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well what you think
like 77%  77%  [ 23 ]
dont like 10%  10%  [ 3 ]
other (plz reply) 13%  13%  [ 4 ]
Total votes : 30
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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jul 06, 2017 1:52 pm
  

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Knight

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

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

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Body Armored


Mega-Damage Vest
Class:
LV-10 Mega-Damage Vest. Size: Human equivalent.
Weight:
6 pounds (2.7 kg).
Mobility:
Excellent, no penalties.
M.D.C. by Location:
Main Body/Chest and upper torso (only) 30
Armor Rating: NONE ( ARM TECH/P.M.C additional strategic M.D.C. padding on the forearms, shoulders, knees and thighs; +10 M.D.C ,15M.D.C ,20M.D.C, TO 25 M.D.C. max ).
Note: Use of a helmet from the standard NEMA ARM TECH /P.M.C Militia /military armor is highly recommended to protect the head and face, and to filter the polluted air.
Special Weapon Systems or Features:
Comes in the colors white, tan, grey and black.
Cost: Availability on the street is poor, with the vest getting 8,000 credits and up.


Base-4 Armored Clothing Rifts - World Book 19 - australia
By Ben Lucas & Kevin Siembieda

Base-4 is a revolutionary, "miracle" Mega-Damage fiber developed a few years before the Great Cataclysm. Hundreds of corporations around the world had been trying to develop a
super-lightweight fabric with the tensile strength of Mega-Damage steel. A company with facilities in both Perth and Melbourne (among others) developed the Base-4 miracle fabric, a technological advancement that threatened to revolutionize space exploration, fire-fighting and combat. The material
is about twice as heavy as normal fabric, and with the padding and strategic placement of (comparatively) lightweight M.D.C. ceramics, which is common in light M.D.C. "cloth" armor, it is
roughly the equivalent of wearing a long leather coat or heavy trench coat.
As an M.D.C. material, the Base-4 "fabric" could be used to make ordinary looking jump suits, business suits, fatigues, jackets, coats and ponchos that afford the wearer significant M.D.C. protection, especially if combined with additional concealed plating. Even as a simple fabric, Base-4 gives the wearer significant protection, particularly against energy weapons. Most energy blasts have little, if any, physical impact, so the "fabric" can easily protect against it, blocking the brunt of the blast. The
addition of extra padding and strategic plating makes it very effective against light M.D. weapons such as handguns and light rifles.
The weakness of the Base-4 material is that it is less effective against explosives, mini-missiles and projectile weapons (i.e. rail guns). This is the main reason such weapons are very uncommon
, and limited only to military applications (and even then, typically restricted to operations
outside the Cities ). Consequently, Mega-Damage explosive and projectile weapons, while stopped by the armor, will also inflict S.D.C. damage to the wearer and knock him off his feet (losing initiative and one melee attack/action). Every 12 points of M.D. damage inflicted will do 1D4 S.D.C./Hit Point
damage. So an explosion that does 37 M.D.C. will do 3D4 points of S.D.C. damage.
Note: in time Base-4 is lost to the rest of the world, although there are a few other fabrics and armor that are vaguely similar. Police Jump Suits, Military Flight Suits, Undercover Clothing & Similar
Appearance: Ordinary looking business suit, dress, jacket, coat, poncho, fatigues, jump suit, and similar article of clothing that covers all or most of the body (often comes with a
pull-over hood or helmet). .
Weight:
Roughly three times the weight of the equivalent article of clothing — approximately 10-12 pounds (4.5 to 5.4 kg) for the entire M.D.C. ensemble.
Mobility Penalty:
Typically -2% to climb, and -5% to prowl, swim, perform acrobatics and similar physical skills/performance.
M.D.C. : 8-12 — non-environmental


M.D.C. Armored Trench Coat
An ordinary looking coat made of Base-4, but with padding and M.D.C. plates along the shoulders, chest, stomach and other strategic locations for additional protection. This armor is very
popular among City and adventurers in chaos earth . Base-4 clothing may be worn underneath it.
Appearance: Looks like an ordinary, heavy, trench or long coat (women's styles and chaos earth undercover work include a cloak) that goes down to just below the knees or as low as the
ankles, and has a flip-up collar and either a detachable or pull-out hood (kept in a zipper pocket under the back collar).
M.D.C
A helmet
(30-50 M.D.C.) comes standard.
Weight:
Approximately 17-20 pounds (7.65 to 9 kg) for the entireM.D.C. ensemble.
Mobility Penalties:
-10% for civilians (i.e. Level 5 Administrators),-5% for Police, Military,
Typically none to climb,prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C.: 25 — non-environmental M.D.C. Armored Trench Coat
An ordinary looking coat made of Base-4, but with padding and M.D.C. plates along the shoulders, chest, stomach and other strategic locations for additional protection. This armor is very
popular among City and adventurers in chaos earth . Base-4 clothing may be worn underneath it.
Appearance: Looks like an ordinary, heavy, trench or long coat (women's styles and chaos earth undercover work include a cloak) that goes down to just below the knees or as low as the
ankles, and has a flip-up collar and either a detachable or pull-out hood (kept in a zipper pocket under the back collar).
M.D.C
A helmet
(30-50 M.D.C.) comes standard.
Weight:
Approximately 17-20 pounds (7.65 to 9 kg) for the entireM.D.C. ensemble.
Mobility Penalties:
-10% for civilians (i.e. Level 5 Administrators),-5% for Police, Military,
Typically none to climb,prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C.: 25 — non-environmental

"Trencher" Body Armor RIFTS Australia book
This suit is a fully sealed environmental armor used by the Military Forces and Tactical Response Groups (S.W.A.T ) of both Perth and Melbourne. It comes equipped with a cooling system, one hour independent oxygen supply and various other features common to full-environmental suits of armor worldwide. A matte camouflage pattern is used for military operations when the troops "go outside " — into the bush/wilderness. It does not reflect the sun and is hard to spot in the wild. It gets the nickname,
"Trencher" because it is a sturdy, reliable suit of armor used by all facets of the Army and the soldiers "in the trenches." Troops suit up in Trencher armor when on guard duty, any patrols outside the walls and into the wilderness, and when engaging hostile forces in or out of the Tech-City. The Navy has a
similar body armor with a different paint job and slightly different styling. Trencher armor are repaints it and makes customized changes (different helmet, color, spikes and such) Soldier.
The standard helmet has goggle-eyes and air filters protruding from the chin of the helmet. There are slight variations in helmet design, armor color and insignias to distinguish between
the various divisions (RIFTS Australia book see page 113 for the variant at Melbourne).

Combat Armor
This heavy body armor has some superficial similarities to 20th Century helmets and flack jackets, but it has the addition of a face plate/mask, can be made airtight in an instant and has limited life support, as well as a built-in radio, insulation and all features common to environmental body armor (as listed in the Rifts RPG, page 209).
Comes in olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. Marine Combat armor is manufactured at both bases (as are all energy weapons).
• M.D.C. : 85
• Weight: 9.5 lbs (9.5 kg)
• Good Mobility: -10% on the performance of prowl and other physi-cal skills such as gymnastics.
• Maximum Depth: 2000 feet (610 m)
• Market Cost: 50,000 credits outside Refugee camps in Chaos earth


M.D.C. Light Anti-Assassin Vector special operations
This is used by Police, Military and undercover agents as well as some Level 4 & 5 citizens who fear for their lives. It is a simple padded vest with some additional armor to protect the chest and belly. It is low profile and usually unnoticeable, even at close range; detectable only upon close inspection and
"patting the wearer down." Appearance: Looks like an undergarment or extra shirt to keep warm. It is easily concealed beneath an ordinary shirt, suit coat, etc.
Weight:
Approximately 5 pounds (2.25 kg).
Mobility Penalties: None.
M.D.C.: 15 — non-environmental and protects upper torso only.



M.D.C. Flak Vest
Standard for all Helicopter Gunners and Patrol Boat Crewmen(with flotation device built into it), as well as used by police officers, special agents and the occasional Level 5 Administrator. A Flak Vest is a protective vest made of Base-4 materials with alloy and/or ceramic plate and padding inserted.
It is designed to cover and protect only the chest, stomach and groin areas, allowing for unencumbered movement of the arms and legs, but it also leaves them unprotected. Comes standard
with a helmet (30 to 50 M.D.C.) and Base-4 clothing may be worn underneath it. Has the Equivalent of an A.R. 12, meaning a roll to strike of 13 or higher will hit an exposed limb.
Appearance:
Looks like a heavy, obviously padded or plated vest, although it can be concealed beneath a bulky jacket, coat, cloak or poncho.
Weight:
Approximately 15 pounds (6.75 kg).
Mobility Penalties: -5% for civilians to climb, prowl, swim, perform acrobatics, gymnastics and similar physical skills.
for Police, Military, and other combat or wilderness trained personnel.
M.D.C.: 30 — non-environmental and protects the torso only

Armored Jump Suit City Police M.D.C
Armored Jump Suit City Police wear a padded jump suit and boots made of Base-4 material with additional M.D.C. metal alloy or ceramic plates located in the chest, along the shoulders, arms, hips, knees, calves and head. The standard light helmet comes with a built-in radio communications system and gas mask and air filter, plus the helmet (50 M.D.C.) easily fits over the standard communications rigging and head protection.
Weight:
Approximately 15 pounds (6.75 kg).
Mobility Penalties:
-5% to climb, prowl, swim, perform acrobatics,
Gymnastics and similar physical skills.
M.D.C. by Location:
Head with light protection — 28; non-environmental.
Head with full protective helmet — 50; environmental.
Arms — 22 each
Legs — 28 each
Main Body — 35
Note:
The addition of a full protective helmet seals the suit and makes it an environmental body armor system.

M.D.C. Police Riot Armor
The City Police and Anti-Terrorist Response Teams (i.e. the TRG) of both Melbourne and Perth are issued medium combat armor, sometimes referred to as SWAT or Riot Gear. This suit is basically the police armored uniform combined with a heavyflak vest and additional armor and padding. The chest, stomach, groin, hips and shoulders are especially protected. The standard helmet comes with a multi-optic system.
Appearance:
Medium Environmental Body Armor
Weight: Approximately 20 pounds (9 kg).
[b][u] Mobility Penalties:
-5% to climb, and -10% to prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C. by Location:
Head/Helmet — 50
Arms — 22 each
Legs — 32 each
Main Body —55
Note: Riot shield (40 M.D.C) is optional and does 1D6 S.D.C. damage when used as a blunt weapon to butt, push and strike

Heavy M.D.C Environmental Body Armor
Weight: Approximately 20 pounds (9 kg).
[b][u] Mobility Penalties:
-5% to climb, and -10% to prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C. by Location:
Head/Helmet — 70
Arms — 45 each
Legs — 45 each
Main Body —95
Note: Riot shield (120 M.D.C) is optional and does 1D6 S.D.C. M.D.C or damage when used as a blunt weapon to butt, push and strike. player must declare to GM


Special Ops Combat Armor
Restricted to ARM TECH /P.M.C Militia /military use only. Full plate armor using light
M.D.C. metal alloys, ceramics, and Base-4 materials. Like the police, it comes standard with both a light, padded headgear with an open face and built-in communications system and a full environmental helmet that fits over the light headgear.
Appearance: Environmental Body Armor.
Weight: Approximately 28 pounds (12.6 kg).
Mobility Penalties: -10% to climb, and -25% to prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C. by Location:
Head/Helmet (light) — 30; non-environmental.
Head/Helmet (heavy) — 70; environmental.
Arms — 60 each
Legs — 75 each
Main Body—115


Special Ops Heavy Combat Armor
Restricted to ARM TECH /P.M.C Militia /military use only. Full plate armor using light
M.D.C. metal alloys, ceramics, and Base-4 materials. Like the police, it comes standard with both a light, padded headgear with an open face and built-in communications system and a full environmental helmet that fits over the light headgear.
Appearance: Environmental Body Armor.
Weight: Approximately 28 pounds (12.6 kg).
Mobility Penalties: -10% to climb, and -25% to prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C. by Location:
Head/Helmet (light) — 75; non-environmental.
Head/Helmet (heavy) — 95; environmental.
Arms — 85 each
Legs — 95 each
Main Body—125

Medium Environmental Body Armor.
Weight:
Approximately 23 pounds (10.35 kg).
Mobility Penalties:
-5% to climb, and -10% to prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C. by Location:
Head/Helmet (light) — 30; non-environmental.
Head/Helmet — 60; environmental.
Arms — 40 each
Legs — 60 each
Main Body — 70

heavy Environmental Body Armor.
Weight
Approximately 23 pounds (10.35 kg).
Mobility Penalties:
-5% to climb, and -10% to prowl, swim, perform acrobatics, gymnastics and similar physical skills.
M.D.C. by Location:
Head/Helmet — 70; non-environmental.
Head/Helmet — 90; environmental.
Arms — 80 each
Legs — 95 each
Main Body — 130



note Still there are many Americans that join the UN or ex-military forces due to N.E.M.A

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


Last edited by ZINO on Mon Jan 11, 2021 12:20 pm, edited 9 times in total.

