing.
Weapon Proficiencies : Any. .+20 %
Wilderness: Any.+20 %

Secondary Skills:

The character also gets to select 8 Secondary Skills from the Secondary Skill list (see page 300 of Rifts® Ultimate Edition), plus one at levels 2, 3,4,5, 7, 9, 12 and 15. These are additional areas of knowledge that do not get bonuses, other than the possible bonus for having a high I.Q. All Secondary Skills start at the base skill level

Standard Equipment: General

A suit of personalized, light (2D6+32 or 45 M.D.C.) or medium (3D6+50 M.D.C.) body armor for females , while male get medium (3D6+60 M.D.C.), typically made from organic and man made M.D.C. material, one weapon for each W.P. and 1D4+2 ammo/energy clips for each, and one common TW weapon of choice (often a Flaming Sword and /or TW revolver). Plus, dress uniform, utility coveralls , utility belt, and a set of camouflage clothing for covert operations, a gas mask and air filter, pair of quality sunglasses or tinted goggles, binoculars, hatchet for cutting wood (1d6 S.D.C.), six wooden stakes and a mallet (for vampires), small wooden or silver cross (may be worn around neck or wrist) , a golf ball sized quartz crystal shard, one refillable cigarette lighter, on disposable lighter, knapsack, backpack, ID4 small sacks, pocket mirror, first aid kit, tent, two canteens, flashlight , 50 feet (15.2 m) of climbing rope, ID4+2 pens or pencils, a notepad or sketchbook, and some personal items. The vehicle is typically a conventional jeep, motorcycle or hovercycle, and should reflect the character's piloting skill

Standard Equipment:

light (2D6+45M.D.)
medium (3D6+50 M.D.C.) body armor for females ,
while male get medium (3D6+60 M.D.C.),
typically made from organic and manmade M.D.C. material

http://fc05.deviantart.net/fs71/f/2012/ ... 4ph46r.jpg

http://chilli-con-dre.deviantart.com/ar ... 47&qo=5181

light (2D6+45M.D.)
A suit of personalized, light (2D6+32 to 45 M.D.C.) , this can add TW if they are using P.P.E by user and can add P.P.E Battery starts at 100 P.P.E ,but the mac is 400 P.P.E ,can add a M.D.C flex suit as seen in pictutre above link
Add N.E force field 150 M.D as back up ,and second N.E as emergeny 100 M.D
Example T.W Features:
1. (Armor of Ithan
and 100 P.P.E. will restore all mega-damage).spell level starts at 1d4+1
2. Breathe Without Air
, same as spell, perpetually in effect. spell level starts at 1d4+1
3. Chameleon,
same as spell, can be used at will. spell level starts at 1d4+1
4. Impervious to fire,
same as spell, constantly in effect. spell level starts at 1d4+1
5. Fly as the Eagle,
same as spell, indefinite duration.
6. Globe of Day Light,
same as spell, available on demand.
7. Superhuman Speed,
same as spell, available on demand.
8. Superhuamn Strength,
same as spell, available on demand.
9. Iconic weapon one
rifle, one tech, one magical



http://fc02.deviantart.net/fs70/i/2013/ ... 5ja31x.jpg

http://proxygreen.deviantart.com/art/So ... -334714101
Soldier of fortune

Spell Casting Penalty:

Defensive

remember Spell Casting Penalty: Psionics apply as well

male get medium (3D6+60 M.D.C.),

These are seen as ground pounder ,mainly range weapon from T.W , Psionics range or /and tech
A suit of personalized, light (2D6+32 to 45 M.D.C.) , this can add TW if they are using P.P.E by user and can add P.P.E Battery starts at 100 P.P.E ,but the max is 400 P.P.E(1d4x100 P.PE) ,can add a M.D.C flex suit as seen in pictutre above link
Most add as well their powers either by magic or psionc to get the appear as the image above
Add N.E force field 240 M.D as back up ,and second N.E as emergeny 150M.D
Example T.W Features:
1.(Armor of Ithan) and 100 P.P.E. will restore all mega-damage).spell level starts at 1d4+1
2. Breathe Without Air, same as spell, perpetually in effect. spell level starts at 1d4+1
3. Chameleon, same as spell, can be used at will. spell level starts at 1d4+1
4. Impervious to fire, same as spell, constantly in effect. spell level starts at 1d4+1
5. Fly as the Eagle, same as spell, indefinite duration.
6. Globe of Day Light, same as spell, available on demand.
7. Superhuman Speed, same as spell, available on demand.
8. Superhuamn Strength, same as spell, available on demand.
9.iconic weapon systems one heavy ,either shoulder mounted or rifle ,
10. jetpack when in the air or even hovering add+1 to dodge carries four T.W abiliiles pls N.E force filed systems as well primary N.E shield 420 ,secondary N.E shield 240 these are back up system and can be added together player must declares this to G.M, also nuclear powered
Can carry additional P.P.E battery as well 1d4x100 the max


http://fc02.deviantart.net/fs71/f/2013/ ... 5w2ld8.jpg
http://meganerid.deviantart.com/art/Ass ... -356199596

jetpack
Range attacker flying with jetpack nuclear powered
medium (3D6+50 M.D.C.) body armor for females or male get medium (3D6+60 M.D.C.), however mostly girl love to fly , this can add TW if they are using P.P.E by user and can add P.P.E Battery starts at 100 P.P.E ,but the mac is 400 P.P.E ,can add a M.D.C flex suit as seen in picture above link
Add N.E force field 420 M.D as back up, and second N.E as emergency 240 M.D
Example T.W Features:
1. (Armor of Ithan) and 100 P.P.E. will restore all mega-damage).spell level starts at 1d4+1
2. Breathe without Air, same as spell, perpetually in effect. spell level starts at 1d4+1
3. Chameleon, same as spell, can be used at will. spell level starts at 1d4+1
4. Impervious to fire, same as spell, constantly in effect. spell level starts at 1d4+1
5. Fly as the Eagle, same as spell, indefinite duration.
6. Globe of Day Light, same as spell, available on demand.
7. Superhuman Speed, same as spell, available on demand.
8. Superhuman Strength, same as spell, available on demand.
9. Iconic look: weapon two heavy, either shoulder mounted and rifle, one will mount a tech weapon from a M.D heavy machinegun or rail gun while on the other one heavy magical weapon systems ,finally one magical weapon rifle or technological rifle
10. jetpack when in the air or even hovering add+3 to dodge carries four T.W abilities plus N.E force filed systems as well primary N.E shield 420 ,secondary N.E shield 240 these are back up system and can be added together player must declares this to G.M, also nuclear powered
11. tactical they will try and come from the sun face their back as a standard attack run, many will these as angels

N.A.T.O Melee Mage

http://fc07.deviantart.net/fs70/f/2011/ ... 3dlcxt.png

http://cg-sphinx.deviantart.com/art/Tec ... -204230081

Melee close quarter combat
Male get medium body suit (3D6+60 M.D.C.),
these are seen as close quarter combat pounder ,mainly melee weapon or ancient range weapons from T.W , Psionics range or /and tech
A suit of personalized, light (2D6+32 to 45 M.D.C.) , this can add TW if they are using P.P.E by user and can add P.P.E Battery starts at 100 P.P.E ,but the mac is 400 P.P.E(1D4X100 P.P.E Battery) ,can add a M.D.C flex suit as seen in pictutre above link 44M.D MAX
Add N.E force field 240 M.D as back up ,and second N.E as emergeny 150M.D
Example T.W Features:
1. (Armor of Ithan) and 100 P.P.E. will restore all mega-damage).spell level starts at 1d4+1
2. Breathe Without Air, same as spell, perpetually in effect. spell level starts at 1d4+1
3. Chameleon, same as spell, can be used at will. spell level starts at 1d4+1
4. Impervious to fire, same as spell, constantly in effect. spell level starts at 1d4+1
5. Fly as the Eagle, same as spell, indefinite duration.
6. Globe of Day Light, same as spell, available on demand.
7. Superhuman Speed, same as spell, available on demand.
8. Superhuamn Strength, same as spell, available on demand
9. Iconic weapon one melee weapon,
10.no jet pack


Common Optional Weapon Features for TW for body armored

The following TW weapons or weapon features can be added to most jet pack and suit armored . Such "customization" is typically done for those who engage in a life of adventure and exploration (or who have many enemies). A maximum of three TW/magic weapons can be added, or four conventional, non-magical ones. Note: All long-range weapons have a bonus of +1 strike.

1. Fireball Launcher:
Mounted on a mechanical arm on the underside of the platform, this weapon fires magic fireba lls. Damage: 4d6 M.D. Payload: 10 pcr every 12 P.P.E. spent. Range: 1,000 feet (305 m).

2. Light ning Blaster :
Mounted on a mechanic al arm on the underside of the platform. this weapon fires magic bolts of lightning. Damage: 5d6 M.D. Payload: 10 per every 15 P.P.E. spent. Range: 2,000feet

3. P-Beam Cannon:
Mounted on a mechanical arm on the underside of the platform. this weapon fires magically created particle beams with great damage and impressive range. Damage: ID4 xlO+6 M.D. Payload: 10 per every 25 P.P.E. spent. Range: 1,000 feet

4 . TK•Mini Gun:
Mounted on a mechanical arm or shoulder, waist on the underside of the platform. this weapon is a Gatling-style machine-gun that fires telek inetic bolts instead of bullets. Damage: 506 M.D. Payload: 10
bursts pcr every 16 P.P.E. spent. Range: 2,000 feet (6 10 m).

5. Super-Laser Cannon:
Mounted on a mechanical shoulder or on the underside of the platform. This weapon fires magic beams of light with incredible range.
Weight: 40 Ibs (18 kg).
Damage: 4D6 M.D.
Payload: 10
Shots per every 20 P.P.E. spent.
Range: 3,000 feet (9 14m).

6. Combat Tentacles:
At the cost of 25 P.P.E., a pair of powerful, magically created ectoplasm-based tentacle is sprout from the underbelly of the platform, usually from the nose/front of the vehicle or main body . Each tentaclehas a reach of 50 feet , 30 M.D.C. and a supernatural P.S. of 21. They inflict 2D6 M.D. pcr strike, or 2d6 M.D. every melee round attack with a constricting attack.
Duration : Ten minutes and each attack counts as one of the pilot' s.
Combat bonuses for the tentacles are : +3 to strike and parry , and +4 to entangle. the pilot' s bonuses are applicable.

Optional TW Defensive Features
A maximum of four additional feature s can be added to the platfonn
.
1. Circle of Protection (Simple):
At the cost of only four P,P,E., the pilot can activate a simple circle of protection which has been built into the perimeter of the vehicle around the pilot area. All effects are identical to the magic ritual of the same name. except that the circle cannot be " rubbed out" unless the vehicle loses 50% of its M.D.C. P.P.E. Cost: 4; Duration: One hour per activation.

2. Circle or Protection Superior
At the cost of20 P.P.E.• the pilot can activate a superior circle of protection which has been built into the perimeter of the vehicle around the pilot area (sometimes pan of the passenger area or a separate passenger area too). All effect s are identical to the magic ritual of the same name, except that the circle le cannot be " rubbed out" unless the vehicle has lost 50"10 of its M.D.C. P.P.E. Cost: 20. Duration: One hour per activation.