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Quote:
ARM TECH P.M.C/ P.M.C(Private Military Companies ) or Militia UPDATES 1/03/2020

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

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


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


Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders.


O.C.C.
Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join NEMA or the US /UN military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice.
M.O.S.:

These sets of skills are areas of specialization. They may be combat oriented or some other area of expertise. These are in addition to O.C.C. Skills, O.C.C. Related Skills and Secondary Skills and reflect U.N paramilitary methods and organizational structure

M.O.S.:[/color]
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 M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use non-combat robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.


Best MOS AND Special Aptitude Bonuses

instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:

01-11% Brainy:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer

13-26% Strong-willed:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is Military Specialist/or robot Ace

27-39% Charismatic:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best O.C.C. is Technical Officer and, Military Specialist

40-51% Physically Strong:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist

52-65% Fast Reflexes and high
Dexterity:

I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best O.C.C. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.

66-78% Great Endurance:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best O.C.C. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.

79-88% Pretty Boy/girl: model
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 1d4+20.
Spd 1d6+9.

Your best O.C.C. is Technical Officer and Military Specialist

89-00% Fast as Lightning:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your best O.C.C. is Pilot giant robot, power armored ACE, Military Specialist

Special Aptitude Bonuses Table

Note if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, the most two !!!
01-10%
Sure Shot :
+1d4 to strike with all types of projectile and weapons systems . From pistol s and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles


11-20% Natural robot Ace/or fix or rotor wing
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.



21-30 % Giant robot/or power armor Ace:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.


31-40% High Perception and Solid gut Instincts:
+1d4 on Perception Rolls. Roll 1d4 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d4 initiative


41 to 50% Quick Reaction Time:
+1d6 on initiative. Roll 1d6 dodge ,add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward


51-60% Strongman :
+1d6+4 to P.S. attribute and + 2 to pull punch. Add Height 1d10 inches, add weight 5d4%


61-70% Fast Learner and Jack of Many Trades:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two MOS !! Also if IQ 18 or higher add onetime bonus

71-80% Quick Reflexes:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative , AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,


81-90% Fearless :
+ 1D6+2 to save Horror Factor. However as a result, the character may also be a hot shot who take s foolish risks and daring chances.

91-00% Charismatic/Charmer:
1d6+2 M.A. this character is especially likable and affable



O.C.C M.O.S
ROLL ONE TIME IN FRONT OF G.M OR PICK ONE

01-15% Communications Expert
Basic Electronics (+10%)
Command Robots (probes only)
Electronic Countermeasures (+10%)
Optic Systems or Surveillance Systems (+10%)
Radio: Basic (+20%)
Radio: Scramblers (+10%)
Read (& Operate) Sensory Equipment (+20%)
TV& Video or Computer Programming (+10%)

16-25% EOD/Demolitions Expert:
Requires an I.Q. of 10 and a P.P. of 12 or higher.
Basic Electronics (+20%)
Basic Mechanics (+15%)
Demolitions (+10%)
Demolitions Disposal (+15%)
Demolitions: Underwater (+8%)
Trap Construction or NBC Warfare (+5%)
W.P. Heavy Energy Weapons

26-50% Soldier/Infantry/grunt
Salvage (+5%)
Land Navigation (+8%)
One Physical skill of choice.
One Pilot skill of choice (+5%).
Upgrade First Aid to Paramedic (+10%).
Law: General (+10%)

51-65% Point Man/Scout:
Requires an I.Q. of 9 or higher; a high P.P. and Spd. are helpful.
Detect Ambush (+15%)
Detect Concealment (+10%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Find Contraband (+6%)
Intelligence (+15%)
Land Navigation (+14%)
Prowl (+10%)
Surveillance Systems/Tailing (+15%)
Wilderness Survival (+10%)


66-80% Pigman/Heavy Weapons
: Requires a P.S. of 22 and a P.E. of 12 or higher.
Command Robots (Limited to one Combat Drone or Combat Hound to help carry heavy ammo drums, weapons and gear. Basically function as the second man in a two-man fire team.)
Recognize Weapon Quality (+25%)
Sniper
Sharpshooting
Weapon Systems (+10%)
W.P. Automatic Pistol
W.P. Heavy Weapons
W.P. Heavy Energy Weapons (including rail guns)
W.P. pick 6 of choice (any).

81-90% Pilot Specialist
: there are many pilots in the UN and play important rolls
All have
Basic Mechanics (+10%)
Navigation (+10%)
Read (& Operate) Sensory Equipment (+10%)
Weapon Systems


PICK ONE
Pick one of the following (land), air, sea, Giant robot or power armored not both
Vehicle (Pilot land) ,
Pilot: Automobile(+20%)
Pilot: Motorcycle (+20%)
Pilot: Hover Craft (ground)
Pilot:Hovercycle (+20%)
Pilot: Tanks & APCs (+20%)
Pilot: Trucks (+35%)


Air if broken in two area fix wing and rotor wing
(Air) Pilot rotor
Pilot: Helicopter (+15%)
Jet Packs(+20%)
(Air) fix wing
Airplane,(+20%)
jet fighter (+15%)
Jet Packs(+20%)

(Pilot Sea)
Boat: Motor & Hydrofoil(+20%)
Boat: Sail Type(+20%)
Boat: Ships(+20%)
Boat: Warships & Patrol Boats(+20%)
Kayaking(+20%)
Submersibles(+20%)

Pilot robot or Pilot Power Armor
Pilot: One of choice (+20%) robot or Power Armor(+20%)
Pick one(+20%)
Power Armor Basic — 56%+3%
Power Armor Combat Elite
Robot Basic — 56%+3% plus (+30%)
Robot Combat Elite

91-00% Medic:
Requires an I.Q. and P.P. of 11 or higher.
Advanced Mathematics (+10%)
Brewing (+15%)
Biology (+15%)
Chemistry or Pathology (+10%)
Field Surgery (+15%)
Holistic Medicine
Chemistry: Analytical (+5%)
Medical Doctor (+5%)



P.M.C/Militia

https://images-wixmp-ed30a86b8c4ca88777 ... iBHiOs-yt8

https://www.deviantart.com/walterje/art/PMC-s-431535351
O.C.C. Skills:
Math: Basic(+20%).
Literacy, Native: Standard.
Military Etiquette (+5%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing or Spelunking (+5%)
Running
Swimming (+10%)
W.P. Knife (includes Vibro-Knives)
W.P. Automatic Pistol
W.P. Revolver
W.P. Automatic and W.P. Semi-Automatic Rifles
Hand to Hand: Expert only


Trained ARM TECH

https://www.deviantart.com/rjsgml5927/a ... -753563626
O.C.C. Skills: Math: Basic(+30%).
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Military Etiquette (+5%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing
Spelunking (+5%)
Running
Swimming (+10%)
W.P. Knife (includes Vibro-Knives)
W.P. three Ancient of choice (sword, blunt and Archery are most common).
W.P. Automatic Pistol and Revolver
W.P. Automatic and Semi-Automatic Rifles
W.P. Energy Pistol and Energy Rifle
Pick any two W.P.
Climbing (+5%)
Spelunking (+5%)

Trained ARM TECH M.O.S

get Military pick 4 skills with require skills
and one(1) M.O.S ADD (+25%) pick five skill with require skills
if same skill pick up twice add(+10%). plus IQ add as well
Communications
• Domestic
• Electrical
• Espionage
• Mechanical
• Medical
• Physical
• Pilot
• Pilot Related
• Rogue
• Science
• Technical
• W.P.
• Wildernes


Martial Arts (only Assassin if Anarchist or evil)
O.C.C. Related Skills:

Select
Two Ancient W.P.,
Two Modern W.P.,
Twelve other skills.
NOTE :But if picking M.O.S only five skill and Requirements add automatically from that skill set add +25% onetime plus IQ if any

Plus select one additional skill at levels AFTER M.O.S ADD 3,4, 8, 10,12, and 15 That skill set add +25% one time plus IQ if any . All new skills start at level one proficiency.
Communications: any. But M.O.S allowed reduce Related Skills by have and only six skills plus required skills added
Domestic: Any
Electrical: Basic only. M.O.S Unless allowed reduce Related Skills by have and only six skills
Espionage: None. M.O.S Unless allowed reduce Related Skills by have and only six skills
Horsemanship: Any, except Cowboy.
Mechanical: Automotive and Basic Mechanics only (+5%). M.O.S Unless allowed reduce Related Skills by have and only six and get require skill need add nothing else
Medical: Brewing and First Aid only. M.O.S Unless allowed reduce Related Skills by have and only six and get require skill need add nothing else
Military: Any. Unless allowed reduce Related Skills by have and only six and get require skill need add nothing else
Physical: Any.
Pilot: Basic vehicle types only (+5%), M.O.S military vehicles, power armor, robots or no jet aircraft.
Pilot Related: Any.
Rogue: Any .
Science: Any, .
Technical: Any (+5%).
W.P.: Any
Wilderness: Any (+5%).

Secondary Skills:


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

Standard Equipment:


ARM TECH

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

PMC /militia

Khaki fatigues for a uniform, M.D.C. armored vest (full overall 30 M.D.C. , ), standard helmet 25 M.D.C., with visor and air filter (70 M.D.C.), NEMA energy Rifle BUT P.M.C conventional S.D.C./ M.D.C., M.D.C assault rifle, and any approved weapon from the volunteer's own collection, two smoke grenades, two flares, one Vibro-Knife or Neural Mace, survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments. for heavy combat they can get Body NEMA Armour as well( which will become standard issue) and will be able to carry MD bullets as well ( consider military issue).

Money:

ARM TECH /P.M.C Militia

get paid, though they may enjoy the perks of free meals and medical treatment (the latter for them and their family members), and given to them as a favor/reward. For most, the opportunity to fight alongside or against N.E.M.A or to fight to defend their homes is payment enough. Character starts off with 8D6x100 credits. M.O.S add 50%

Cybernetics:
P.M.C/ or Militia:NONE
ARM TECH :
https://images-wixmp-ed30a86b8c4ca88777 ... WOUfgw27pU

[color=#FF0000]yes called ultra light brog

https://www.deviantart.com/adriandadich ... -611350706
arms,legs main body plus 5
mainly disable , Military veteran add 1d4 levels ,
and disable /Military veteran limited to the following M.O.S
• Communications
• Espionage
• Mechanical
• Pilot
• Pilot Related
• Rogue
• Technical
• W.P.
• Wilderness
• Military veteran[/color]




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

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


Last edited by ZINO on Sun Jan 17, 2021 7:06 pm, edited 16 times in total.

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre03.deviantart.net/a6f9/th/pre ... 6jp0dq.jpg

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

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

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

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

1D6 M.D Two round burst,
2D4+1 M.D three round burst,
3D4 M.D four round burst,

5D8X10 OR 4 M.D OR 1D4 M.D one round
2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,

5D10 X10 OR 5 M.D one round
1D10 M.D Two round burst,
5D6 M.D three round burst,
1D4X10 M.D four round burst,

DUR rounds :
1D12 OR 2D6 M.D one round
1d4x10+8 ( cannot combine with Type of M.D.C Materials) Critical hit damage time 3 damage

1D6X10X10
Range 2 miles
Rate of fire: one shot double tap ,or four burst
Payload: four rounds
Bonus/note/ penalties:
1)PR87 RIFLE Targeting systems when
prone add + 4 to strike,
+3 kneeing ,
+2 standing ,
running moving fast +1 ,
fire from the hip add - 4
2)Also add knock down table
3)Round type

Type of M.D.C Materials

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


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

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

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

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


Last edited by ZINO on Sun Jun 17, 2018 12:50 pm, edited 1 time in total.

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre03.deviantart.net/a6f9/th/pre ... 6jp0dq.jpg

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

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

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


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


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

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


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

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


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

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

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

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


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

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

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

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


Last edited by ZINO on Sun Jun 17, 2018 12:52 pm, edited 1 time in total.

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre01.deviantart.net/1931/th/pre ... 6gkqtd.jpg

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

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

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

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

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

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

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

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

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


Type of M.D.C Materials

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


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

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

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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
http://pre05.deviantart.net/7ce2/th/pre ... 6i30z4.jpg

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

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

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


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

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

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

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

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

Range SNIPER VARIANT MR-337 is 2500 feet

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

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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
http://img03.deviantart.net/86c3/i/2017 ... bh3jz4.png

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

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

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

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



Weapons systems 4 AK - M2
Type 10 mm
Damage

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

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

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

User avatar
Knight

Joined: Tue Mar 19, 2013 8:20 pm
Posts: 4916
Location: Right behind you.
Comment: Don't waste your time gloating over a wounded enemy. Pull the damn trigger.
You been busy again, i see. I like the rifles and the variable ammunition. There isn't always enough detail in gear these days, so it's nice to see you're still working on this.

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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Alrik Vas wrote:
You been busy again, i see. I like the rifles and the variable ammunition. There isn't always enough detail in gear these days, so it's nice to see you're still working on this.

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

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


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

User avatar
Hero

Joined: Tue Jan 27, 2004 12:34 am
Posts: 1156
Location: Mary Esther, Florida
Comment: Living in Florida, soon to be Dinosaur Swamp
You have been busy, nice job on the new equipment stats. I can definitely see a lot of this equipment being used by the different military branches, not so much NEMA since they like their energy weapons.

_________________
The Dragon Has Spoken


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Snake Eyes wrote:
You have been busy, nice job on the new equipment stats. I can definitely see a lot of this equipment being used by the different military branches, not so much NEMA since they like their energy weapons.

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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
the following are Russian made post CE
The T-72

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

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


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


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

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

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

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

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


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

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

8. Radar: none



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





Quote:
artist comment NOT MY FROM Wikipedia



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





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

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

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

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



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


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




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

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

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

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

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


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

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
the following are Russian made post CE
BMPT Terminator MK 0003


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

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

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


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

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


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

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

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

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

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

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


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

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

8. Radar: none

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

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

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


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

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

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

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

Weapon systems summary Four single shot short range missiles systems

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

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

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

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


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

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
heavy short-range MLRS

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

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

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

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


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

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

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

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

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

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

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

23. Radar: none

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

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


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


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


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

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

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


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

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
T-80


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


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

Description
Quote:
NOT MY PICTURE STOCK FOOTAGE

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

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

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



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

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

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



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


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

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

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

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


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

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

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

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

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


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


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

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

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

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

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

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


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

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
T-90

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

https://images-wixmp-ed30a86b8c4ca88777 ... Mzb-R1Z8x8

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

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



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

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

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



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


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

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

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

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


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


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


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


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

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

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

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

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


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

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


Last edited by ZINO on Sat Oct 10, 2020 10:38 pm, edited 3 times in total.

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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
T-14 Armata

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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


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

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



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

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

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

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


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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
T-15 Armata
https://unspacy.deviantart.com/art/T-15 ... -700943068
https://img05.deviantart.net/8063/i/201 ... blbn4s.jpg
The T-15 Armata (Russian: T-15 Армата), with industrial designation "Object 149", is a Russian heavy infantry fighting vehicle first seen in public (initially with its turret covered) in 2015 during rehearsals for the Moscow Victory Day Parade. The T-15 is expected to replace the BMP-2 and MT-LB based platforms of the Russian Ground Forces.
Background

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

Armament

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

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

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


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

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

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

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

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

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

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

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

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

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


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

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

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



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

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

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

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


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

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


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

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

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

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

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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
The M60 Patton Mk III
The M60 Patton MKIV
The M60 Patton MK V


The M60 Patton Mk III


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

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

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

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

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

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

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

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

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

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






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




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


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



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

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




pick one from below top Turret

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



Weapons package A: Mini top turret mini-missile launcher

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



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

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




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

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

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

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

U.S. Empire's and allies

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

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

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


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


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

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

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







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

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


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

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

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

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


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

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
https://unspacy.deviantart.com/art/The- ... -701776388

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The M60 Patton MKIV


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

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

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


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

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

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

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

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

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

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


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


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

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

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






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

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

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

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

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

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

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



Weapons package A: mini-missile launcher


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



Weapons package B: laser

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

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




Weapons package D: Heavy M.D Machinegun


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

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

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

U.S. Empire's and allies

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

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

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


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

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


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

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

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



Weapons package E: light M.D Machinegun


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

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


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

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

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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
The M60 Patton MK V


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

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

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

Description


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

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

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

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

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

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

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

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


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


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


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

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








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



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

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

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

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

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

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

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



Weapons package A: mini-missile launcher


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



Weapons package B: laser

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

Weapons package C: One rail gun

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




Weapons package D: Heavy M.D Machinegun


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

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

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

U.S. Empire's and allies

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

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

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


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

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


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

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

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







Weapons package E: light M.D Machinegun

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

Type of M.D.C Materials

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


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

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

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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Quote:
from rifts mercenary book

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

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

Vehicles Features


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

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

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

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

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

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

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

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




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

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

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

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

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

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

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

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

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

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


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

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

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

U.S. Empire's and allies

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

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

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


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

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


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

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

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

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

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

Type of M.D.C Materials

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


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

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

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

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


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

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

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Quote:
from rifts mercenary book

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


Vehicles Features


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

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

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

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

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

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

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

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




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

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

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

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

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

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

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

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


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

Damage

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

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

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

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

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

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

U.S. Empire's and allies

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

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

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


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

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

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


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

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

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





Weapons package C: light M.D Machinegun

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

Type of M.D.C Materials

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


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

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

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



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



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


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



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

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


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

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
https://img04.deviantart.net/ab71/i/201 ... bmapy7.jpg

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

Description
Quote:
from rifts mecnary book


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

Vehicles Features


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

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

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

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

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

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

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

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

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


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

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

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


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

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

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


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

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

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


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

Damage

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

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

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

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

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

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

U.S. Empire's and allies

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

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

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


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

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

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


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

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

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





Weapons package C: light M.D Machinegun

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

Type of M.D.C Materials

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


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

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

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



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



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


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



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

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


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

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
wow 29347 view thnak you !!!!but...only 26 votes is me or am i doing it wrong here?

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


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Sep 10, 2018 12:07 am
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
so sorry but life is knocking me down to post new stuff
illness
wife getting hurt
and where i live
been hard these few weeks
will try to post when i can

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


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 Post subject: Re: ARM TECH
Unread postPosted: Wed Oct 31, 2018 4:41 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
I was share holder own my apartment and pay maintenance but miss management stop paying city taxes and water over 1 million dollars .The city didn't care only about taxes and water bill this was sold to another program and when sold we lost our ownership of the apartment and we got hit with mold infestation/ or unknown chemical in the air We can’t live there and have to wait for this program to respond which they are drag their feet. Sadly IMHO have to give time before going to city to address matter. Thing will stop for my I hit rock bottom and homeless thank you viewing my RPG ideas

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


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Oct 08, 2020 3:17 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
hello there it been a long time posting ideas for CE :AT for it been very difficult time .Thank you for the few email and response I got from you all to comeback. But after seen this thread if feel that if I continue with this thread I show revamp it I don't know if I should For are some link that are gone and need fix,replacing or removing. So if you can be so kind and post there been 121615 views and 177 replies .IMHO there so much room for Rifts®: Chaos Earth so let me know or should I do a poll I know post your comments below .

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


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 Post subject: Re: ARM TECH
Unread postPosted: Tue Jan 05, 2021 4:07 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
United Nations Enlisted Soldier O.C.C.(N.A.T.O Europe, Canada ,Mexico and South America )UPDATES 1/03/2020


Though well-educated and well- trained, Most N.A.T.O Europe, Canada ,Mexico and South America soldiers unlike the combat experience that American soldiers have. These UN troops are honest and do not condone genocide, trafficking in illicit goods or abuse of civilians or prisoners. However as much as they intend to perform security and peacekeeping tasks, they can have no motivation to die. When facing serious military opposition. Their standard procedure is to hold off and wait for diplomats to negotiate a peaceful resolution. When cornered by a superior military force. Their initial reaction will be to surrender. And relying: on UN and home country diplomacy to secure humane treatment and eventual release. With the introduction of Mega damage weapons and the formation of N.E.M.A, either many military agencies either be taken Into N.E.M.A or disbanded many in this position . This made possible for the United Nation take care area in south America, Africa , middle east parts of Indian and many area of Asia, were UN has been ask for help. This free many area of the world to help before the fall of mankind and was a blessing in disguise went things hit the fan. Also ARMTECH was the big winner in trillion yes trillion converting old supposed S.D.C WESTERN Military vehicle from the US , and allowed the U.S Military ahead when the New cold war started.





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

01-15% Communications Expert

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

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

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

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

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

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

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

91-00% Medic: Requires an I.Q. and P.P. of 11 or higher.
http://slim-charles.deviantart.com/art/ ... -267170541 (RUSSIAN MEDIC )
https://images-wixmp-ed30a86b8c4ca88777 ... YYlRDuDQlE
(U.N MEDIC )





Alignment:
Any; most lend toward Scrupulous.
Attributes :
I.Q. 3d6
M.E. 3d6
M.A. 3d6.
P.S. 3d6
P.P. 3d6
P.E. 3d6
P.B. 3d6
Spd 3d6
NOTE
The Canadian s and Europeans have far less combat experience (-10%) than comparable American troops: Privates and corporals tend to be first level, sergeants second, and senior NCOs third or fourth .
Race:
Human only
Sex:
92% Male. Rest female,
Age:
18• to 30 with the senior career military personnel being older than the junior ones.
Height:
Adults average five feet to six feet .
Weight:
Athletic; typical y 160 pounds (72 kg ).
S.D.C. :
20 .
Armor:
Varies M.D Armor painted blue with "UN" stenciled in white.
P.P.E.:
2d6
Attacks
per attack add one .
Bonuses:
+1 to strike. + 1 parry and dodge. +2 to pull punch and +3 to Roll with impact.
Combat bonuses shown for first level


O.C.C.
Bonus from Genetics Engineering Augmentation: Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join NEMA or the US /UN military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice.
M.O.S.:
These sets of skills are areas of specialization. They may be combat oriented or some other area of expertise. These are in addition to O.C.C. Skills, O.C.C. Related Skills and Secondary Skills and reflect U.N paramilitary methods and organizational structure

M.O.S.:
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 M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use non-combat robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.