3. Force Field:
At the cost of 10 P.P.E., the pilot can activate force field that protects the entire platform. including the pilot. The light force field has 60 M.D.C. Duration is 15 minutes. twice that when on a ley line.

4. Enhanced Speed and Ma neuverability:
At the cost of 15 P.P.E.• this feature can propel the platform to 20% faster than its normal speed and + 1 to dodge. Duration of this enhanced speed is 15 minutes.

5. Breathe Witho ut Air:
This feature is only ava ilable to vehicles with an enclosed compartment. This magic can be act ivated if the hull is breached and oxygen is lost or toxic fumes are filling it. Within two seconds everybody in the area of effect can breathe without air.

6. Additional Techno-Wizard Features:
All standard TW features which can be added to most vehicles, including Flying Platforms. P.P.E. cost. duration. effects. and market costs are standard.


Features that can be added to power ,robots or cyborgs and body armor.As many as four powers can be built into one body armor. Each costs the same amount: each 10 P.P.E. (or 20 I.S.P.) to be activated . Duration is 10 minutes per activetion

Armor of Ithan:
This spell is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the levelof its creator. Initial Creation Cost in P.P.E.: 200.
Cost: 50,000 for each 10 magical M.D.C. of the armor.

Breathe without Air: The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost:100,000 credits.

Chameleon:
The magic is activated by thought and 6 P.P.E or 12 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 120,000 credits.
Escape: The magic is activated by thought and 8 P.P.E or 16 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 150. Cost: 170,000 credits.

Impervious to fire:
Activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200. Cost: 70,000 credits.

Impervious to Energy:
Activated by thought and 20 P.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6 level (8 to 12 minute duration). Note: This spell will
make M.D.C. armor vulnerable only to magic, physical attacks/ punches, missiles/explosives, and telekinetic weapons. Initial CreationCost in P.P.E.: 400. Cost: 500,000 credits.

Invisibility Superior (self):
The magic is activated by thought and 20mP.P.E or 40 I.S.P.; works same as the spell. Duration is subject to the level of its creator; typically 4-6th level (12 to 18 minutes).
Initial Creation Cost in P.P.E.: 400.

[b]Invulnerability:

Activated by thought and 25 P.P.E or 50 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 500. Cost: 200,000 credits.

Levitation:
The magic is activated by thought and 5 P.P.E or 10 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 100. Cost: 70,000 credits.

Mystic Portal:
Activated by thought and 60 P.P.E or 120 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 1200. Cost: 500,000 credits.

Shadow Meld:
The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 800. Cost: 200,000 credits.

Superhuman Speed:
Activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 200. Cost: 40,000 credits.

Superhuman Strength:
The magic is activated by thought and 10 P.P.E or 20 I.S.P.; works same as the spell. Duration is subject to the level of its creator. Initial Creation Cost in P.P.E.: 250. Cost: 50,000 credits.

Get the book of magic buy it

TK-Revolver
TK-Sniper Rifle:
TK-Submachine-Gun:
Laser energy weapons
Ion energy weapons:
Plasma energy weapons
TK-Machinegun:
Dragon flamer thrower
Stormspire TW-Pistols
TW Firebolt Pistol
TW Jammer
TW Starfire Pistol
TW Shard Pistol
TW Shock Pistol
TW Disrupter
TW Fireburst Rifle
TW Force Cannon
TW Storm Rifle
The Sonic Rifle
The Starfire Pulse Cannon


Lightblade:
Flaming Sword
Lightning Rod
Whip of Pain
The Firestaff
Scepter of Command
Paralysis Staff
Deathbringer Sword
Draining Blade
Battle Fury Blade



Additional Magical Need books Rifts - Merc Ops pages 138 buy it !!!!! Rifts - Merc Ops


In order to keep with demand it work very secretly with Armstrong TW Armaments Company which is rifts earth company but in the magical area and joint venture with MageFire Weaponry, Inc is a trans-dimensional arms dealer .!!!
SADLY N.A.T.O was not aware at the time they are not from earth , MageFire Weaponry, Inc is a trans-dimensional arms dealer and N.A.T.O is working hard to make sure this stay under the rug !! it was too late to back when billions of edits ,and value gem , and rare earth minerals were given so far MageFire Weaponry, Inc is a trans-dimensional arms dealer Wants to keep N.A.T.O happy as long as the money is flowing . Also N.A.T.O is aware of this and tries to work as long as they can and to end in a positive note . Armstrong TW Armaments Company is helping avoided any unwanted enchanted items and working quiet as well

Thunderbolt TW Shotgun
Armstrong "Bolter" TW Sniper Rifle
D-Pockct Pistol (TW Derringer)
Para-Stunner Pistol
Swarm Bow TW Crossbow
Windscream TW Cannon
Mind Shatter Helmet

MageFire Weaponry, Inc is a trans-dimensional arms dealer

MP-l TW Laser Pistol
MP-3 MageFire Bolt Pisto
MPR-4 E-Mag Splinter Pistol
MR- IOMageFire Bolt Rifle
MP-6 "Firebolt" Pistol
MR-12 E-Mag Splinter Rifle
MR- 15
MSR-l "Vampire" Sniper Rifle
ML-20 TK Grenade Launcher
TW EMP Cannon
MageFire TW Grenades
Aci d Gre na de
Door Buster Grenade
Beehive Grena de
Darkness Grenade
Flare Grenade
Flying Explosive Disk
Sleep Grenade
Nex us Grenade
Seeker-Bat Grenade
Void Gre nade


MageFire Specialty

Equipment & Weapons
Skorblades
Mystic Assault Glove
Death Ray Blaster
MageFire
Mystic Power Armor
MA-2 TW Combat Mage Armor
MA-7S Shining Swordsman
TW Power Armor
MA-Wl TW Wraith Suit
Atlas Enhanced StrengthPower Armor
Flying Dragon Power Armor

Cybernetics: NONE !!!NEVER Starts with none and will avoid getting any cybernetic or other forms of physical augmentation AT ALL COST
Last edited by ZINO on Mon Jan 27, 2014 11:00 am, edited 3 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 comment let me know
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT Germany BOOK 2

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:( hum nayone ??? no comments wow
is that bad????
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 I am going to post soon a N.A.T.O NAVY SEALS AND N.A.T.O Marine .,why am i say this first of out respect for these two classes and that of our military personal who are over seas and to those that are not coming home as well
i don't meant any disrespect on these class but out of respect
I am wanted to post them been playing with these class for a while and will post them since and a army OCC as well down the road but not rushing it so plz
so please don't get mad at me when i post them they will be very close to rifts earth class
last my artist have join on this one
thank you and have a good :)
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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You have been busy. Keep up the good work.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: N.A.AT Germany BOOK 2

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abtex wrote:You have been busy. Keep up the good work.

thanks U
man was worried here :D
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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part 8

N.A.T.O Marine Core
These are like the New Navy marine just with M.O.S additional trained ,well trained .ready go they are the first to go and last to leave in a major combat area. They are known to say “we don’t die we just regroup in hell”!!!
Alignment Note :
Can be any. but tend to be very disciplined; principled. scrupulous or aberrant alignments are most common.
Attribu te Requirements:
P.S.& P.E. and M.E. 10 or higher .
Racial Restrictions: MAINLY HUMAN. WITH NO POWERS OR ABITILES
Humans only
01-11%
SMART :FOR A HUMAN
I.Q . ID6+18. M.E. 1D6+12. , Spd 1d6+11.
Your character is best suited to an mental challenges, Assessing Data, Research. Creating/building.
Learning Engineering skills, electronics. Science skills. Medicine skills. And strategies and tactics Any Technical skills

12-26%
STRONG WILL :
1D6+ 11. M.E. ID6+ 19. M.A.
Your character is best suited to an. that involves focus. Self-discipline. And challenges.

27-39%
Charismatic:
IQ. 1D6+ 10.. MA 1D6+11. 1D4+ 10. , PP1D4 + 10, P.E. 1D6+8, PB 1D4+14.MALE ,Female short 1d6+ 9, tall 1d6+11 tall get M.A 1D6+13 Spd 1D6+9.
Your character is best suited to an. that involves leadership. Officer training. teaching. Communications skills. performing. espionage skills.

40-51%
STRONG :
I.Q. ID4+ 10, M.E. ID4+ 1O, M.A 1D6+10, P.S. 1D6+ 19,P.E. 1D6+15, P.P 1D6+12. Spd 1D6+11.
Your character is best suited involves physicality, Mechanics, athletics, heavy combat, and strength.

52-65%
FAST MOVER::
I.Q. I D4+10, M.E. ID6+9, M.A. 106+8, P.S . 1d6+9, P.E. ID6+9,P.P. 1D6+12, Spd 1D6+17.
Your character is best suited to an involves the precision or hands. tools. weapons. targeting, fast physical reaction. Combat. Building. Surgery and other areas where steady And fast hands arc a key Element.

66-78%
HIGH Endurance:
I.Q . 1D4+9,M.E. 1D6+14,M.A. ID6+8, P.S. 1D6+9.,PP 1D6+9. ,P.E 1D6+19,P.B. 10 6+9,Spd 1D6+ 12
Your character is best suited to an requires physical durability and mental toughness.

79-88
POSTER BOY OR GRIL :
I.Q. ID4+ 10,M.E. 1d6 ,M.A 1D6+ 15, P.S . 1D6+ 11, PP 1D6+ 8,PB 16 + 1D8, SPD 1D6+8
Communications skills, performing skills, Trickery skills or subterfuge skills

89-00%
Fast Learner:
I.Q . 16 +1D10, M.E. ID6+9, M.A. 1D6+8, M.E 1D4+9,PP.1D6+14,PE .1D6+10,PB 1D6+10,Spd 2D6+20.
IF IQ 16 TO 19 add one M.O.S,IF IQ 10 TO 22 ADD TWO M.O.S , 23 TO 25 ADD M.. THREE , I.Q 26 PLUS ADD FOUR M.O.S only add I.Q Bonus




Pick one set of genetic bonuses or roll percentile for random determination.
01-10% + 1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% + 1D6 to P.S. and + 1D4 to P.E. additional 1d6x10 S.D.C
56-75% + 1D4 to P.S. and + 1D6 to Spd.
76-00% + 1D4+2 to P.B. and + 1D4 to physical attribute of choice.

MOS all get +25% unless otherwise stated
• Infantry
• Heavy infantry
• Marine aviator pick one fix wing ,rotary wing or Robots and Power Armor or Pilot,ground /sea

Infantry
Radio: Basic
Computer Operation
Detect Ambush
Demon and Monster Lore (identification only; )
Swimming
W.P. Energy Pistol
W.P. Energy rifle
W.P knife
W.P. Heavy
W.P. Automatic and Semiautomatic Rifles
Pick W.P two more

Heavy infantry
Radio: Basic
Computer Operation
Detect Ambush
Demon and Monster Lore (identification only;
Swimming

W.P. Flamethrower
W.P. Grenade Launcher
W.P. Heavy Weapons
W.P. Torpedo
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons
W.P knife

Marine aviator by M.O.S pick one from below
• Pilot one fix wing , pick one primary +25 % one secondary +15 %
• Pilot rotary wing ( helicopter miliray or other )pick one primary +25 % one secondary +15%
• Pilot Robots and Power Armor pick two primary +25 %secondary +15%
• Pilot ground any pick three +25 % to all
• Pilot Sea pick pick one primary +25 % one secondary +15%


Radio: Basic
Computer Operation
Detect Ambush
Demon and Monster Lore (identification only;
Swimming
Weapon Systems
Read Sensory Equipment
W.P. Energy Pistol
W.P. Revolver
W.P. Automatic Pistol
W.P. Heavy
W.P knife

O.C.C. Abilities and Bonuses: +1 on initiative, + 1d4 to roll with impact and + 1d4 pull a punch.