Best MOS AND Special Aptitude Bonuses
instead of rolling 3d6 you can roll the following table
01-11% Brainy:
13-26% Strong-willed:
27-39% Charismatic:
40-51% Physically Strong:
52-65% Fast Reflexes and high
66-78% Great Endurance:
79-88% Pretty Boy/girl: model
89-00% Fast as Lightning:


01-11% Brainy:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer

13-26% Strong-willed:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is Military Specialist/or robot Ace

27-39% Charismatic:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best O.C.C. is Technical Officer and, Military Specialist

40-51% Physically Strong:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist

52-65% Fast Reflexes and high
Dexterity:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best O.C.C. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.

66-78% Great Endurance:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best O.C.C. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.

79-88% Pretty Boy/girl: model
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 1d4+20.
Spd 1d6+9.

Your best O.C.C. is Technical Officer and Military Specialist

89-00% Fast as Lightning:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your best O.C.C. is Pilot giant robot, power armored ACE, Military Specialist

Special Aptitude Bonuses Table
Note if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, the most two !!!
01-10%
Sure Shot :
+1d4 to strike with all types of projectile and weapons systems . From pistol s and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles


11-20% Natural robot Ace/or fix or rotor wing
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.



21-30 % Giant robot/or power armor Ace:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.


31-40% High Perception and Solid gut Instincts:
+1d4 on Perception Rolls. Roll 1d4 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d4 initiative


41 to 50% Quick Reaction Time:
+1d6 on initiative. Roll 1d6 dodge ,add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward


51-60% Strongman :
+1d6+4 to P.S. attribute and + 2 to pull punch. Add Height 1d10 inches, add weight 5d4%


61-70% Fast Learner and Jack of Many Trades:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two MOS !! Also if IQ 18 or higher add onetime bonus

71-80% Quick Reflexes:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative , AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,


81-90% Fearless :
+ 1D6+2 to save Horror Factor. However as a result, the character may also be a hot shot who take s foolish risks and daring chances.

91-00% Charismatic/Charmer:
1d6+2 M.A. this character is especially likable and affable


O.C.C M.O.S
ROLL ONE TIME IN FRONT OF G.M OR PICK ONE
01-15% Communications Expert
Basic Electronics (+10%)
Command Robots (probes only)
Electronic Countermeasures (+10%)
Optic Systems or Surveillance Systems (+10%)
Radio: Basic (+20%)
Radio: Scramblers (+10%)
Read (& Operate) Sensory Equipment (+20%)
TV& Video or Computer Programming (+10%)

16-25% EOD/Demolitions Expert: Requires an I.Q. of 10 and a P.P. of 12 or higher.
Basic Electronics (+20%)
Basic Mechanics (+15%)
Demolitions (+10%)
Demolitions Disposal (+15%)
Demolitions: Underwater (+8%)
Trap Construction or NBC Warfare (+5%)
W.P. Heavy Energy Weapons

26-50% Soldier/Infantry/grunt
Salvage (+5%)
Land Navigation (+8%)
One Physical skill of choice.
One Pilot skill of choice (+5%).
Upgrade First Aid to Paramedic (+10%).
Law: General (+10%)

51-65% Point Man/Scout: Requires an I.Q. of 9 or higher; a high P.P. and Spd. are helpful.
Detect Ambush (+15%)
Detect Concealment (+10%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Find Contraband (+6%)
Intelligence (+15%)
Land Navigation (+14%)
Prowl (+10%)
Surveillance Systems/Tailing (+15%)
Wilderness Survival (+10%)


66-80% Pigman/Heavy Weapons: Requires a P.S. of 22 and a P.E. of 12 or higher.
Command Robots (Limited to one Combat Drone or Combat Hound to help carry heavy ammo drums, weapons and gear. Basically function as the second man in a two-man fire team.)
Recognize Weapon Quality (+25%)
Sniper
Sharpshooting
Weapon Systems (+10%)
W.P. Automatic Pistol
W.P. Heavy Weapons
W.P. Heavy Energy Weapons (including rail guns)
W.P. pick 6 of choice (any).

81-90% Pilot Specialist: there are many pilots in the UN and play important rolls
All have
Basic Mechanics (+10%)
Navigation (+10%)
Read (& Operate) Sensory Equipment
Weapon Systems


PICK ONE
Pick one of the following (land), air, sea, Giant robot or power armored not both
Vehicle (land) ,
Pilot: Automobile
Pilot: Motorcycle (+20%)
Pilot: Hover Craft (ground)
Hovercycle (+20%)
Pilot: Tanks & APCs (+20%)
Pilot: Trucks (+15%)


Air if broken in two area fix wing and rotor wing
(Air) rotor
Pilot: Helicopter (+15%)
Jet Packs
Or
(Air) fix wing
Airplane,
jet fighter (+15%)
Jet Packs

(Sea)
Boat: Motor & Hydrofoil
Boat: Sail Type
Boat: Ships
Boat: Warships & Patrol Boats
Kayaking
Submersibles

Pilot: One of choice (+20%) robot or Power Armor
Pick one(+20%)
Power Armor Basic — 56%+3%
Power Armor Combat Elite
Robot Basic — 56%+3%
Robot Combat Elite

91-00% Medic: Requires an I.Q. and P.P. of 11 or higher.
Advanced Mathematics (+10%)
Brewing (+15%)
Biology (+15%)
Chemistry or Pathology (+10%)
Field Surgery (+15%)
Holistic Medicine or Chemistry: Analytical (+5%)
Medical Doctor (+5%)

O.C.C. Skills:
These are in addition to M.O.S. and reflect basic training.
Math: Basic
Language, Native: Standard.
Language, Foreign: two of choice (+10%).
Literacy, Native: Standard.
Literacy, Foreign: One of choice (+5%).
Military Etiquette (+20%)
Radio: Basic (+5%)
Computer Operation (+10%)
First Aid (+10%)
General Athletics
Climbing (+10%)
Running
W.P. Knife (includes Vibro-Knives)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Automatic Pistol
W.P. Bolt-Action Rifle
W.P. Automatic and Semi-Automatic 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 Assas-sin if evil) for the cost of two skill selections.

O.C.C. Related Skills:
Select 12 other skills. Plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: None.
Domestic: Any.
Electrical: Basic only.
Espionage: None, other than possible M.O.S. skills. Horsemanship: Any.
Mechanical: Automotive and Basic Mechanics only.
Medical: None, other than possible M.O.S. skills.
Military: Any (+10%), except Command Robots, Trap Construction and Trap Detection, unless provided under an M.O.S.
Physical: Any, except Acrobatics.
Pilot: Basic vehicle types only; the average grunt does not know how to drive a tank/APC ,Power Armor/ Robot .
Pilot Related: None, other than possible M.O.S. skills.
Rogue: Any.(AFTER THRID LEVEL)
Science: Advanced Math (+5%) and Astronomy only. Technical: Any (+5%).
W.P.: Any, except Sharpshooting.
Wilderness: Land Navigation and Wilderness Survival only.
Secondary Skills:
The character also gets two Secondary Skills at levels one, five, ten, and fifteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.


Equipment of Note :
M.D.C 5.56mm assault rifle (FN F2(X)()Belgium, OR M.D.C C7 Canada or M.D FAMAS France) with integral telescopic sight:
Hand knife (1D6+2 S.D.C damage), two IL canteens with camouflage carrier s. hard armor vest and Kevlar helm et ( M.D).
Painted blue. with "UN" stenciled in white). four camouflage M.D. utility uniforms.
two pairs of boot s, one fragmentation grenade . one smoke grenade. one blue poncho with ;'UN" stenciled in white . camouflage load-bearing harness with six magazine pouches und fanny pack. one
day' s worth of food. insect repellent. and first aid kit.
Special.: Soldiers with the W.P. M.D. Heavy Weapons skill will have either a M.D. 40 mm under barrel grenade launcher. a M.D. medium machinegun . or a M.D. rocket launcher. The exact types of weapons will vary with the country of origin

https://upload.wikimedia.org/wikipedia/ ... _3.svg.png

5.56mm Model 03 LAPA FA Assault Rifle
Cartridge: 5.56mmx45,
Damage:
5D6 S.D.C per round
5D4 X10 S.D.C OR 2 M.D
Feed: 20,
30 or 40 round plastic box or drum feed 99
Weight:
3.48 kg, Barrel
Length:
489mm (738mm
Rate of Fire: burst fire two rounds burst ,four rounds burst ,six rounds burst , twelve rounds burst ,all count as one attack ,a full 30 round burst counts a full melee
Effective Range
: 630 m (2067 ft).

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


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 Post subject: Re: ARM TECH
Unread postPosted: Wed Jan 06, 2021 8:51 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Infantry Soldier/ Russian Army O.C.C.

Abilities & Bonuses:

The Soldier’s Motivation/Origins :
While all citizens serve a minimum two year term in the military (apart from police officers, Commissars, the mentally unwell and young politicians), there are those who come from unique backgrounds or have a strong desire to serve for a particular reason. Many of these individuals become career soldiers or distinguish themselves with acts of heroism during their time of service.

A Born Fighter or Born Soldier:
This human has a natural aptitude for military combat or strategies and tactics, and believes the military is his destiny . Typical time spent in military services is 12-30 years, with half giving their life to military service.
+1 on initiative
+1 W.P. skill of choice (any).

Foreign Service:
A person who has emigrated from other nation and seeks to become a Russian citizen and fight for his adopted country, or an expatriate who, though a foreigner, fights on behalf of the Russian federation at the time , perhaps against a common foe. In the alternative, the character may be a citizen of the Russian federation who wants to see more of the world, and joins the army to travel to other countries. Typical time spent in military service is 6-12 years, with one third giving their life to military service.
Receives one additional Language skill at 98% as a native language, but takes a -10% penalty to Language: Russian.

Huntsman:
Raised in the Russian wilderness or remote countryside, the soldier knew how to live off the land before ever putting on a military uniform or attending survival school. He has has joined the Russian federation Army to either make his homeland safe for future generations or in the name of humanity.
The soldier’s wilderness background provides two additional Wilderness skills of choice (any), but is also -10% on Military Etiquette. Typical time spent in military services is 4-16 years, with half giving a lifetime of military service.
but add 15 % one time to Combat Animal Handler .Infantryman . Marksman or Scout.

Justice:
This soldier has personally suffered great loss (home/ farm/property and/or the loss of friends and loved ones) at the hands of the bandits, or raiders or illegal immigrants or foreigner . While he/she may want to make Russia safe for future generations, he is just as likely to be motivated by powerful feelings of hate and revenge. Typical time spent in military service is 8-24 years, while others make it their career. Should he or she leave the army, there is a good chance he goes into law enforcement, becomes a mercenary or adventurer, or joins the reserves. If the character never manages to put aside his hate, he may remain angry and hostile toward those he perceives as the enemy or monsters.
+1 on Perception Rolls regarding the focus of the character’s revenge and wrongdoings and treachery in general. Will have trust issues, but is fiercely loyal to friends and comrades.

Legacy:
This soldier is following in the footsteps of a parent, grandparent or other relation. The young soldier is likely to receive (welcomed or unwelcome) recognition and treatment because of his family legacy, within his unit or even the military as a whole, based on his last name alone. This individual has been raised in the Russian military (and/or Communist Party) tradition from birth with a sense of higher duty and service to his country. Half of such individuals are looking for a distinguished, life-long career in the military. The other half devote 20-30 years to military service and are likely to get involved with law
enforcement or the Party after leaving the service, as well as join the military reserves.
+10% bonus to Military Etiquette skill,
automatically gets the Contacts skill and 2D6 military contacts and 2D4 Party contacts, and +10% to both Charm/Impress and Trust/Intimidate in regards to their fellow soldiers. If charm/impress and trust/intimidate are not available due to low M.E. or P.B. numbers, the character gets one or the other at 50% when used in social situations and within the military. This percentage does go up +3 per level.



Paroled Criminal:
Volunteering for additional service in the military is a way to dramatically reduce or even commute sentences for certain crimes. Select 1d4 additional Rogue skill f choice (+10% skill bonus) and gets the skill: Law - Loophole (+10%).
This character is likely to spend 8-12 years in the army, with 20% giving their life to military service. Only one quarter turn their life around, the rest go back into a life of crime or become mercenaries or adventurers, or worse.
Note:
Paroled Criminals can never attain high ranking positions.


Patriot:
This soldier has a sense of responsibility and duty to his country and the Russian people that makes him want to serve in the military. This character is likely to have a strong sense of personal honor and love of country. Likely to spend 12-30 years in the army, with one third giving their life to a career of military service. +5% to all M.O.S. skills during active duty.

1. O.C.C. Modifiers:

+3D6+12 to S.D.C.
+ 1 to initiative.
+ 1 to pull punch.
+1 to strike.
+1 to roll with impact.
+1 to save vs Horror Factor at levels 1, 3, 6, 9 and 12. 2.

O.C.C.

Bonus from Genetics Engineering Augmentation: Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 90% of the last two generations to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice.



2.M.O.S.:

These sets of skills are areas of specialization. They may be combat oriented or some other area of expertise. These are in addition to O.C.C. Skills, O.C.C. Related Skills and Secondary Skills and reflect U.N paramilitary methods and organizational structure
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 M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use non-combat robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.


3.Best MOS AND Special Aptitude Bonuses

instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:


01-11% Brainy:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer

13-26% Strong-willed:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is infantry/Military Specialist/or robot Ace

27-39% Charismatic:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best O.C.C. is Technical Officer and, Military Specialist

40-51% Physically Strong:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist

52-65% Fast Reflexes and high
Dexterity:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best O.C.C. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.

66-78% Great Endurance:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best O.C.C. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.

79-88% Pretty Boy/girl: model
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 1d4+20.
Spd 1d6+9.

Your best O.C.C. is Technical Officer and Military Specialist

89-00% Fast as Lightning:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your best O.C.C. is Pilot giant robot, power armored ACE, Military Specialist

3.Special Aptitude Bonuses Table

Note

if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, the most two !!!


01-10%
Sure Shot :
+1d4 to strike with all types of projectile and weapons systems . From pistol s and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles


11-20%
Natural robot Ace/or fix or rotor wing
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.



21-30 %
Giant robot/or power armor Ace:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.


31-40%
High Perception and Solid gut Instincts:
+1d4 on Perception Rolls. Roll 1d4 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d4 initiative


41 to 50%
Quick Reaction Time:
+1d6 on initiative. Roll 1d6 dodge ,add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward


51-60%
Strongman :
+1d6+4 to P.S. attribute and + 2 to pull punch. Add Height 1d10 inches, add weight 5d4%


61-70%
Fast Learner and Jack of Many Trades:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two MOS !! Also if IQ 18 or higher add onetime bonus

71-80%
Quick Reflexes:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative , AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,


81-90%
Fearless :
+ 1D6+2 to save Horror Factor. However as a result, the character may also be a hot shot who take s foolish risks and daring chances.

91-00%
Charismatic/Charmer:
1d6+2 M.A. this character is especially likable and affable



O.C.C. Skills:

The following skills are in addition to the ONE M.O.S. selected below.
Athletics (General)
Climbing (+10%)
Forced March or Swimming (+10%), pick one.
Language: Russian (+10%)
Language: One of choice (+15%).
Literacy: Russian (Native Language; +20%)
Mathematics: Basic (+5%)
Military Etiquette (+15%)
Pilot: Hovercraft (Ground)
Hovercycles, Sky cycles
Rocket Bikes (+10%),
Pilot: Jet Packs (+12%)
Radio: Basic (+10%)
W.P. Energy Rifle
W.P. Knife
Hand to Hand: Basic,
which can be changed to Expert at the cost of one Secondary Skill. Martial Arts and Hand to Hand: Commando are not available to the Infantry Soldier.

O.C.C. Related Skills:

Instead of the usual range of skills available, the Soldier selects one of the following M.O.S. skill bundles, below, based on the character’s area of interest, work and specialty. Note:
There is such a large range of Soldier M.O.S. skill packages, that rather than list them here, they are described at the end of this O.C.C. description. It is important to note that most M.O.S. programs have attribute requirements and may grant additional bonuses. Combat Animal Handler Combat Engineer Communications Specialist EOD/Demolitions Specialist Field Medic

Infantry Soldier M.O.S. descriptions:
Pick one.

Infantryman
• Motorized Infantryman
• Rifleman/ Marksman
• Pig Man/Heavy Weapons Specialist
• Point Man/Scout Propagandist
• Sailor/Naval Infantryman
• Soviet Air Corps/Army Aviator
• Strategic Rocket Force/Missiles Transportation Specialist
• Combat Animal Handler
• Infantryman:Melee Specialist





Combat Animal Handler:
Requires an M.A. of 10 or higher.
This character may deal with bionic animals or unmodified animals such as horses, mules, cattle, dogs and exotic(like a raptor ) riding or work animals.
raptor
https://www.deviantart.com/hazzard65/ar ... -547146890
M.O.S. Bonuses:
+2 on Perception Rolls regarding animals, their health and behavior, including whether they are scared, hurt, aggressive, about to attack, willing to be submissive, back off or run off if given the opportunity, and so on.
Additional Cybernetics/Bionics:
Neural Aggression Modulator Control (NAMC) system and one additional cybernetic optical or radio/jaw enhancement.
The soldier is assigned one Cybernetically Enhanced Falcon, Dog or Bear (G.M.’s discretion).Raptor
M.O.S. Skills:
Breed Dogs (+15%) or Falconry (New! +10%), pick one.
Horsemanship: Exotic
(+10%; can be upgraded to Horsemanship: Cossack at the cost of one Secondary Related Skill.)
Outdoorsmanship (+15%)
Track and Trap Animals (+15%)
Veterinary Science (+10%)
W.P. Net
W.P. Rope


Combat Engineer:
https://www.deviantart.com/jonasmk/art/ ... -760756943
Requires I.Q. of 11 or greater.
M.O.S. Bonuses:
+2D6 to S.D.C. and +1 to I.Q. attribute.
Additional Cybernetics/Bionics: Schematic Sensor Hand, Tool Hand, Tool Mechanic’s Arm and Cyberlink Vehicle Interface.
M.O.S. Skills:
Demolitions (+10%)
Demolitions Disposal (+20%)
Excavation (+10%)
Military Fortification (+10%)
Trap Construction or Field Armorer & Munitions (+10%).
Trap and Mine Detection (+10%)


Communications Specialist:
Requires an I.Q. of 10 or higher.
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to Perception Rolls
+30% to Radio Skills :
Basic skill; use this bonus instead of the bonus listed under O.C.C. Skills.
Additional Cvbernetics/Bionics:
One additional communication Cybernetic Enhancement (such as Finger Jack, Video Eye or Radio Transmitter).
M.O.S. Skills:
Basic Electronics (+10%)
Communication: One skill of choice (+10%).
Electronic Countermeasures (+15%)
Laser Communications (+20%)
T.V./Video or Surveillance (+15%)
one Communications
one Computer skill of choice


EOD/Demolitions Specialist:
https://www.deviantart.com/shad3r/art/S ... -593419937
Requires an I.Q. of 10 and a P.P. of 12 or higher.
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to M.E. and P.P. attribute,
+1 to roll with impact,
+2 to Perception Rolls regarding explosives and traps, their level of complexity, ease or difficulty to deactivate/defuse, level of danger/damage/power, range of collateral damage, whether the maker was an amateur or expert (like himself) and similar.
Additional Cybernetics/Bionics:
Schematic Sensor Hand,
Radiation Sensor and Macro-Eye Laser.
M.O.S. Skills:
Basic Electronics (+10%)
Demolitions (+20%)
Demolitions Disposal (+15%)
Demolitions: Underwater (+14%)
Munitions Expert (the Munitions part, only, from the skill Field Armorer and Munitions Expert, +10%). Trap and Mine Detection (+10%)

Field Medic:
Requires an I.Q. and a P.P. of 10 or higher.
M.O.S. Bonuses:
+1 to I.Q. and +2 on Perception Rolls regarding the severity of injuries, the best and most immediate repair/ surgery or treatment, stability of the patient, and at levels 4 and 8, treatment from this Field Medic to those in a coma/death situation provides the patient with a cumulative bonus of +5% to save vs coma and death (+10% when the Field Medic is at level 8 experience).
Additional Cybernetics/Bionics:
Macro-Eye Laser,
Molecular Analyzer,
Finger Laser Scalpel and Wrist/Palm Needle.
M.O.S. Skills:
Brewing: Medicinal (+5%)
Cybernetic Medicine Field Surgery (+14%)
Medical Doctor (+5%)
Pathology (+10%)
Chemistry or Xenology (+5%), pick one


Infantryman:

https://images-wixmp-ed30a86b8c4ca88777 ... MHnOKzM81E

No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C., and +1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
First Aid (+5%)
Land Navigation (+10%)
Physical: One of choice,
Pilot: One of choice, any except Robots and Power Armor (+10%).
W.P.: three additional Modern
W.P. of choice (any)


Motorized Rifleman
https://images-wixmp-ed30a86b8c4ca88777 ... yQOFh6tmwM

No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C., and +1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
First Aid (+5%)
Land Navigation (+10%)
Physical: two of choice,
Pilot: One of choice, any except Robots and Power Armor (+10%).
W.P.: 6 additional Modern (any)


Infantryman:Melee Specialist
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C., and +1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
First Aid (+5%)
Land Navigation (+10%)
Physical: One of choice,
Pilot: One of choice, any except Robots and Power Armor (+10%).
W.P.: two additional Modern
W.P. Ancient pick 6 of choice (any)


Marksman:
https://images-wixmp-ed30a86b8c4ca88777 ... P-irDvg40E
Requires a P.P. of 12 or higher.
M.O.S. Bonuses:
+1 to M.E. attribute, +2 to strike on Called Shots,
+2 on Perception Rolls regarding judging distance, wind, the difficulty of the shot and finding a target. Additional Cybernetics/Bionics:
Multi-Optic Eye and Motion Detector.
M.O.S. Skills:
Camouflage (+10%)
Detect Concealment (+10%)
Prowl (+10%)
Sniper (Marksmen are usually issued an M.D SVD Dragunov).
W.P.: three additional Modern
W.P. of choice (any)


Pig Man/Heavy Weapons Specialist:
https://www.deviantart.com/darkstormasc ... -552064777
Requires a P.S. of 14 and P.E. of 12 or higher.
M.O.S. Bonuses:
+2D6 to S.D.C., +1 to P.S., and +1 to strike with rifles, machine-guns, rail guns and similar modern, long range weapons.
Additional Cybernetics/Bionics:
Sound Filtration System and Shoulder Weapon Mount/Clamps.
M.O.S. Skills:
Recognize Weapon Quality (+15%)
Sensory Systems (+5%)
W.P. Heavy
M.D. Weapons
W.P. Heavy Military Weapons
W.P.: 6 Modem of choice (any).
Weapon Systems (+20%)




Point Man/Scout:
https://www.deviantart.com/juliashay/ar ... -845856573
Requires an I.Q. of 9 or higher.
M.O.S. Bonuses:
+2D4 to S.D.C., +1 to P.E.,
+2 to Perception Rolls regarding terrain condition and terrain that could be used for ambush and traps, and detecting ambushes, camouflage or traps.
Additional Cybernetics/Bionics:
Clock Calendar,
Gyro-Compass,
Directional Sound Amplification Finger,
Sound Amplification Ear implant,
and choice of either one Multi-Optic Eye or Wide-Angle Vision.
M.O.S. Skills:
Detect Ambush (+15%)
Detect Concealment (+15%)
Land Navigation (+14%)
Prowl (+10%)
Tailing (+15%)




Propagandist (Zampolit):
Requires an I.Q. of 12 or higher and an M.A. of 11 or higher.
M.O.S. Bonuses:
+10% Charm/Impress
+10% Trust/Intimidate regardless of M.A. attribute.
Additional Cybernetics/Bionics:
One additional communication cybernetic enhancement (such as Video eye or Radio Transmitter), and two Hidden Storage Compartments.
M.O.S. Skills:
Cryptography (+10%)
History: Pre-Rifts (Russia and the Soviet Union, only) (+5%),
pick one. Law (General) (+10%)
Law - Loopholes (+8%)
Kremlinology,
Lore: Demons and Monsters (+10%)
Lore: Magic (+10%)
Public Speaking (+15%).