O.C.C. Skills:
by M.O.S
Hand to Hand: Expert
Hand to hand: expert can be changed to hand to hand: martial arts (or assassin if an evil alignment) at the cost of one "other" skill.

O.C.C. Related Skills:
Select 14 other skills. Plus select two additional skills at, level two, level three, two at level six. one at level nine. and two at level twelve.
Communications: Any (+15%)
Domestic: Any
Electrical: Any
Espionage: Any (+15%)
Mechanical: Any
Medical: Paramedic and First Aid only (+15%)
Military: Any (+ 15%)
Physical: Any (+15% where applicable)
Pilot: Any (+ 15%)
Pilot Related: Any (+15%)
Rogue: Any
Science: Math and chemistry only (+15%)
Technical: Any (+ 15%)
W.P.: Any
Wilderness: Any (+15%)

Secondary Skills:
The character also gets to select 11 secondary skills from the previous list. These are additional areas of knowledge that do not gel the advantage of the bonuses listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited
(any. only. none ) as previo usly indicated in the list.

Standard Equipment The armor has built-in communication equi pment. Additionally, a survival kit with supplies for 7 days in the field is also provided.


Cybernetics: Start with none. Remember, Salvation and Refuge Bases do have extensive cybernetic facilities. Only basic cybernetic prosthetics and basic items for medical purposes.
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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so sorry for the delay but between this foot ball Aka SUPER BALL AND ,FAMILY , AND OTHER STUFF THERE A DELAY
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://fc03.deviantart.net/fs71/f/2013/ ... 65n4o3.jpg

http://yinteck.deviantart.com/art/Sub-M ... -372274275



Sub Marine Full

Sub Marine is a dedicated combat sea to ground and able to be drop from the air to sea at heights of 65,000 feet and still function from this drop .using only it thruster alone for the drop and can be a walking tank!!! While navy seal do fast and quit and will go loud when need be and disappear, marine go in shot, been drop like a rock to been the last to leave a combat area.
The Sub Marine is agile for it design and able to function as extension of the pilots imagination and combine as robot and powered armored suit. This was a per-rifts design that was taken down by other suit and was too awaked at the time and very slow as well.
this a dedicated robot suit for the Marine units.

http://th05.deviantart.net/fs71/PRE/f/2 ... 63osi2.jpg

http://yinteck.deviantart.com/art/Sub-Marine-368992586

artist comment none

Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
SONAR: both passive and active systems

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection pod: 1 ton add giant size robot . Man size 200 pounds pod M.D 240 plus N.E Knock Off force field 420 depth as robot

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

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 1 ton ,. 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) 150 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 145 M.D.C and the firth hit 140 and so on.


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 Arm
Male pilots get this at third level

16. U.S Military ADD A.I SYSTEMS Advance E.C.C.M systems 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 . U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting



22. LOOK AT 18 but five T.W offensives and T.W five defensive only

23. sub orbital or Satellite Link: The vehicle can tie into a sensor station, surveillance or defense satellite. Satellite links enable the robot to access the data and systems of the satellite, thus it can effectively increase its sensor/radar range, targeting and identification abilities and communication range. Note that not all satellites have this feature and others, especially defense and much surveillance, will allow only preprogrammed units near it and will require an access code. Failure to provide proper access requirements will result in the satellite's noncompliance to the link or,
more likely, cause the satellite to consider the robot an enemy and attack.


M.D.C
Main body600
Main body primary force field-420, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2) 250
Lower Arms (2) 250
Upper Legs (2) 250
Lower Legs (2) 250
Feet (2)150
Head 240
Reinforce cockpit compartment: 250
N.A.A.T/N.A.M.E.S primary force field 420, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators each add 1000 pounds

*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.



Note

All pilots carry this fitting wet suit with light insulation and full environmental capabilities. The helmet completely seals the system with a built-in air regulatorandshort-range radio (5 miles ), loudspeaker , compass. and twin hoses to backpack air tanks. and Heads Up Display (HUD) showing depth (digital). Time ,date, direction and air gauge.
but also serve as small containers that can hold as many as four of the following in each: an extra weapon E.-clip. & underwater flare, a small knife. Maps , computer discs , pen flashlight. or small tool kit. And have lightweight jets made of plastic and ceramic parts thai help to propel divers at slow speeds through the water to reduce fatigue can be hips ,legs ,or back MUST BE DECALRE WHERE . they are Powered by a standard E-clip - good for four hours of use for 48 hour.
• M.D.C.: 50
• N.E knock-off 420
• Weight: 11 Ibs suit: 2 Ibs it can be hips ,legs ,or back MUST BE DECALRE WHERE,
• Superior Mobility; No performance penalties.
• Aqua-jet boots' speed: 15 mph
• 48 hour air supply.
• Maximum Depth: 3000 feet (; ruptures at greater depths.
• Electromagnetic Dampers (experimental): The suit is designed to conceal the electromagnetic signature of the diver, making him invisible not only to artificial forms of detection but also to sharks and other undersea animals.
•Multi-Optic Band: The helmet is equipped with a multi-optic system that enables the diver to see the infrared and ultraviolet of light and as well as telescopic sight and targeting.

Robot Stats
Height 9 Feet
Length 6 feet
Depth/width 4 feet
Weight starts at 3500 pounds Generators 1000 pounds each!!!
Cost robot 2 million
Black market none ,never due to A.I systems and other safety feature

Speed
Range: unlimited
Flying 100 MPH , Max height 4000 feet
Running 55
Walk 2 to 15 MPH
under water depth 3500 feet

Hand to hand: robotic P.S 35



Weapons systems summary
Weapons systems M.D and S.D.C Battle rifle
• SOPMOD M4 Assault rifle rounds pick one Type of round and under barrel NG-12S "Sawed-Off." Or by itself ( color black)
• M249 light machine gun (LMG)
• N.A.T.O M7 Rifle in the back ground or second unit
• Beowulf .50 caliber rifle and .30 calibers
• A.L.T-6
Weapons systems all have Head Laser (Blue -Green lasers )
Weapons systems Grenade Launcher direct and indirect fire
Weapons systems Mini- torpedoes or mini missiles


Head Laser (Blue -Green lasers ) Located above the left and right shoulder is a short rangelaser used as both a tool and a weapon( red dot ).
Mega-Damage: 5D6 M.D. per singlc blast.each if both 1d6x10
Rate of Fire : Equal to the combined hand
Maximum Effective Range : 3500 feet underwater or on land.
Payload: Effectively unlimited .

Weapons systems beowolf 50 caliber rifle (12.7 MM)and 30 caliber(7.8 MM)
Type beowolf 50 caliber rifle (12.7 MM)
Damage pick one from below

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,

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 ,

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

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

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 1000 feet
Rate of fire: aim , burst
Payload: 60 round clip , 120 round clip (large) , box 200 round(single) , drum 300 rounds (single)
Bonus/note/ penalties: must have P.S of 12 or higher



Weapons systems
Type .30 caliber (7.8 MM)
Damage

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

Range 800 feet
Rate of fire:aim ,brust
Payload: 60 round clip , 120 round clip (large) , box 200 round(single) , drum 300 rounds (single)
Bonus/note/ penalties: must have P.S of 12 or higher






http://unspacy.deviantart.com/art/SOPMOD-M4-431652303


type: SOPMOD M4 Assault rifle rounds pick one Type of round
• 5.56 MM
• 6.5 MM
• 7.62MM
Weight:
Mega-Damage:
Can swcith clip to a S.D.C Round clip same damge in S.D.C Rules
5.56 mm , 5.7 mm
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

6.5 MM

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

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

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

5D8X10 OR 1D4 M.D
2D4 M.D Two round burst,
3D4 M.D three round burst,
4D4 M.D four round burst,
5D4 M.D five round burst,
4D6 MD six round burst,
4D8 M.D eight round burst,
6D6 M.D nine round burst ,
1D4X10 M.D ten round burst ,
2D4X10 M.D twenty round burst ,




7.62MM
Generally .357 for revolvers and rifles, .355 in autoloaders
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,
2D6X10 fourth 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 ,

Effective Range: 1000 feet to 2000 feet
Payload: 30 round clip or 40 round clip or 60 small drum ,or 120 dual small drum ,medium drum 140 or dual medium drum 280, ammo box 300 rounds, ammo belt 500 rounds
Note:

Note Under barrel systems as well one from below
• 40 mm Grenade Launcher
• Conventinal M.D Shotguns
• NG-12S "Sawed-Off."


Note Under barrel systems as well one from below NUMBER ONE

type: 40 mm Grenade Launcher (attaches to assault rifle AND MACHINE GUN TOO http://upload.wikimedia.org/wikipedia/c ... M203_1.jpg law enforcement model,

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

single shot
S.D. C Damage
2D4x 100 S.D. C OR 2D4 M.D
two round burst to save ammo also used for BOTH law enforcement & military
4d4x100 S.D.C OR 4D4 M.D
six - round burst
5D8X100+800 OR 1D4X10+8 M.D


Mega-Damage:
H.E 5D6 M.D.
A.P 5d4 M.D.
H.E.A.P 6D6 M.D
DR round 1d4x10
D.U.H.E.A.P 1D4X0+8
tear gas / or smoke (color too)NONE follow rules in PB
Rate of Fire:
Effective Range: 1200 feet
Payload: Single shot mainly law enforcement
Note:
all have a blast radius 3 feet for each Grenade
military Grenade Launcher load out:


1)
allows to carry clip 4 rounds,medium clip 6 ,long clip 8 ,single drum 16,dual drum 32 rounds ,box 40 rounds ,dual box 80
2)
add .5 in pounds per ammo capacity ,
3)
ADD knock down table
4)
and very important Semi-automatic/self-loading a three/automatic fire six - round burst that acts as a short 5) burst, but it is -1 to strike if P.S is under 10

5)
Mega-Damage:
Semi-automatic/self-loading mainly law enforcement as is above basic system
but military fire six - round burst or two round burst to save ammo
six - round burst
H.E 3d6x10 M.D.
A.P 2d6x10 M.D.
H.E.A.P 5d4x10 M.D
DR round 4d6x10
D.U.H.E.A.P 5d6 X10
two round burst to save ammo also used for law enforcement
Mega-Damage:
H.E 1D6x10 M.D.
A.P 1d4x0 M.D.
H.E.A.P 2d4x10M.D
DR round 3d4x10
D.U.H.E.A.P 4D4X0

Note Under barrel systems as well one from below NUMBER TWO

type: Shotguns:
Weight:
Mega-Damage:
Civilian model
http://upload.wikimedia.org/wikipedia/c ... hotgun.jpg
4D6 S.D.C for Buckshot
2D6 S.D.C scatters to cover a 3 ft radius area at 30 feet
and a 10 feet area at 60feetl18 .3 m);
5D6 S.D.C solid slug
M.D
1D4 Scatters
2D4 Buckshot
2D6 solid slug

Semi-automatic law enforcement three round burst

http://upload.wikimedia.org/wikipedia/c ... /AA-12.jpg

law enforcement model,
3D4 M.D Scatters
4D6 M.D Buckshot
6D6 M.D solid slug

Full auto military use only three / or six round burst

http://upload.wikimedia.org/wikipedia/c ... /AA-12.jpg

6D6 M.D Scatters
4d10 or 1d4x10 M.D Buckshot
5d10 M.D solid slug
HERE ADD knocks down table
Rate of Fire: Pump action ,semi auto law enforcement
Effective Range: 150 feet
Payload: 9 internal all shot guns have ,12 clip , or 24 medium clip or 30 large clip or 46 round drum ,ammo belt 80 rounds
Note: The effective range for all shotgun s is 150 feet (45.7 m). Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m). Semi-automatic/self-loading /automatic shotguns can fire a three /six - round burst that acts as a short burst, but it is -1 to strike

Note Under barrel systems as well one from below NUMBER THREE

NG-12S "Sawed-Off."
This weapon resembles a double-barreled sawed-off shotgun with a pistol grip. This .60 caliber smoothbore weapon can fire regular 12-gauge shotgun shells, but it can also fire special explosive rounds (equivalent to small grenades), as well as special ramjet rounds designed to crack open M.D.C. body armor. The ramjet rounds are fired from the gun like a normal bullet, but once they are in the air a secondary rocket booster kicks in, propelling the heavy M.D.C. slug at rail gun like speeds. The main drawback of the NG-1 IS is that it can only fire two rounds at a time (reloading the gun takes one melee action). Juicers, bandits and adventurers like the gun nonetheless and often carry 20 to 50 rounds in ammo bens/bandoleers. Some Juicers have adopted a "Bandito" look, and walk around with crisscrossing ammo belts across their chests. Weight: 3 Ibs (1.35 kg).

Mega-Damage: Varies with ammo type
Shotgun Shell:
4D6 S.D.C. or 8D6 S.D.C. for a double blast at the same target (counts as one melee attack).

Solid Slugs:
5D6 S.D.C. or 1D6xlO S.D.C. for a double blast at the same target (counts as one melee attack).

Explosive Shell (Fragmentary):
2D6 M.D. to a 10 foot (3 m) diameter, or 3D6 M.D. to a 20 foot (6.1 m) diameter for a double blast (counts as one melee attack).

Explosive Shell (Plasma):
3D6 M.D. to a 6 foot (1.8 m) diameter area, or 5D6 M.D. to a 12 foot (3.6 m) diameter area for a double blast (counts as one melee attack).


APRJ (Armor-Piercing Ramjet) Rounds:
2D6 M.D. per shot, or 4D6 M.D. for a double blast at the same target (counts as one melee attack).

Rate of Fire:
Single or double shot only.
Range:
Shotgun shells or slugs: 300 feet (91.4 m).
Explosive Shells
APRJ: 500 feet (152 m).
Payload:
Two shots. Reloading the gun takes one melee round.


http://fc04.deviantart.net/fs71/i/2013/ ... 702nt2.jpg

http://unspacy.deviantart.com/art/M249- ... 1388443717


M249 light machine gun (LMG)

The M249 light machine gun (LMG), previously designated the M249 Squad Automatic Weapon (SAW), and formally written as Light Machine Gun, 5.56 mm, M249 , is the American adaptation of the Belgian FN Minimi, a light machine gun manufactured by the Belgian company FN Herstal (FN). The M249 is manufactured in the United States by the local subsidiary FN Manufacturing LLC in South Carolina and is widely used in the U.S. Armed Forces. The weapon was introduced in 1984 after being judged the most effective of a number of candidate weapons to address the lack of automatic firepower in small units. The M249 provides infantry squads with the heavy volume of fire of a machine gun combined with accuracy and portability approaching that of a rifle.
The M249 is gas operated and air-cooled. It has a quick-change barrel, allowing the gunner to rapidly replace an overheated or jammed barrel. A folding bipod is attached near the front of the gun, though an M192 LGM tripod is also available. It can be fed from both linked ammunition and STANAG magazines, like those used in the M16 and M4. This allows the SAW gunner to use rifleman's magazines as an emergency source of ammunition in the event that he runs out of linked rounds. However, this will often cause malfunctions where the magazine spring has difficulty feeding rounds quickly enough to match the SAW's high cyclic rate.
M249s have seen action in every major conflict involving the United States since the U.S. invasion of Panama in 1989. Soldiers are generally satisfied with the weapon's performance, though there have been reports of clogging with dirt and sand. Due to the weight and age of the weapon, the United States Marine Corps is fielding the M27 Infantry Automatic Rifle with plans to partially replace the M249 in Marine Corps service.
The M249 is sometimes incorrectly referred to as a "Squad Assault Weapon".

In 1965, the U.S. Army and U.S. Marine Corps' primary machine guns were the M2 Browning and M60. The M2 was a large-caliber heavy machine gun, usually mounted on vehicles or in fixed emplacements.The M60 was a more mobile medium machine gun intended to be carried with the troops to provide heavy automatic fire.Both were very heavy weapons and usually required a crew of at least two to operate efficiently. The Browning automatic rifle, the army's main individual machine gun since its introduction in World War I, was phased out in 1957 with the introduction of the M14 rifle, which had a fully automatic mode."Designated riflemen" in every squad were ordered to use their weapons on the fully automatic setting, while other troops were required to use their rifle's semi-automatic mode on most occasions to increase accuracy and conserve ammunition.Because the M14 and M16 rifles had not been designed with sustained automatic fire in mind, they often overheated or jammed. The 30-round and 20-round magazines of these weapons also limited their sustained automatic effectiveness when compared to belt-fed weapons.
The Army decided that an individual machine gun, lighter than the M60, but with more firepower than the M16, would be advantageous; troops would no longer have to rely on rifles for automatic fire.Through the 1960s, the introduction of a machine gun into the infantry squad was examined in various studies.While there was a brief flirtation with the concept of a flechette- or dart-firing Universal Machine Gun during one study, most light machine gun experiments concentrated on the Stoner 63 light machine gun, a modular weapon which could be easily modified for different purposes.The Stoner 63 LMG saw combat for a brief period in Vietnam with the USMC, and later on a wider scale with the U.S. Navy SEALs.
In 1968, the Army Small Arms Program developed plans for a new 5.56 mm caliber LMG, though no funds were allocated (5.56 mm ammunition was viewed as underpowered by many in the armed forces). Studies of improved 5.56 mm ammunition, with better performance characteristics, began.[ The earliest reference to studies of other caliber cartridges for the LMG did not appear until 1969.[ In July 1970, the U.S. Army finally approved development of an LMG, with no specified caliber. At this time, the nomenclature "Squad Automatic Weapon" (SAW) was introduced.Actual design of alternative cartridges for the LMG did not begin until July 1971. A month later, Frankford Arsenal decided upon two cartridge designs for the new LMG: a 6 mm cartridge and a new 5.56 mm cartridge with a much larger case.Neither design was finalized by March 1972, when the Army published the specifications document for the planned SAW.The 6 mm cartridge design was eventually approved in May that year.Prior to July 1972, SAW development contracts were awarded to Maremont, Philco Ford, and the Rodman Laboratory at Rock Island Arsenal. These companies produced designs with Army designations XM233, XM234 and XM235 respectively—X denoting "experimental". Designs were required to have a weight of less than 9.07 kg (20 lb) including 200 rounds of ammunition, and a range of at least 800 meters (2,600 ft).
When the time came for developmental and operational testing of the SAW candidates, three 5.56 mm candidate weapons were included with the 6 mm candidates: the M16 HBAR, a heavy-barrel variant of the M16 designed for prolonged firing; the Fabrique Nationale de Herstal (FN) Minimi; and the HK 23A1. The initial round of tests ended in December 1974. In February 1976, the Minimi and Rodman XM235 SAW were selected for further development. At this time, opinions of the 6 mm cartridge were beginning to sour due to the logistical implications of providing yet another ammunition type to the infantry.[22] In June, it was requested that the SAW specifications document be revised to emphasize standard 5.56 mm ammunition. In October, the requested revisions were approved, and bids were solicited for the conversion of the Rodman XM235 to 5.56 mm. Production of the converted XM235 was awarded to Ford Aerospace, and its designation was changed to XM248. A new M16 HBAR variant, the XM106, was developed in 1978, and soon after, Heckler & Koch lobbied to include a 5.56 mm conversion of its HK 21A1 (instead of the standard 7.62 mm NATO ammunition it was built for) in future SAW testing. The latter model was designated the XM262. At this time, the Minimi received the designation XM249.Testing of the four candidates resumed in April 1979.
In May 1980, the FN XM249 was selected as the best choice for future development on the grounds of performance and cost, while the HK XM262 reportedly came a close second.In September, FN was awarded a "maturity phase" contract for further development of the XM249,and testing of the new weapon began in June 1981. The official adoption took place on February 1, 1982.
The new gun entered U.S. Army service as the M249 squad automatic weapon in 1984, and was adopted by the U.S. Marine Corps a year later. The U.S. production model has a different butt from that of the regular Minimi.It is manufactured in the FN factory in Columbia, South Carolina.
Although found to be reliable and accurate, the M249 was considered to present unacceptable hazards in the form of an exposed hot barrel and sharp edges. There were also complaints that the front sight required special adjustment tools. On August 23, 1985, then-U.S. Under Secretary of the Army James R. Ambrose suspended M249 production pending the development of the product improvement program (PIP) intended to fix these problems.[Congress deleted funds for the M249 from the Fiscal Year 1986 defense budget, then retroactively set aside the program's prior year's funds from the M249 program for other purposes, including retirement and pay raises. Over 1,100 M249s already issued were to remain in use, but be retrofitted with the PIP kit when it became available. Over 7,000 remaining M249s were to stay in storage at depots until corrective changes could be made. The PIP kit was eventually developed and implemented, and production of the M249 resumed. In 1994 the M249 squad automatic weapon was re-designated the M249 light machine gun.
Design details
the M249 is a belt-fed light machine gun. It fires the 5.56×45 mm NATO cartridge, usually a combination of one M856 tracer and four M855 ball cartridges fed from M27 linked belts. Belts are typically held in a hard plastic or soft canvas box attached to the underside of the weapon.
It fires from an open bolt and is gas operated. When the trigger is pulled, the bolt and bolt carrier move forward under the power of the recoil spring. A cartridge is stripped from the belt, chambered, and discharged, sending a bullet down the bore. Expanding propellant gases are diverted through a hole in the barrel into a chamber. This pressure moves a piston providing the energy to extract and eject the spent casing as well as advance the belt and compress the recoil spring, thus preparing for subsequent shots. At 1,041 mm (41 in) long and 7.5 kg (17 lb) in weight (10 kg (22 lb) including a 200-round belt and plastic ammo box), the M249 is a cumbersome weapon.
The barrel has a rifling twist rate of one turn in 180 mm (7 in). Because firing heats up the bore, the air-cooled barrel is equipped with a mechanism to remove and replace the barrel assembly with a spare. A folding bipod with adjustable legs is attached near the front of the weapon, though there are provisions for hard-mounting to a M192 Lightweight Ground Mount tripod or vehicle mount. The M249 provides accuracy approaching that of a rifle, combined with the sustained volume of fire of a machine gun. Its original gas regulator offered two different gas port sizes, allowing cyclic rates of fire of 725 rounds per minute (r/min) or 1,000 r/min. The latter setting was intended for adverse conditions such as an excessively dirty firearm or cold weather. The two-position gas regulator was discarded as part of a product improvement program. Sustained rate of fire, the rate of fire at which the gunner can fire continuously without overheating, is approximately 85 r/min.
Iraq War