Sailor/Naval Infantryman:
P.E. of 10 or higher.
M.O.S. Bonuses:
+1D6 to S.D.C.
+5% to Swimming skill.
Additional Cybernetics/Bionics:
One lung implant of choice (usually Oxygen Storage Cell) and Depth Gauge.
M.O.S. Skills:
Navigation (+10%)
Pilot Boat: Motor, Race and Hydrofoil (+15%)
Pilot Boat: Ships (+5%)
SCUBA (+15%)
W.P.: two of choice

Soviet Air Corps/Army Aviator:
https://images-wixmp-ed30a86b8c4ca88777 ... XAdNNTDRf0
Requires an I.Q. 10 and P.P. of 12 or higher.
M.O.S. Bonuses:
+1 to dodge in flight and +5% to perform evasive maneuvers, stunts and emergency landings.
Additional Cybernetics/Bionics:
Bionic hand or forearm with Cyberlink Vehicle Interface, Radar Sensor, Gyro-Compass and Speedometer. M.O.S. Skills:
Basic Mechanics (+5%)
Navigation (+10%)
Pilot: Hover Vehicles (+10%; in this case, training includes ekranoplan transports).
Pilot: Jet Aircraft (+15%)
Pilot: Jet Fighter (+10%)
Russian Flight System Combat (+10%)


Strategic Rocket Force (Ballistic Missiles):
Requires an M.E. of 12 or higher.
M.O.S. Bonuses:
+1 to strike with missiles fired from a vehicle,
+ 1 to strike an incoming missile in flight.
Additional Cybernetics/Bionics:
Cyberlink Vehicle Interface,
Radar Sensor,
Gyro-Compass.
M.O.S. Skills:
Navigation (+10%)
NBC Warfare (+10%)
Pilot: Tanks and APCs (+15%; in this case, training includes the Red Hammer Ballistic Missile Carrier). Weapon Systems (+10%)
W.P. Heavy M.D. Weapons

Transportation Specialist:
Requires P.E. and P.P. of at least 9.
M.O.S. Bonuses:
+1 to dodge while driving
+5% to perform evasive maneuvers, stunts, rams and emergency crashes.
Additional Cybernetics/Bionics:
Bionic hand or forearm with
Cyberlink Vehicle Interface,
Gyro-Compass
Speedometer
M.O.S. Skills:
Combat Driving Pilot: Automobile or Motorcycles & Snowmobiles (+15%)
Pilot: Hover Vehicles (+10%; in this case, training includes ekranoplan transports).
Pilot: Tanks and APCs (+10%; normally used for APCs since Soviet tankers are a select group).
Pilot: Truck (+10%)



Secondary Skills:

Select 6 skill from the Secondary Skill list on page 300 of Rifts® Ultimate Edition at levels 1, 3, 7, 9 and 12. These are additional areas of knowledge that do not get any bonuses, other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.






Standard Equipment:

Military I.D. and ration card, standard body armor, one weapon per W.P. and six E-Clips per weapon, one Vibro-Knife or Vibro-Sword, two signal flares, two smoke grenades, two fragmentation grenades, silver-plated survival knife (2D4), flashlight, distancing binoculars, utility belt, gun holster for side arm, additional air filter and gas mask, walkie-talkie, canteen, water purification tablets, anti-radiation pills, four standard uniforms, one dress uniform, pocket-sized silver cross signal mirror, utility belt, backpack and bedroll.
Equipment Available Upon Assignment:
Any vehicle in which the character is trained, additional weapons, energy clips, medical kit, tool kit, portable computer, portable language translator, cameras, surveillance equipment, explosives (including fusion blocks), and has low to mid-level military clearance. Note: Availability of equipment and resources may be dependent upon the local commander, supply stock, location, casualties and combat conditions.
Money:
The Infantry Soldier gets a roof over his head, food, clothing, access to vehicle storage, hangars, maintenance areas, medical care and all other basic needs provided for free as part of his/her pay. The Infantry Soldier starts as a Private with a monthly salary starting at 1,100 credits a month.


Cybernetics and Bionics:
Cybernetic and Bionic Enhancement:

Though the Infantry themselves usually reserve the Light Machine designation for light, full conversion cyborgs, many Infantry Soldiers can be classified as Light Machines or partial conversion cyborgs due to the extensive bionic reconstruction they undergo. Approximately 35% of infantry soldiers receive bionic augmentations for approximately 50-60% of their bodies, making them partial cyborgs. Another 15% of infantry soldiers are full conversion cyborg classified as Light Machines. The remaining 50% of the infantry start out as completely human with only 1D4 cybernetic implants of choice. Of course, injuries in combat may substantially increase the amount of bionic augmentation a soldier ultimately ends up with.
Note:
Infantry soldiers who receive 55% or more bionic conversion usually stay in the military for life or a long stretch of 30-50 years of service.

01-50% Human Infantry Soldiers:
No bionics, but has 1D4 cybernetic implants (clock calendar, etc.).

51-85% Partial Cyborg Infantry Soldier:
THERE A 55-80% of the soldier’s body has been cybernetically enhanced.
• One Headjack and one Finger Jack.
• Cyberlink Vehicle Interface.
• Two Sensor/Communication System implants of choice.
• Reinforced endo-skeleton and body frame (20 M.D.C. to 80 M.D.C )
• Full leg conversion. Speed: 45 (30 mph/48 km), can leap 10 feet (3 m) high or 12 feet (3.7 m) lengthwise from a standing start or double that with a short run. Each leg has 60 M.D.C. and each foot has 18 M.D.C.
• One bionic arm (40 M.D.C.) and hand (12 M.D.C.) with one forearm and one hand weapon. The P.S. and the P.P. of the bionic arm are 18.
• Lung implants: Gas Filtration System and Oxygen Storage Cell.

86-00% Full Conversion Cyborg (Light Machine):
The Infantry soldier is a full conversion cyborg. See the Military Grade Sovietski Proletarian Light Machine (page 128 of this book)


132409

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


Last edited by ZINO on Tue Jan 12, 2021 1:56 pm, edited 3 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jan 07, 2021 9:35 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Infantry Soldier/ Russian Army O.C.C.
Cyber Raptor NPC Animal/Monster MOS NOTE Combat Animal Handler:


https://www.deviantart.com/hazzard65/ar ... -547146890

When reports of Russian "Dragons" started emerging from terrified Ukrainian forces - Pentagon officials were understandably skeptical. Until embedded American special forces saw these dragons for themselves. The joint chiefs were notably disturbed. General Montgomery grumbled out of the corner of a moustached mouth. "Russians" he quipped. He stood up, excused himself and walked to the back of the large, dimly lit room. Secluded he whispered to an aid "Get me Ingen on the line immediately - they have some explaining to do".

This is Russia newest military gambit - the блок-Raptor. Only Russians are crazy enough to breed genetically modified raptors for field operations - and then augment them for increased speed, strength and agility. Only the infantry are crazy enough to handle these deadly predators. Luckily their reptile brains are inhibited and controlled by a somewhat sophisticated array of deep brain stimulation. The reptiles aggression is inhibited right up until the moment of the kill, where a positive target detection (anyone not possessing an IFF signal) re-enables their aggression and automatically unclips their jaw muzzles. There is also a 'kill switch' buried in the modula oblongata just in case. The infantry help raise these raptors in an attempt to gain their trust and mitigate the danger involved with working in conjunction with such a dangerous animal.

This is the only time a Combat Animal Handler: must be Light Machine, Partial Cyborg Infantry Soldier, soldier’s body has been cybernetically enhanced, or Full Conversion Cyborg (Light Machine).
what the raptor see the Combat Animal Handler see as well.
Neural Aggression Modulator Control (N.A.M.C) system and additional cybernetic optical or radio/jaw enhancement.
The soldier is assigned one Cybernetics Enhanced Falcon, or Dog or Bear (G.M.’s discretion) or Cybernetics Raptor
Steel capped toe claws, Cybernetics augmented limbs, Cybernetics optics – these dragons are proving to be a terrifying force to be reckoned with

Alignment:
Considered miscreant or diabolic. wielded
Trained can vary
Attributes:
Animal attributes are very consistent and offer a smaller range of attribute aptitude.
I.Q. High animal intelligence,
M.E. I O+ID6,
M.A. 2D6,
P.S. 19+I D6,
P.P. 19+ID6,
P.E. 19+ 1 D6,
P.B. 2D6+4,
Spd 44+2D6; an average speed of 50 (35 mph/56 km).Cybernetics 150 MPH
Can enhance generically
add 1d4 to I.Q
add 1d6 to M.E
Mega-Damage Creature:
100 M.D on Rifts Earth
Can enhance generically 120
Cybernetics
Cyber amours 150
Exo legs 120 M.D.C

Horror Factor:
9 for one,
12 for a pack of 4-8 ,
16 for 10+.
Size:
5 to 6 feet (1.5 to 1 .8 m) tall, plus a thin tail the same length as the body.
Weight:
120 to 180 pounds add 100 pounds for Cybernetics and Bionics
Average Life Span:
35 years.
P.P.E.:
2D6
O.C.C.:
None; animal.
Natural Abilities:


Excellent speed, can run without pause and without exhaustion for 8 hours, Cybernetics add 20 Hours
leap up to 15 ft (4.6 m) high and 20 feet (6 m) long (increase by 30% when running at maximum speed). Can go without food or water for two weeks without ill effect; eats live prey and carrion (frequently takes the kill of other lone predators or small groups).
Smell blood one mile (1.6 km) away,
can track blood scent 65%,
track animals and humanoids by scent and vision 65%,
prowl 86%, Cybernetics add +20
detect ambush 76%,
climb 75%/25%.
Vulnerability:
Cannot swim and tends to underestimate humanoid opponents.
Attacks Per Melee:
Five

Cybernetics
Damage
Bite does 2D6 M.D.,
clawed feet 2D6 M.D.,
tail slash 2D6 S .D.C. plus P.S. bonus,
small fore claws 4D6 S .D.e. plus P.S. bonus,
head butt 2D4 S .D.C.

Natural Abilities Acid Spit (Special):
A sack under the Raptor's jaw can regurgitate a acid from stomach to be spit in the face/eyes of prey. This foul-smelling liquid has the same basic effect as mace, causing the eyes to bum and blinding victims until the spittle is washed away (rubbing the eyes only makes matters worse, double duration). Spitting range: 20 feet (6 m), or until washed away, whichever comes first.

Bonuses:
These are all in addition to any possible attribute bonuses.
Attacks 5
+4 on initiative,
+2 to strike and parry,
+3 to dodge, Cybernetics + 1 to dodge
+7 to save vs horror factor +9 fearless in large packs.


pick one tail Cybernetics
Cybernetics Prehensile Tail:
2 to strike and parry
Electrically-Charged
+2 to strike
Cybernetics Tail Injection /Stinger
+2 to strike
+ 1 to dodge.
Cybernetics Laser Blaster:
2D6 damage
Cybernetics Vibro-Blade or Stabbing Stinger
+2 to strike, + 1 to parry and disarm

Magic:
None
Psionics:
None
Enemies:
Other predators and humanoids.
Allies:
None, other members of their own species. Combat Animal Handler:
This is the only time a Combat Animal Handler:
must be Light Machine, Partial Cyborg Infantry Soldier, soldier’s body has been cybernetically enhanced, or Full Conversion Cyborg (Light Machine). In order to handle one or pack of 4 or 1d4


Cybernetics and Bionics:
Cybernetic and Bionic Enhancement:


Cybernetic Exo-leg
Cyber amours
look above
Exo legs
look above
Spd :
Cybernetics
150 MPH
Natural speed 40 MPH


Bio-Comp self-monitoring system:
Nano-implants tied to a tiny computer system monitors, measures and transmits fundamental physiologic information about the person it is implanted in. The data is typically displayed on a wristwatch or bracelet style monitor, but can also be displayed and recorded on a computer, portable bio-scan or portable laboratory via a finger or headjack. Data includes pulse rate, blood pressure, body temperature, blood sugar level, respiratory rate and difficulty breathing, and the presence of foreign elements in the bloodstream (indicating the presence of drugs or poison). Cost: 2500 credits.

Cosmetic Implants:
These are artificial implants that are used for cosmetic purposes, such as changing the shape of one's nose, ears, chin, cheeks, breasts, etc. They are cybernetic because most of these unique implants can either change into two or three shapes, altering the appearance (but not enough to be considered a disguise) or to adjust to a particular environment or condition. For example, a nose or breasts might flatten to prevent damage from a fall or to better fit a helmet or evening gown; eyes might change color with the charac109 ter's mood or the amount of light, and so on. Likewise, a nose, ear or mouth implant might be tied to other cybernetic implants or attachments.


Built-In Loudspeaker:
The ' Bot can amplify the loudness of his voice, like a bullhorn, to about 80 decibels. Cost: 6,000 credits

Built-In Radio Scrambler Receiver & Transmitter Headjack Implant :
A fully operational radio is built inside the head or a shoulder, back or hip unit. Range : 20 miles (32 km). Cost: 22,000; add 1 0,000 for scrambling radio messages and decodin


Signal Booster:
A small power supply usually implanted to boost the strength/signals of computer and communication implants; increases the clarity of sound and increase range by 90%

Human Voice Synthesizer:
Provides the robot with a completely human sounding voice, male or female. This is a pleasant, single voice. The system is not capable of changing the voice/sound or imitating others. Without this feature, the robot's voice sounds mechanical. Cost: 5 ,000 credits. Also see Modulating Voice Synthesize


Infra-red.
This type of optical enhancement relies on a source of infrared light, a pencil thin beam of light projected from the eye to the target. The narrowness of the beam limits the viewing area to a small area of about seven feet (2.1 m). Range : 1 ,200 feet (366 m). Cost: 1 6,000 credits; 1 9,000 credits for a pair.

Radiation Detector:
Detects and measures the amounts of harmful types of radiation and warns its owner. Includes nuclear, atomic, and microwave radiation. Cost: 1 ,200 credits.



Robot: Micro-Radar:
A small, but sophisticated radar system usually used in human and animal-size robots 10 feet (3 m) and smaller. Can identify up to 30 targets and simultaneously track 12 bogies as low as 700 feet (2 13 m). Rate of travel, direction, and location are all indicated. Range : ten miles (3 .2 km). Cost: 200,000 credits.


Sensory Antenna:
Registers vibrations in the air indicating movement, as well as having touch and heat sensors. The antenna enables the ' Bot to maneuver even in total darkness by feeling its way around. Range : Touch, usually 3- 10 feet (0.9 to 3 m) depending on the size of the robot (never larger than one third the robot's height).
Bonus:
Penalty for blindness is half and adds a bonus of + 1 to dodge .
ID4+4 M.D.C. per antenna. Cost: 1 20,000 credits per pair.
Whether the Raptor has two or 10 antennas, the bonuses and abilities remain the same


Sound Suppression System:
This is an advanced version of some pre-Rifts measures used to control sound pollution. A sound emitter is built alongside the skin of the cyborg (will only work if the ' Raptor borg is wearing light M.D.C. armor; heavy cyborg armor will muffle the emitter). The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the ' Raptor borg, 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 and add +20% when using these two systems! Restrictions: The 'borg must be moving at 101 MPH or faster.

Dual fusion block
Main use for self destruct in case of an emergency raptor complete unaware
Each block does 4d6x10Md for both 8d6x10 MD Blast radis the same os block

M.D.C. Animal Feature
Large Feet Claws:
4D6 M.D.
Jump Kick/Leap Attack Feet
6d6 M.D.
Power Jump Kick/Leap Feet Attack
2d4x10 M.D.
Small front Claws:
3D6 M.D.
Bite:
2d6 M.D.



Pick one Tail

Can change per mission.

1)Prehensile Tail:
Designed for climbing (+5% to the skill) and balance (+5% to Acrobatics and Gymnastics skills),
the tail can also pick up and carry items from small and delicate to weighing hundreds of pounds. The tail's P.S. is the same as the robot's arms.
Bonuses (for the tail):
+1 attack per melee but only when the tail is used,
+1 to entangle,
+5% to Climbing skill.
Penalties:
The tail is -3 to strike with melee weapons,
-5 to strike with a gun,
-40% to any skill that requires hands,
other than pressing a button or pulling a switch or lever.
Cost: 1 80,000 credits.

2)Prehensile Tail with Stinger / Blade:
This tail is designed for combat and hitting and stabbing combatants.
This tail cannot entangle, grab or hold opponents or items.
Note: Bonuses apply only to tail attacks and are NOT added to the robot character's overall hand to hand combat bonuses.
Penalties:
The tail is -3 to strike with melee weapons,
-5 to strike with a gun,
-40% to any skill that requires hands,
other than pressing a button or pulling a switch or lever.
Cost: 280,000 credits (20% less for Blunt).
Mega-Damage by Type of Tail Weapon:
Blunt: Tail may end 4d6 MD in a mace-like ball or just a tail tip.
Damage is as per Robotic P.S., but at -30% the normal P.S. for the robot.
Bonuses: +2 to strike and parry.
Electrically-Charged Tail Tip:
6D6+2 M.D.
+2 to strike; hand to hand combat,
no long-range blast.


3)Tail Injection /Stinger:
Same as Wrist Needle & Drug Dispenser,
only it can hold 40 doses,
+2 to strike
+ 1 to dodge.
Laser Blaster: 6D6 damage,
Range : 2000 feet (6 10 m), but gets no bonuses to strike, unmodified rolls only.
Vibro-Blade and Stabbing Stinger: 6d6/2D6 M.D., +2 to strike, + 1 to parry and disarm

Combat Animal Handler блок-Raptor:
is able to shut down all weapon systems leave raptor doing S.D.C Damage
S.D.C. Animal Feature
Large Feet Claws:
5D6 S.D.C Plus P.S add
Jump Kick/Leap Attack Feet
6d6 S.D.C Plus P.S add
Power Jump Kick/Leap Feet Attack
1d6x10 S.D.C Plus P.S add
Small front Claws:
4D6 S.D.C Plus P.S add
Bite:
4d6 S.D.C Plus P.S add

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


Last edited by ZINO on Fri Jan 08, 2021 8:11 am, edited 2 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Fri Jan 08, 2021 8:01 am
  

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Knight

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Combat Animal Handler блок-Raptor: Requirements


Requirement

an M.A. of 10 or higher the better
an M.E. of 10 or higher the better

M.A (Mental Affinity )


Represents the character's Iike ability, personal charm and charisma. Natural leaders, with an M.A. of 16 or higher, have a bonus to invoke trust or intimidation in others. A person with a high M.A. may appear trustworthy to some, but intimidating to others. This may depend on the character himself or the circumstances of the situation. At the player's option, a character with a high M.A. may choose to be only especially trustworthy or only intimidating. This explains how your friendly neighborhood ice cream man and some knife-wielding thug might both have the same high M.A., but use it differently.

This character has to have charm or spark to his personality to make a favorable impression; very memorable or any impression made is a negative one (loser, strange, jerk). Are impressed by this character and any moment he might have in the limelight and is not forgotten or overshadowed by something negative or someone else. He is always one of the first to be chosen for anything and is frequently snubbed.this owk well in pack mentally.

trust/intimidate if 16 or better must roll but add plus +3 per level
if 15 or less must roll D20 that 15 or less

Mental Endurance (M.E.):


Measures the amount of mental and emotional stress the character can withstand and situation awareness .
The character is not weak willed,not frightened, and not even outright coward. Not easily intimidated and tricked
by others, and not easily susceptible to mind control and possession. Also is aware what around him.
If Combat Animal Handler блок-Raptor has 18 or better can handle more then one for every 2 points that an extra the highest a natural Human Combat Animal Handler is 24 .
so 18 to 24 that 7 points the most are three raptors
now then 18 to 30 that 12 points the most are six raptors .
must roll D20 that 15 or less to keep control


Cybernetics and Bionics:
Cybernetic and Bionic Enhancement:


Must be Light Machine, Partial Cyborg Infantry Soldier, soldier’s body has been cybernetically enhanced, or Full Conversion Cyborg (Light Machine).
This character have deal with bionic animals or unmodified animals such as horses, mules, cattle, dogs and exotic(like a raptor ) riding or work animals.
raptors can deal better with Light Machine, Partial Cyborg Infantry Soldier, soldier’s body has been cybernetically enhanced, to able to deal and handle then a normal human being.It may even die from a simple action by a single raptor .And easy to be alpha of the pack and they are fear and respected with ranks .You don't want a Combat Animal Handler блок-Raptor not to dislike you because so will the raptor wont like you.

the reason why please look
https://www.youtube.com/watch?v=Q3znhTOUqi8

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


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 Post subject: Re: ARM TECH
Unread postPosted: Fri Jan 08, 2021 2:38 pm
  

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Knight

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Comment: NEVER QUIT..... I got lucky
there has been 132409 views and went up to 132703 views that's 294 views !!!
wow!!!!!!! but why no comment is that bad?and only 28 votes???????

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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 10, 2021 1:43 pm
  

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Knight

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Comment: NEVER QUIT..... I got lucky
OK
:(
:(

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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 10, 2021 3:09 pm
  

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Knight

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Need Rifts - Adventure Source book 05 page 30


Chaos Earth Russian Paratroopers


Russian paratroopers, tin- solders,
are the main reason why they were so dangerous it use tech and SKILLS which has even the odds against NATO and even to the US Combat troops . At first these troop look like cannon folder . but when press to action during the fall of mankind they were crack troops of the 20000 paratroopers, 5000 tin- soldiers, and 10000 combat mages drop in parachuting in war they made an opening for troops to get in and support flee law enforcement to and thousands of civilian. Ehere millions were dying they and combine might of Russian forces save hundreds of thousands .
Then add robot, gunships , A.P.C, tanks ,humvs, 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 cities of Russia they knew this before they landed gun blazing . Russian paratroopers were able to be as independent as they can which helps at keep cost down and allows m join to help Russian paratroopers as combat operations!!!

http://th00.deviantart.net/fs71/PRE/i/2 ... 6j1u5e.png
first generation Russian paratroopers


Russian paratroopers been drops by the thousand s to reenforce the line for retreating civil force during the fall of fall of Many Russian cities .

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 Russian cities ,many would return and link up with Russian and NATO forces( Germany ) !!!
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 during the fall of man , for they know paratroopers are drooping in ,they are in for do or die ,or never running away or fight if not they enemy will be dead .
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





Abilities & modifications /Bonuses:

The Soldier’s Motivation/Origins :
While all citizens serve a minimum two year term in the military (apart from police officers, Commissars, the mentally unwell and young politicians), there are those who come from unique backgrounds or have a strong desire to serve for a particular reason. Many of these individuals become career soldiers or distinguish themselves with acts of heroism during their time of service.