The PIP and Para versions of the M249 have also been used in the Iraq war since the invasion. By 2004, many M249s had been in service for almost twenty years and were becoming increasingly unreliable. Soldiers were requesting replacements and new features, and there are reports of soldiers holding their weapons together with duct tape.The lethality of the 5.56 mm ammunition has been called into question by reports of enemy soldiers still firing after being hit multiple times.As in previous conflicts, the sandy environment causes the M249s and other weapons to clog up and jam if they are not cleaned very regularly.
Operation Iraqi Freedom PEO Soldier Lessons Learned, a report on the performance of weapons in the Iraq War, was published by Lieutenant Colonel Jim Smith of the U.S. Army on May 15, 2003. Smith spoke positively of the M249, claiming that it "provided the requisite firepower at the squad level as intended". He praised the SPW variant, noting that its "short barrel and forward pistol grip allowed for very effective use of the SAW in urban terrain". At the National Defense Industrial Association in 2007, LTC Al Kelly of the 1st Battalion, 17th Infantry gave a presentation describing the M249 as having "good range, excellent reliability" and an "excellent tracer". He said that a cloth pouch was preferred over the plastic box for holding linked ammunition, and that "knock-down power is poor but is compensated by rate of fire".
In December 2006, the Center for Naval Analyses released a report on U.S. small arms in combat. The CNA conducted surveys on 2,608 troops returning from combat in Iraq and Afghanistan over the past 12 months. Only troops who fired their weapons at enemy targets were allowed to participate. 341 troops were armed with M249 SAWs, making up 13 percent of the survey. 71 percent of M249 users (242 troops) reported they were satisfied with the weapon. 40 percent of users preferred feeding the SAW with the soft 100-round pouch, while 21 percent chose the soft and hard 200-round pouches each. 60 percent (205 troops) were satisfied with handling qualities such as handguards, size, and weight. Of the 40 percent dissatisfied, just under half were with its weight. M249 users had the lowest levels of satisfaction with weapon maintainability at 70 percent (239 troops), most due to difficulty in removing and receiving small components and poor corrosion resistance. The SAW had the highest levels of stoppages at 30 percent (102 troops), and 41 percent of those that experienced a stoppage said it had a large impact on their ability to clear the stoppage and re-engage their target. 65 percent (222 troops) did not need their machine guns repaired while in theater. 65 percent (222 troops) were confident in the M249's reliability, defined as level of soldier confidence their weapon will fire without malfunction, and 64 percent (218 troops) were confident in its durability, defined as level of soldier confidence their weapon will not break or need repair. Both factors were attributed to high levels of soldiers performing their own maintenance. 60 percent of M249 users offered recommendations for improvements. 17 percent of requests were for making the weapon lighter, and another 17 percent was for more durable belt links and drums, as well as other modifications such as a collapsible stock.

Future

Many of the M249s still in U.S. Army and U.S. Marine Corps service have been worn down by continuous use and are becoming increasingly unreliable. A refurbishment program intended to extend the service lives of these M249s has been carried out, though the weapons are still deteriorating from heavy use. In particular, warping of the receiver rails is a nearly ubiquitous defect in heavily used first-generation M249s. This defect is no longer present on the current-issue M249, which has reinforced rails and full-length welding rather than spot welding.
The U.S. Marine Corps tested the M27 Infantry Automatic Rifle, a lighter, magazine-fed rifle to supplement and partially replace the M249. With plans to buy up to 4,100 IARs to complement and partially replace its 10,000 M249s (of which 8,000 will remain in service) held at platoon level, it has acquired 450 of the Heckler & Koch HK416–based weapons for testing.The U.S. Army does not plan to introduce the IAR. Colonel Robert Radcliffe of the U.S. Army Infantry Research and Development Center stated that an automatic rifle with a magazine would lower the effectiveness and firepower of a squad. While the Marine Corps has 13-man squads, the Army organizes its soldiers into squads of nine and needs considerably more firepower from the squad machine gunners to make up the difference. The U.S. Army does, however, want to replace aging M249s with newer weapons.They are currently working on replacing the M249's buttstock with a redesigned adjustable stock.The U.S. Army is also looking to replace the M249 with the LSAT light machine gun.


Specifications
Weight 7.5 kg (17 lb) empty,
10 kg (22 lb) loaded
Length 40.75 in (1,035 mm)
Barrel length
465 mm (18 in)
________________________________________
Cartridge
5.56×45 mm NATO

Action
Gas-operated, open bolt

Rate of fire
Sustained rate of fire: 100 RPM
Rapid rate of fire: 200 RPM
Cyclic rate of fire: 800 RPM
Muzzle velocity
915 m/s (3,000 ft/s)
Effective range 700 m (770 yd) (point target)
3,600 m (3,940 yd) (maximum range)
Feed system M27 linked belt, STANAG magazine



Weapons systems
Damage
typical 25 cal, not normally called 6.5
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
1d10x10 fifthy rounds brust
2d6x10 sixth rounds burst
4d6x10 one hundred rounds burst
Range 1000 feet
Rate of fire: burst,aim get add+2
Payload: belt feed 200 rounds or 400 rounds or 600 round or heavy belt 1000 rounds PS required 18 or better and P.E 10 or better

note:
Can add grenade Launcher or Heavy M.D shot gun look above

M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all brust ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems


all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer








N.A.T.O M7 Rifle


http://th05.deviantart.net/fs71/PRE/i/2 ... 6ve5de.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0


XM 8 LATER CALLED M8
NOTE number 1 to 4 compact
for security reasons and heavy weapons coping from NEMA
Number 5
standard battle rifle
Number 6
Long range battle rifle
Number acting as SAW weapon
The XM8 was the U.S. military designation for a lightweight assault rifle system under development by the United States Army from the late 1990s to early 2000s. The rifle is designed by German small arms manufacturer Heckler & Koch (H&K), and shares design and engineering with their G36 rifle.
The XM8 design was originally part of the Objective Individual Combat Weapon program (OICW), which was developing a "smart" grenade launcher system with an underslung carbine rifle as a backup weapon. The system was unable to meet performance and weight requirements and eventually canceled. In the aftermath, the two portions of the OICW were separated, resulting in the XM8 and MX29 projects.
Although there were high hopes that the XM8 would become the Army's new standard infantry rifle, the project was put on hold in April 2005, and was formally canceled on October 31, 2005. However, the weapon is now in service with Malaysian special forces and some private military companies.

The U.S. Army's purpose in contracting for this prototype weapon was to provide replacement options for the M16 rifle after the XM29 program ran into problems. The Army's goal was a weapon that was cheaper, lighter, and more effective than the M16 and M4 Carbine series of weapons. The XM8 was not just one weapon but a system which could be reconfigured with appropriate parts to be any one of several variants from a short-barreled personal defense weapon to a bipod-equipped support weapon. It also included an integrated optical sight and IR laser aiming module/illuminator.
The XM8 was based on the rifle module of Alliant Techsystems's XM29 OICW project, of which the weapon mechanisms were the responsibility of H&K. Following the indefinite delay of the Objective Individual Combat Weapon program, the U.S. Army requested that the contractors design stand-alone weapons from the XM29's kinetic energy and high explosive modules.
The first 30 XM8 prototypes were delivered by November 2003 for preliminary testing. Later, at least 200 developmental prototypes were procured. Among the complaints during testing was that the battery life was too low for the weapon's powered sight system and some ergonomics issues. Two other key issues were reducing the weapon's weight and increasing the heat resistance of the hand guard, which would start to melt after firing too many rounds. The main testing was largely completed, and the Army pushed for funding for a large field test. However, in 2004 Congress denied $26 million funding for 7,000 rifles to do a wide scale test fielding of the XM8 in 2005. At the time the rifle still had developmental goals that were incomplete, primarily associated with the weapon's weight; the battery life had been extended, and a more heat-resistant plastic hand-guard added. The earliest product brochure lists the target weight for the carbine variant at 5.7 lbs (2.6 kg) with the then current prototype at 6.2 lb (2.8 kg). The weight of the carbine prototype had since grown to 7.5 lbs (3.4 kg) according to a brochure released by HK and General Dynamics in January 2005.

During the same period, the Army came under pressure from other arms makers to open up the XM8 to competition. The main argument was that the weapon that was being adopted was a substantially different system than for the original competition that ATK and H&K had actually won (see XM29). Other issues were that the Army has a legislated obligation to prefer U.S.-based manufacturers, and that a previous agreement with Colt Defense required the Army to involve Colt in certain small-arms programs. The XM8 program was put on hold by the Army in 2004. The exact reason why this happened is a matter of debate; some combination of the aforementioned technical issues, funding restrictions, and outside pressure being involved.
In 2005, the Army issued a formal Request for Proposals (RFP) for the OICW Increment One family of weapons. This RFP gave manufacturers six months to develop and deliver prototype weapons with requirements very similar to the XM8 capabilities, but with the addition of a squad automatic weapon (SAW) configuration. Currently, no XM8 prototypes have been shown that actually match the capabilities of the M249 (e.g. fast barrel replacement, high sustained rate of fire, belt feed). The OICW Increment One requirement for the SAW includes fast barrel replacement and high sustained rate of fire, but leaves the ammunition feed choice up to the manufacturer.

Materials and weight


The materials used to build the XM8 are almost entirely composites — with the notable exception of the cold hammer forged steel barrel. Preliminary tests in desert and Arctic conditions have shown XM8 to be a rugged weapon, though some complaints arose. It is reported to be capable of firing 15,000 rounds without cleaning or lubrication and up to 20,000 rounds before barrel replacement. In contrast, the M16A2 needs to be cleaned often, and has a barrel life of approximately 7,000–8,000 rounds.
Much of the expected cost and weight savings are from the weapon's electronic sight. The sight is much more than a 1.5x red dot sight, including IR lasers and pointers as well. The baseline XM8 carbine (with its integrated sight), for example, can be compared to an M4 carbine with a host of previous-generation electronic add-ons like the AN/PEQ-2, Aimpoint CompM2, Advanced Combat Optical Gunsight, and/or BUIS. Without the advantage of the next-generation combined electronics sight, the XM8 would be both heavier and more expensive than the firearms it is intended to replace. The XM320 grenade launcher, intended to be used with the current M4/M16 firearms as well as the XM8 family, includes feature enhancements

Accessories

XM8 abandons the standard MIL-STD-1913, for attachment of weapon accessories, in favor of a new standard referred to as PCAP (Picatinny Combat Attachment Points), small oval holes on the forward grip. (A variant was designed with MIL-STD-1913 rails — XM8 R; and some early XM8 prototypes had rails.) PCAP is not backwards compatible with currently fielded attachments that use MIL-STD-1913 rails without using an adapter. The benefit of PCAP, however, is the precision of the accessory's connection with the body of the weapon; accessories utilizing MIL-STD-1913 rails often need adjustment if they are removed and reattached. Additionally, most standard accessory functionality is built into the XM8. Where functionality was missing, it was anticipated that accessories would be redesigned to utilize PCAP. In the new OICW Increment One competition, the Army has left the choice of attachment technology up to the manufacturer, with requirements built into the RFP as to the ability of sights to maintain their zero.
The M4 carbine barrel is 14.5 inches (368 mm) and the XM8 barrel is 12.5 inches (318 mm) but the rifles have the same overall length. Although a shorter barrel generally results in lower muzzle velocity, Polygonal rifling partially compensates from the loss of velocity from a shorter barrel. An electronic round counter was proposed for the XM8. The system would have tracked the number of rounds fired and the date and time of each shot. The data would then be accessed wirelessly by a device like a PDA. Another benefit would be to monitor unauthorized weapon use or corroborate field reports. Other features included completely ambidextrous controls and an integrated red dot/3x optical zoom scope (later changed to a red dot/1x sight). However the designated marksman configuration used a 3.5x magnification scope.

RIFTS UPDATE
Specifications

Weight
7.5 lb (3.4 kg) pre rifts ,rifts 2 pounds

Length
33 in (838 mm)

Barrel length
12.5 inches (318 mm)

Cartridge
5.56x45mm NATO
Action
Gas-operated, rotating bolt

Rate of fire
750 rounds/min

Muzzle velocity
approx. 900 m/s (see variants)

Feed system
30-round detachable box magazine, 100-round C-Mag drum magazine

Sights
Unmagnified reflex sight (4x for DMR variant)


Weapons systems number one light assault rifle M8A
Type M.D 5.56x45mm NATO, was low dage for urban combat but can let loss a hail of MD rounds when need in combat and were seen by NGR stanrad as below way down.but when seen in action able to go MD to SDC rounds in from light infantry nad have their oen heavy support like the Russian troop were allow to expand on this .even NGr troops are buy out of their own pockets these weapons !!! later the MD vercion of Heckler & Koch HK416
http://unspacy.deviantart.com/art/Heckl ... 1388378717 came out well it beena hit : sold before it the the stores!!!

Weapons systems M8
Damage
typical 25 cal, not normally called 6.5
5D4 X10 S.D.C OR 2 M.D
1D4 M.D Two round burst,
1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 M.D fourth round burst
Range1000 feet
Rate of fire: burst,aim get add+2
Payload: 30 or 100 rounds or 200 rounds

note: all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer



N.A.T.O M7 Rifle


http://th05.deviantart.net/fs71/PRE/i/2 ... 6ve5de.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0


Weapons systems number two light assault rifle with grenade launcher M8B
Type
M.D 5.56x45mm NATO
Damage
light assault rifle look above
Grenade launcher H.E.A.T 5D6 M.D ,
Range light assault rifle look above , grenade launcher 2000 feet direct fire ,indirect fire 4000 feet
Rate of fire: light assault rifle look above Grenade launcher single shot or dual shot brust
Payload: light assault rifle look above, grenade launcher two rounds
note: all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer

N.A.T.O M7 Rifle


http://th05.deviantart.net/fs71/PRE/i/2 ... 6ve5de.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0

Weapons systems large drum add number three M8C
Type M.D 5.56x45mm NATO
Damage
light assault rifle look above
Grenade launcher H.E.A.T 5D6 M.D ,
Range light assault rifle look above , grenade launcher 2000 feet direct fire ,indirect fire 4000 feet
Rate of fire: light assault rifle look above Grenade launcher single shot or dual shot brust
Payload:
Grenade launcher drum(x2) side by side 10 rounds
light assault rifle large drum 200 rounds


Weapons systems number four battle rifle and M.D semi auto shotgun M8D
Type M.D 5.56x45mm NATO
Damage
light assault rifle look above
M.D semi auto shotgun 4D6 M.D., 1d4x10+8 two round burst
Range[/u
M.D semi auto shotgun 160 feet
M.D semi auto shotgun Effective Range: 1600 feet
[u] Rate of fire:

light assault rifle look above
M.D semi auto shotgun Standard, burst
Payload:
light assault rifle look above
M.D semi auto shotgun:16 rounds; loaded manually, one round at a time. A speed loader will load eight (8) rounds in four seconds (one melee action) or long clip 32 rounds or drum 64 or belt 128 rounds
note: all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 30% range and one of the following muzzle flash gives no flash to wearer location or silencer

N.A.T.O M7 Rifle


http://th05.deviantart.net/fs71/PRE/i/2 ... 6ve5de.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0

Weapons systems number five battle rifle M8E
standard combat M.D rifle for troops
Type
M.D 5.56x45mm NATO
Damage
light assault rifle look above
Range
battle rifle 4000 feet
Rate of fire:
light assault rifle look above
Payload: stnadrad clip 50 rounds,long clip 80 rounds
note: standard combat M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all brust ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems
all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 50% range and one of the following muzzle flash gives no flash to wearer location or silencer

N.A.T.O M7 Rifle


http://th05.deviantart.net/fs71/PRE/i/2 ... 6ve5de.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0

Weapons systems number six long range battle rile M8F
Type M.D 5.56x45mm NATO
Damage assault rifle look above
Range 8000 feet
Rate of fire: assault rifle look above
Payload: 200 drum
note: standard combat M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all brust ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems
all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 50% range and one of the following muzzle flash gives no flash to wearer location or silencer

N.A.T.O M7 Rifle


http://th05.deviantart.net/fs71/PRE/i/2 ... 6ve5de.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0

Weapons systems NUMBER SEVEN long range S.A.W, also known as section automatic weapon or light support weapon M8 G
Type M.D 5.56x45mm NATO
Damage assault rifle look above
Range 5000 FEET
Rate of fire: assault rifle look above
Payload: 300 ROUNDS DAUL DRUM R 600 ROUNDS TOTAL
note: standard combat M.D rifle muti-scope Laser targeting , Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars systems add plus + 2 to all brust ,aim +4 added !!!and connected helmet via WIFI short range , blue tooth ,mini radio , anti-recoil systems
all can use one of the following standard barrel , heavy barrel add 10% to damage and 10 to 50% range and one of the following muzzle flash gives no flash to wearer location or silencer

N.A.T.O M7 Rifle


http://th05.deviantart.net/fs71/PRE/i/2 ... 6ve5de.jpg

http://unspacy.deviantart.com/art/Rifts ... 70593&qo=0

note for the following from numbers 1 to 17
Type Beowulf 50 caliber rifle (12.7 MM)
Type .30 caliber (7.8 MM)
type: SOPMOD M4 Assault rifle rounds pick one Type of round
M249 light machine gun (LMG)
N.A.T.O M7 Rifle

All get the following 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






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 vehicles it can be mounted as a heavy weapon systems(this used as a rifle type weapon systems look at picture above black color rifle) .
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


Weapons systems WI-GL 20 Automatic grenade Launcher these are built in the rear back/shoulder there are two

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 each cover 10 feet
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
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



Weapons systems (2) dual systems mini torpedo/missile systems
Type mini torpedo/missile systems
Damage varies
mini torpedo mainly plasma type
missile systems mainly plasma type
Range
varies
Rate of fire:
mini torpedo one or any or all counts as one attack
missile systems one or any or all counts as one attack
Payload:
mini torpedo 30 each
missile systems 30 each
Bonus/note/ penalties: same rule apply
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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will have soon posting up soon play N.A.T.O retro vehicles that well done before but improved upon
the best information in MD rounds and taking into a count what I was told via post and email thank guys and girls hope you like it
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4063
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 norther 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 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 be part of something big across the pond !!1

•The F-16( will be the work horse in North America and south Amercia for Columbia )
•the Super-Tomcat
•F-14 Super-Tomcat Series
•The F4 phantom –Bomber
•Huey I-D Assault Helicopter
•HUEY COBRA
•The Osprey Pre-rifts
•UH-60 Black Hawk

http://upload.wikimedia.org/wikipedia/c ... e_2008.jpg

F I6 Falcon
Negative stability and fly-by-wire
The F-16 was the first production fighter aircraft intentionally designed to be slightly aerodynamically unstable, also known as "relaxed static stability" (RSS), to improve maneuverability. Most aircraft are designed with positive static stability, which induces aircraft to return to straight and level flight attitude if the pilot releases the controls. This reduces maneuverability as the aircraft must overcome its inherent stability in order to maneuver. Aircraft with negative stability are designed to deviate from controlled flight and thus be more maneuverable. At supersonic speeds the F-16 gains stability (eventually positive) due to changes in aerodynamic forces.
To counter the tendency to depart from controlled flight—and avoid the need for constant trim inputs by the pilot, the F-16 has a quadruplex (four-channel) fly-by-wire (FBW) flight control system (FLCS). The flight control computer (FLCC) accepts pilot input from the stick and rudder controls, and manipulates the control surfaces in such a way as to produce the desired result without inducing control loss. The FLCC conducts thousands of measurements per second on the aircraft's flight attitude to automatically counter deviations from the pilot-set flight path; leading to a common aphorism among pilots: "You don't fly an F-16; it flies you."[62]
The FLCC further incorporates limiters that govern movement in the three main axes based on current attitude, airspeed and angle of attack (AOA), and prevent control surfaces from inducing instability such as slips or skids, or a high AOA inducing a stall. The limiters also prevent maneuvers that would exert more than a 9 g load. Although each axis of movement is limited by the FLCC, flight testing revealed that "assaulting" multiple limiters at high AOA and low speed can result in an AOA far exceeding the 25° limit; colloquially referred to as "departing". This causes a deep stall; a near-freefall at 50° to 60° AOA, either upright or inverted. While at a very high AOA, the aircraft's attitude is stable but control surfaces are ineffective and the aircraft's pitch limiter locks the stabilators at an extreme pitch-up or pitch-down attempting to recover; the pitch-limiting can be overridden so the pilot can "rock" the nose via pitch control to recover.
Unlike the YF-17, which had hydromechanical controls serving as a backup to the FBW, General Dynamics took the innovative step of eliminating mechanical linkages between the control stick and rudder pedals, and the aerodynamic control surfaces. The F-16 is entirely reliant on its electrical systems to relay flight commands, instead of traditional mechanically-linked controls, leading to the early moniker of "the electric jet". The quadruplex design permits "graceful degradation" in flight control response in that the loss of one channel renders the FLCS a "triplex" system. The FLCC began as an analog system on the A/B variants, but has been supplanted by a digital computer system beginning with the F-16C/D Block 40. The F-16's controls suffered from a sensitivity to static electricity or electrostatic discharge (ESD). Up to 70–80% of the C/D models' electronics were vulnerable to ESD.


Cockpit and ergonomics
ne feature of the F-16 for air-to-air combat performance is the cockpit's exceptional field of view. The single-piece, bird-proof polycarbonate bubble canopy provides 360° all-round visibility, with a 40° look-down angle over the side of the aircraft, and 15° down over the nose (compared to the more common 12–13° of preceding aircraft); the pilot's seat is elevated for this purpose. Furthermore, the F-16's canopy lacks the forward bow frame found on many fighters, which is an obstruction to a pilot's forward vision.

F-16 ground trainer cockpit (F-16 MLU)
The F-16's ACES II zero/zero ejection seat is reclined at an unusual tilt-back angle of 30°; most fighters have a tilted seat at 13–15°. The seat was tilted back in order to allow taller pilots to fly the aircraft. It had the added advantage of increased tolerance to G-force.The seat angle has been associated with reports of neck ache, possibly caused by incorrect use of the head-rest.Subsequent U.S. fighters have adopted more modest tilt-back angles of 20°.Due to the seat angle and the canopy's thickness, the F-16's ejection seat lacks steel canopy-breakers for emergency egress; instead the entire canopy is jettisoned prior to the seat's rocket firing.
The pilot flies primarily by means of an armrest-mounted side-stick controller (instead of a traditional center-mounted stick) and an engine throttle; conventional rudder pedals are also employed. To enhance the pilot's degree of control of the aircraft during high-g combat maneuvers, various switches and function controls were moved to centralised "hands on throttle-and-stick (HOTAS)" controls upon both the controllers and the throttle. Hand pressure on the side-stick controller is transmitted by electrical signals via the FBW system to adjust various flight control surfaces to maneuver the F-16. Originally the side-stick controller was non-moving, but this proved uncomfortable and difficult for pilots to adjust to, sometimes resulting in a tendency to "over-rotate" during takeoffs, so the control stick was given a small amount of "play". Since introduction on the F-16, HOTAS controls have become a standard feature on modern fighters.
The F-16 has a head-up display (HUD), which projects visual flight and combat information in front of the pilot without obstructing the view; being able to keep his head "out of the cockpit" improves a pilot's situational awareness.[75] Further flight and systems information are displayed on multi-function displays (MFD). The left-hand MFD is the primary flight display (PFD), typically showing radar and moving-maps; the right-hand MFD is the system display (SD), presenting information about the engine, landing gear, slat and flap settings, and fuel and weapons status. Initially, the F-16A/B had monochrome cathode ray tube (CRT) displays; replaced by color liquid crystal displays on the Block 50/52. The MLU introduced compatibility with night-vision goggles (NVG). The Boeing Joint Helmet Mounted Cueing System (JHMCS) is available from Block 40 onwards, for targeting based on where the pilot's head faces, unrestricted by the HUD, using high-off-boresight missiles like the AIM-9X

new variant of F-16 (which carries a V suffix, referencing to its Viper nickname) at the 2012 Singapore Air Show. George Standridge, vice-president of business development at Lockheed Martin Aeronautics, was quoted to say that the new variant will feature an active electronically scanned array (AESA) radar, a new mission computer and various cockpit improvements; further details revealed that this package can be retrofitted to previous F-16s as well, making these aircraft comparable to the Block 60 variant


Model Type: NATO Improved Falcon

Systems of Note: N.A.T.O. has outfitted the F I6 Falcon 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 ) only NATO AND NAMES ,AND NAAT Nuclear Powered: others uded fossil fuel systems look below which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2 ) Radar: Can identify and track up to 48 targets simultaneously at a range of 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 ) Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
9 ) 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!
10) 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.
11) Range: Close Defense 1000 feet
12) Damage:
13) Standard
14) None; similar to Triax-style chaff/smoke ,hight intensity flares ( for day light operations only)
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: 200
Weight add: 100 pounds per 24
NOTE basically the same but energy base reduce weight by 50%
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
75-90 Missile/Volley diverts and may pursue/lock on to other targets
91-00 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
R.O.F: single or burst
Payload: unlimited
15) 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.
16) 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
Enhanced Radar: Can identify and sim ultan eously track up to 96 targets. Range: 250 miles (400 km).
17) Pilot and Sensor Systems: H.U.D. helmet, opt ics include thermal imager (6000 fee(/1828 m), pass ive nightv ision (4000 foot/1219 m range), laser targeting system (+2 to strike with M61 20mm Gatling Cannon), and special fly-by-wire flight controls.These features significantly improve the reaction time of the pilot for firing weapons (missiles & cannon), providing a bonus of+1on initiative, + 2 to strike, and +20% skill bonus for pilots with the Jet Fighter skll

18) Computer controlled life support system:
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engage when needed. Can recirculate 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
i. fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor


Class: light Multi-role fighter aircraft.
Crew: One.
M.D.C. by Location:
* Landing Gear/Tires (3) - 25 each
• Nose Gun ( 1) - 10
• Wing Pylon Mounted Missiles (6) - 25 each
** Wings (2) - 143 each
Reinforced Pilot's Compartment - 130
•• Main Body/Fuselage - 220
* Targets marked by a sing le asterisk are small and/or difficult to hit and require a Called Shot to strike with a -3 modifier.
Destroyed landing gear will result in emergency landing rules .
Destroying a pylon-mounted missile or bomb will detonate it and inflict damage to aircraft.
** Destroying one of the wings or depleting the M.D.C. of the main body will knock the bird out of the sky! Roll unde r piloting skill -40% for a successful crash landin g (plane is
wrecked, but pilot survives with a few scrapes and bruises).

General characteristics
Crew: 1
Length: 49 ft 5 in (15.06 m)
Wingspan: 32 ft 8 in (9.96 m)
Height: 16 ft (4.88 m)
Wing area: 300 ft² (27.87 m²)
Airfoil: NACA 64A204 root and tip
Empty weight: 18,900 lb (8,570 kg)
Loaded weight: 26,500 lb (12,000 kg)
Max. takeoff weight: 42,300 lb (19,200 kg)
Powerplant: 1 × F110-GE-100 afterburning turbofan
Dry thrust: 17,155 lbf (76.3 kN)
Thrust with afterburner: 28,600 lbf (127 kN)
Performance
Maximum speed:
At sea level: Mach 1.2 (915 mph, 1,470 km/h)[59]
At altitude: Mach 2[1] (1,320 mph, 2,120 km/h) clean configuration
Combat radius: 340 mi (295 nmi, 550 km)on a hi-lo-hi mission with four 1,000 lb (450 kg) bombs
Ferry range: 2,280 nmi(2,620 mi, 4,220 km)with drop tanks
Service ceiling: 50,000+ ft[1] (15,240+ m)
Rate of climb: 50,000 ft/min (254 m/s)
Wing loading: 88.3 lb/ft² (431 kg/m²)
Thrust/weight: 1.095
Armament
Guns: 1× 20 mm (0.787 in) M61 Vulcan 6-barreled Gatling cannon, 511 rounds
Hardpoints: 2× wing-tip Air-to-air missile launch rails, 6× under-wing & 3× under-fuselage pylon stations holding up to 17,000 lb (7,700 kg) of disposable stores TOTAL 11 Hard points
cost 1 million

Weapon Systems
1. M61 Vulcan 6-barreled Gatling cannon: this is the same pre-Rifts Gatling cannon originally installed on the F-14. The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Mega-Damage: pick one of the following below in bold letters

1D10X10 SDC OR 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,



Missiles Pylons
can either a one AIM-54 Phoenix Air-to-Air Missiles or one Long-Range Missiles or one short range missile or one fire and forget medium range missile per Missiles Pylon no mini missile pod or senor pod allowed

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 , thermos 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: 1 to 11 missiles total.

3. Wing Mounted Long-Range Missiles (2):
Per Missiles Pylons 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: 1 to 11 missiles total.



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

An Israeli F-16I (Block 52) with conformal fuel tanks (CFTs), internal/integrated Electronic Counter Measures, and other external stores during a Red Flag exercise at Nellis AFB, NV, July 2009

All the same above
Model Type: NATO Improved Falcon All the same above
Systems of Note: All the same above
Class: light Multi-role fighter aircraft. All the same above
Crew: two.
M.D.C. by Location: All the same above but NAAT, NATO NAMES add NE Force filed system 420 add 2000 pounds to weight
General characteristics All the same above
Performance All the same above
Armament All the same above
Bonus
• ECM built in systems look rules up, can give radar, IR systems , heat seeking missiles a – 1d8 to strike but TOW systems arenot effected by ECM ,second pilot must have ECCM training
• Cover by RAP (radar absotion paint) all target sytems get -1 to hit
• Range 500 miles
• Anti missilies Laser lock systems
cost 1,200,000

http://upload.wikimedia.org/wikipedia/c ... a-F16I.jpg

Israeli F-16I (Block 52)
Based on the F-16C/D Block 50/52, it features improved radar and avionics and conformal fuel tanks; it has only been sold to the United Arab Emirates. At one time, this version was incorrectly thought to have been designated "F-16U." A major difference from previous blocks is the Northrop Grumman AN/APG-80 Active Electronically Scanned Array (AESA) radar, which gives the airplane the capability to simultaneously track and destroy ground and air threats. The Block 60's General Electric F110-GE-132 engine is a development of the -129 model and is rated at 32,500 lbf (144 kN). The Electronic Warfare system is supposed to be quite advanced and includes the Northrop Grumman Falcon Edge Integrated Electronic Warfare Suite RWR together with the AN/ALQ-165 Self-Protection Jammer. Falcon Edge, which was developed by Northrop Grumman specifically for the Block 60, is capable of showing not only the bearing of any threat but also the range. The Block 60 allows the carriage of all Block 50/52-compatible weaponry as well as AIM-132 Advanced Short Range Air-to-Air Missile (ASRAAM) and the AGM-84E Standoff Land Attack Missile (SLAM). The CFTs provide an additional 500 US gallon (2,045 L) of fuel, allowing increased range or time on station. This has the added benefit of freeing up hard points for weapons that otherwise would have been occupied by underwing fuel tanks. The MIL-STD-1553 data bus is replaced by MIL-STD-1773 fiber-optic data bus which offers a 1,000 times increase in data-handling capability. UAE funded the entire $3 billion Block 60 development costs, and in exchange will receive royalties if any of the Block 60 aircraft are sold to other nations. According to press reports quoted by Flight International, this is "the first time the US has sold a better aircraft [F-16] overseas than its own forces fly".
Like the F-35, the Block 60 F-16 has a built in FLIR/laser targeting system rather than using a dedicated pod that would occupy a hardpoint, increase drag and RCS.
In 2014 the UAE requested an upgrade to Block 61, along with the purchase of 30 more aircraft at that level.


An Israeli F-16I (Block 52) with conformal fuel tanks (CFTs), internal/integrated Electronic Counter Measures, and other external stores during a Red Flag exercise at Nellis AFB, NV, July 2009

All the same above
Model Type: NATO Improved Falcon All the same above
Systems of Note: All the same above
Class: light Multi-role fighter aircraft. All the same above
Crew: two.
M.D.C. by Location: All the same above but NAAT, NATO NAMES add NE Force filed system 420 add 2000 pounds to weight
General characteristics All the same above
Performance fossil fuel range add 75%
Armament All the same above
Bonus 10 Misslie hard points

• ECM built in systems look rules up, can give radar, IR systems , heat seeking missiles a – 1d8 to strike but TOW systems arenot effected by ECM ,second pilot must have ECCM training
• Cover by RAP (radar absotion paint) all target sytems get -1 to hit
• Hard point 12 same rules applies
cost 1,500,000
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: N.A.AT Germany BOOK 2

Unread post by abtex »

Good Zino has warmed up and is posting again :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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ZINO
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Re: N.A.AT Germany BOOK 2

Unread post by ZINO »

abtex wrote:Good Zino has warmed up and is posting again :D

thank U
:D
man been busy here just a preview
also yes you can use this robotech too for those that email me ,
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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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 »

Hi there I don't know why but I am having connection problems , I keep getting taking to long don't know what wrong and can not connect to palladium books .com too ,
Reboot pc ,& router & cable modem too , still can't connect at home
:(
Help
I checked fire wall too
Nothing , clean history in all Web browser Aslo ran all four pc and still cannot connect
I go outside and I am able to
Help anyone
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 »

testing post
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 »

ZINO wrote:
The F-16( will be the work horse in North America and south America for Columbia )

Weapon Systems
1. M61 Vulcan 6-barreled Gatling cannon: this is the same pre-Rifts Gatling cannon originally installed on the F-14. The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Mega-Damage: pick one of the following below in bold letters

1D10X10 SDC OR 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,


OK i got some email something you can only select one type of rate of fire and no switching during combat ,pick one type of round if you are working with N.A.A.T ,N.A.M.E.S OR N.A.T.O ONLY
example pilots will use four round burst, but can not change setting
i know so sorry but this part of the down side of MD conventional rounds
why you may ask ?
is simple :
game balance and if go for the twenty round burst and you have 600 rounds divided equal 20 shot tops
thank you for the email
but
you don't have to follow it and can change this remember mainly house rules here
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 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 norther 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 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 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 )
• 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



http://static2.wikia.nocookie.net/__cb2 ... Tomcat.jpg

Advance Grumman F-14 Super-Tomcat Series

the Super-Tomcat is seen as an old per-rifts relic come back from the dead , this is seen as heavy combat jet fighter bomber
Crew: Two; pilot and weapon systems operator/co-pilot.
M.D.C. by Location:
** Wings (2) —200 M.D.C. each
* Pylon Mounted Missiles (8) — 25 M.D. each
Reinforced Pilots' Compartment— 240 M.D.C.
** Main Body — 360 M.D.C.
N.A.T.O N.E Force field 420
* The missiles under the wings are difficult targets to hit; they require a called shot and are at -2 to strike.
** 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 -40% for a successful crash landing (plane is wrecked, but crew is uninjured).

Systems of Note: N.A.T.O. has outfitted the Super-Tomcat 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. Nuclear Powered: FOR N.A.A.T , N.A.T.O , N.A.M.E.S which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years. The rest fossil fuel systems or NG battery sytems
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 tagets within it range able to blind polits or other getting a 1d6 negative
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's 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 recirculate 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

In addition to
14. Enhanced Radar back seater only: Can identify and simultaneously track up to 42 different targets track 250 targets. Range: 2000 miles.
15. H.U.D. Helmet: significantly improves the reaction time of the pilot for firing weapons (missiles & cannon). Gives a bonus of +2 on initiative unless the pilot is surprised, but long range attacks like over the horizon. This Helmet H.U.D. allow to lock at target at a 195 degrees , this means it can lock on a target without getting at it six o’clock position or getting on it rear
16. only Free Quebec added a anti stealth system pod take one hard point mainly the coalition ,able to detect any and only coalition stealth jet by 200 miles ,need ECCM training


Speed
Flying:
The twin Fl 10-400 turbofan engines of the Super-Tomcat enables the fighter to reach maximum flying speeds of Mach 2.5; Cruising speeds vary according to the situation but tend to be sub-sonic, usually between 300 mph and 550 mph . The maximum altitude for the Tomcat is 60,000 feet .
Range: 1800 miles before requiring refueling if fossil fuel is been used, but nuclear powered time flight 98 hours .

Statistical Data:
Height:
16 feet (4.8 m)
Width:
64 feet /38 ft
Length: 62 feet
Weight: 40 tons
Cargo: None
Power System:
Conventional turbofan combustion engines.
cost 1 million
Black Market Price: NONE

Weapon Systems
1. M61 20mm Catling Cannon: this is the same pre-Rifts Gatling cannon originally installed on the F-14. The cannon is armed with mega-damage, armor piercing ramjet ammunition.
Mega-Damage: pick one of the following below in bold letters

1D10X10 SDC OR 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: 12 missiles total.

3. Wing Mounted Long-Range Missiles (2):
Four 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: four missiles total.




F-14 Super-Tomcat Series for N.A.A.T , N.A.T.O ,N.A.M.E.S only


for N.A.A.T , N.A.M.E.S , and N.A.TO and the new navy only!!!

http://fc04.deviantart.net/fs70/i/2014/ ... 76x0k7.png
http://unspacy.deviantart.com/#/art/Rif ... 81303?hf=1

http://th07.deviantart.net/fs71/PRE/f/2 ... 5p3b0n.png

http://fighterman35.deviantart.com/art/ ... -344475527

N.A.T.O RIFTS stealth F-14

The F 14 stealth engines produce more thrust than any current fighter engine, especially in military (non-afterburner) power. Called "super cruise," this characteristic allows the F 14 stealth cat to efficiently cruise at supersonic airspeeds without using afterburners. This capability greatly expands the stealth F 14 operating envelope in both speed and range over current fighters that must use afterburner to operate at supersonic speeds.

Increased maneuverability:
The F 14 stealth cat has been extensively designed, tested and refined aerodynamically during the demonstration/validation (dem/val) phase and the current Engineering and Manufacturing Development (EMD) phase. The F 14 stealth cat sophisticated aero-design and high thrust-to-weight ratio provide the capability to outmaneuver all current and projected threat aircraft. To ensure the F 14 stealth cat provides air dominance for deep-interdiction aircraft, it operates at medium and high altitude at ranges superior to current generation air dominance aircraft.

This will sacred the heck out of rookie pilots in the coalition pilots level 1 to 5, any for any other pilots level 1 to 8. No jet fighter will be able to match and many will fear this bird prey .

In one instance 6 talon were lost by unknown jet fighter all they I.F.F got was F 14 stealth cat ,which theirs no data in the coalition ( they posses supposedly all data of north America military hardware)

Air-to-surface capability:
The F 14 stealth cat has a secondary role to attack surface targets. The aircraft will be capable of carrying two 1,000-pound Joint Direct Attack Munitions (J.D.A.M.s) internally and will use on-board avionics for navigation and weapons delivery support.
similar to F 22 but cheaper

Systems of Note:
Nuclear Powered: which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years
In addition to
1. Enhanced Radar back seater only: Can identify and simultaneously track up to 42 different targets track 250 targets. Range: 1000 miles.
2. H.U.D. Helmet: significantly improves the reaction time of the pilot for firing weapons (missiles & cannon). Gives a bonus of +2 on initiative unless the pilot is surprised, but long range attacks like over the horizon. This Helmet H.U.D. allow to lock at target at a 195 degrees , this means it can lock on a target without getting at it six o’clock position or getting on it rear
3. skin Stealth aircraft often have skins made with Radar-absorbent materials or RAMs. Some of these contain Carbon black particles, some contain tiny iron spheres. There are many materials used in RAMs, and some are classified, particularly the materials that specific aircraft use.
4. Reflected waves Passive (multistatic) radar, bistatic radar and especially multistatic radar systems detect some stealth aircraft better than conventional monostatic radars, since first-generation stealth technology (such as the F117) reflects energy away from the transmitter's line of sight, effectively increasing the radar cross section (RCS) in other directions, which the passive radars monitor. Such a system typically uses either low frequency broadcast TV and FM radio signals (at which frequencies controlling the aircraft's signature is more difficult). Later stealth approaches do not rely on controlling the specular reflections of radar energy and so the geometrical benefits are unlikely to be significant. Researchers at the University of Illinois at Urbana-Champaign with support of DARPA, have shown that it is possible to build a synthetic aperture radar image of an aircraft target using passive multistatic radar, possibly detailed enough to enable automatic target recognition (ATR). In December 2007, SAAB researchers revealed details for a system called Associative Aperture Synthesis Radar (AASR) that would employ a large array of inexpensive and redundant transmitters and a few intelligent receivers to exploit forward scatter to detect low observable targets.The system was originally designed to detect stealthy cruise missiles and should be just as effective against aircraft. The large array of inexpensive transmitters provides a degree of protection against anti-radar (or anti-radiation) missiles or attacks.


Speed
Flying: Mach 3.5
Range: look above
Statistical Data: look above but add 5 feet to lenght , 3 feet to width
cost 2,000,000 ONLY for NATO,NAMES,NATO
Weapon Systems look above
1. M61 20mm Catling Cannon (2) : look above

2. Internal Modified AIM-54 Phoenix Air-to-Air Missiles (2): just like the F 22 able o fire and close in a second fire and lance any amount of missiles !!! each has 10
look above

3. Internal Mounted Long-Range Missiles (2): just like the F 22 able o fire and close in a second fire and lance any amount of missiles !!! it carries 2 long range Missiles total 4

4. Internal Mounted bomd or Long-Range Missiles or Internal Modified AIM-54 Phoenix Air-to-Air Missiles (2): just like the F 22 able fire and close in a second fire and lance any amount of Missiles!!! bomb light equal to short range Missiles,medium equal to medium range Missiles can carry 24 of light or medium 24
Can use #2 or #3


Bonuses and penalties

Dodge +6, (add +4 stealth and Jamming or ECCM) +4 with missile +4 add to all missiles plus +2 with guns ,+8 roll (add +4 stealth and Jamming or ECCM) with out +4
Radar - Range of 500 miles
Radar Warning Receiver - range of 40 miles both air to air and ground to air attacks
Chaff/Flare Dispensers look above
Targeting Computer allied add +2
Combat Computer allied add +1
Powerplant:
( RIFTS uses nuclear powered 520 yearsPratt & Whitney F119-PW-100 Pitch Thrust vectoring turbofans does not over heats )2× Pratt & Whitney F119-PW-100 Pitch Thrust vectoring turbofans
The following maneuver can be done by F-22, and The F 14 stealth cat
The Stall Turn ( -5d4 piloting thank to advance computer systems software and vector thrusters systems )
http://images.wikia.com/tom-clancys-haw ... -turn2.jpg

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

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

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

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


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



The Cobra (-5d4 piloting thank to advance computer systems software and vector thrusters systems )


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


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

First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, and The F 14 stealth cat to roll on P.E due to G forces if fail they get -1d4 to strike this for but it better use attacking or retreat, enemy jetfighter losses all his attack.
The Kulbit (-5d4 piloting thank to advance computer systems software and vector thrusters systems )
http://images.wikia.com/tom-clancys-haw ... Kulbit.jpg

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

First roll for maneuver, if done right they enemy jetfighter losses all his attack , F-22, and The F 14 stealth cat to roll on P.E due to G forces if fail they get -1d4 to strike this for attacking only , enemy jetfighter losses all his attack
let your YES be YES and your NO be NO but plz no maybe
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