A Born Fighter or Born Soldier:
This human has a natural aptitude for military combat or strategies and tactics, and believes the military is his destiny . Typical time spent in military services is 12-30 years, with half giving their life to military service.
+1 on initiative
+1 W.P. skill of choice (any).

Foreign Service:
A person who has emigrated from other nation and seeks to become a Russian citizen and fight for his adopted country, or an expatriate who, though a foreigner, fights on behalf of the Russian federation at the time , perhaps against a common foe. In the alternative, the character may be a citizen of the Russian federation who wants to see more of the world, and joins the army to travel to other countries. Typical time spent in military service is 6-12 years, with one third giving their life to military service.
Receives one additional Language skill at 98% as a native language, but takes a -10% penalty to Language: Russian.

Huntsman:
Raised in the Russian wilderness or remote countryside, the soldier knew how to live off the land before ever putting on a military uniform or attending survival school. He has has joined the Russian federation Army to either make his homeland safe for future generations or in the name of humanity.
The soldier’s wilderness background provides two additional Wilderness skills of choice (any), but is also -10% on Military Etiquette. Typical time spent in military services is 4-16 years, with half giving a lifetime of military service.
but add 15 % one time to Combat Animal Handler .Infantryman . Marksman or Scout.

Justice:
This soldier has personally suffered great loss (home/ farm/property and/or the loss of friends and loved ones) at the hands of the bandits, or raiders or illegal immigrants or foreigner . While he/she may want to make Russia safe for future generations, he is just as likely to be motivated by powerful feelings of hate and revenge. Typical time spent in military service is 8-24 years, while others make it their career. Should he or she leave the army, there is a good chance he goes into law enforcement, becomes a mercenary or adventurer, or joins the reserves. If the character never manages to put aside his hate, he may remain angry and hostile toward those he perceives as the enemy or monsters.
+1 on Perception Rolls regarding the focus of the character’s revenge and wrongdoings and treachery in general. Will have trust issues, but is fiercely loyal to friends and comrades.

Legacy:
This soldier is following in the footsteps of a parent, grandparent or other relation. The young soldier is likely to receive (welcomed or unwelcome) recognition and treatment because of his family legacy, within his unit or even the military as a whole, based on his last name alone. This individual has been raised in the Russian military (and/or Communist Party) tradition from birth with a sense of higher duty and service to his country. Half of such individuals are looking for a distinguished, life-long career in the military. The other half devote 20-30 years to military service and are likely to get involved with law
enforcement or the Party after leaving the service, as well as join the military reserves.
+10% bonus to Military Etiquette skill,
automatically gets the Contacts skill and 2D6 military contacts and 2D4 Party contacts, and +10% to both Charm/Impress and Trust/Intimidate in regards to their fellow soldiers. If charm/impress and trust/intimidate are not available due to low M.E. or P.B. numbers, the character gets one or the other at 50% when used in social situations and within the military. This percentage does go up +3 per level.



Paroled Criminal:
Volunteering for additional service in the military is a way to dramatically reduce or even commute sentences for certain crimes. Select 1d4 additional Rogue skill f choice (+10% skill bonus) and gets the skill: Law - Loophole (+10%).
This character is likely to spend 8-12 years in the army, with 20% giving their life to military service. Only one quarter turn their life around, the rest go back into a life of crime or become mercenaries or adventurers, or worse.
Note:
Paroled Criminals can never attain high ranking positions.


Patriot:
This soldier has a sense of responsibility and duty to his country and the Russian people that makes him want to serve in the military. This character is likely to have a strong sense of personal honor and love of country. Likely to spend 12-30 years in the army, with one third giving their life to a career of military service. +5% to all M.O.S. skills during active duty.

1. O.C.C. Modifiers:

+3D6+12 to S.D.C.
+ 1 to initiative.
+ 1 to pull punch.
+1 to strike.
+1 to roll with impact.
+1 to save vs Horror Factor at levels 1, 3, 6, 9 and 12. 2.

O.C.C.

Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 90% of the last two generations to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice.



2.M.O.S.:

These sets of skills are areas of specialization. They may be combat oriented or some other area of expertise. These are in addition to O.C.C. Skills, O.C.C. Related Skills and Secondary Skills and reflect U.N paramilitary methods and organizational structure
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 M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use non-combat robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.


3.Best MOS AND Special Aptitude Bonuses

instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:


01-11% Brainy:
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer

13-26% Strong-willed:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is infantry/Military Specialist/or robot Ace

27-39% Charismatic:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best O.C.C. is Technical Officer and, Military Specialist

40-51% Physically Strong:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist

52-65% Fast Reflexes and high
Dexterity:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best O.C.C. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.

66-78% Great Endurance:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best O.C.C. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.

79-88% Pretty Boy/girl: model
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 1d4+20.
Spd 1d6+9.

Your best O.C.C. is Technical Officer and Military Specialist

89-00% Fast as Lightning:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your best O.C.C. is Pilot giant robot, power armored ACE, Military Specialist

3.Special Aptitude Bonuses Table

Note

if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, the most two !!!


01-10%
Sure Shot :
+1d4 to strike with all types of projectile and weapons systems . From pistol s and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles


11-20%
Natural robot Ace/or fix or rotor wing
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.



21-30 %
Giant robot/or power armor Ace:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.


31-40%
High Perception and Solid gut Instincts:
+1d4 on Perception Rolls. Roll 1d4 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d4 initiative


41 to 50%
Quick Reaction Time:
+1d6 on initiative. Roll 1d6 dodge ,add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward


51-60%
Strongman :
+1d6+4 to P.S. attribute and + 2 to pull punch. Add Height 1d10 inches, add weight 5d4%


61-70%
Fast Learner and Jack of Many Trades:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two MOS !! Also if IQ 18 or higher add onetime bonus

71-80%
Quick Reflexes:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative , AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,


81-90%
Fearless :
+ 1D6+2 to save Horror Factor. However as a result, the character may also be a hot shot who take s foolish risks and daring chances.

91-00%
Charismatic/Charmer:
1d6+2 M.A. this character is especially likable and affable


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
Human Infantry Soldier/ Russian Army O.C.C.

Infantry Soldier M.O.S. descriptions:
Pick one.look above

Infantryman
• Motorized Infantryman
• Rifleman/ Marksman
• Pig Man/Heavy Weapons Specialist
• Point Man/Scout Propagandist
• Sailor/Naval Infantryman
• Soviet Air Corps/Army Aviator
• Strategic Rocket Force/Missiles Transportation Specialist
• Combat Animal Handler
• Infantryman:Melee Specialist


Or


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 )
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 ,


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 this was second generation of Russian paratroopers, tin- solders they loss Special Aptitude Bonuses and Bonus from Genetics Engineering Augmentation
All MDC/spd max out
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%.

Common to Light Machines this was second generation of Russian paratroopers, tin- solders they loss Special Aptitude Bonuses and Bonus from Genetics Engineering Augmentation
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%.







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
Common Light Machine Full Conversion package this was second generation of Russian paratroopers, tin- solders they loss Special Aptitude Bonuses and Bonus from Genetics Engineering Augmentation

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 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
** 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, Elite mercenary units 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

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


Last edited by ZINO on Sun Jan 10, 2021 7:04 pm, edited 5 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 10, 2021 4:43 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Chaos Earth Russian Paratroopers


Update forgot to add for all
Cyber paratroopers light machine type package 1
Cyber paratroopers Light Machine Conversion Package: package2
Cyber paratroopers Light Machine Full Conversion package 3

the following
Sound Suppression System:

This is an advanced version of some Pre-Rifts measures used to control sound pollution. A sound emitter is built alongside the skin of the cyborg (will only work if the ' Raptor borg is wearing light M.D.C. armor; heavy cyborg armor will muffle the emitter). The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the ' Raptor borg, 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 and prowl base skill add +35% prowl ( can go above 99% but add penalties) when using these two systems! Restrictions: The 'borg must not be moving at 101 MPH or faster if running a flight system is not effect .


133248

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


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Jan 11, 2021 5:08 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
https://images-wixmp-ed30a86b8c4ca88777 ... 1LG5FJdUgg


https://www.deviantart.com/thomchen114/ ... -500365093
Quote:


artist comment
Overall i quite liked this, and it took me fairly quickly finish this (from draft, ink, scan, and then edit & color in PS) at about two days [the unreliable magic of cramming :P), and if i had more time i could have given this a coat of camouflage (tho the default drab green suits it fine), or include an interior look of the armor and the user.

Also i'm a nub at painting metallic effects, and so i tried to give a dirty, used feel to the mech, because i believe "a knight in shining armor is someone that has not been truly tested."

Side note: I only bought the IS-3 tank in World of Tank for research purposes, to get a closer look and feel to it that screenshots and images alone couldn't provide. But my modus operandi on purchasing new tanks was to wait for sales on certain tank lines before moving on to new ones and advance to the next tier tank. The IS-3 had a sale on when the contest was announced a month ago, but the sale only lasted about a week or two and i had yet to unlock the tank for purchase. And so i was forced to buy the IS-3 for full price just so i can see it sit in my garage and that i may examine and interact with it in full.

So far been enjoying this beast of a tank with dat gun


Description Russian IS-3 tank

The Second true merger conventional combat tank IS-3 mech class to a heavy combat robot vehicle all done in rifts chaos earth before/during 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 were fought in isolated area of earth but show the power of M.D.C and a major wake up call for these nation, India had thousands of conventional and hundreds of upgraded M.D.C combat vehicles, India was able absorbed the loss in conventional warfare, the Abram tank showed it age but still as a Heavy 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 was the Russian were they merger of old and new prototype design, test, made and train in ten 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 IS-3 mech. Which the Russian made sure these robot vehicles IFF systems show .true some parts were from IS-3 mech 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 field to, jungle combat to urban warfare the worst for all side but even humanoid robot vehicles had trouble, the IS-3 mech 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 IS-3 mech stood like a giant in battlefield even when losing battles, it was a true Russian pride. Its mass production as a stop gap and using Old Russian tanks as combat drones work well. Russian IS-3 mech is externally heavy armored of robot vehicle it could hold I own in many fields of combat. it was to fight along Description Russian T series and replace as well .but both kept running even after fall of man about 200 years later disappearing from history
here the link of Russian T series
https://images-wixmp-ed30a86b8c4ca88777 ... QNF-_rgIGI

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( backup systems ), 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: 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 can be remove

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment
Weight add: 2 tons giant size robot . man size unit 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 can be remove

12. Nuclear powered for Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons giant size robot . man size 200 pounds rest run via fossil fuel 96 hours for each tank that two total hours 192 note if both tank go there 1d4 hours of internal fuel

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 Does not exits IN CHAOS EARTH

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 VEHICLE . 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 Rounds / M.D.C projectile that does 20 MM OR LESS DO NO DAMAGE ,BUT NOT TO RAIL GUN OF ANY KIND DO NORMAL DAMAGE , and Beam weapons

15. Any pilot ( as dedicates pilot or favorite unit ace or cyber jack as well) 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. Russian 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!!!! can be remove



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. can be remove
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 900
upper arm (2) 240
upper arm (2) 300
hands (2)100
Special reactive amour: all locations main body arms legs and Reinforce cockpit compartment
Head/Main turret 350
Upper Legs (2) 300
Lower Legs (2) 425
Feet (2) 275
Reinforce cockpit compartment: 275
External tanks (2) 25 each
Main gun pick one only
• 100 MM tank rifle 100 M.D.C
• 120 MM tank rifle 125 M.D.C
• 155 MM tank rifle 130 M.D.C
• 200 MM tank rifle 150 M.D.C

20 MM rapid fire auto cannon turret 125(1)
Side mounted grenade upper arms (2 total )
Long range 12.5 MM Heavy M.D.C machine gun lower body area (3) 45
Rear engine 200
Anti missiles target acquisition systems arm 20 mm cannon 35
External fuel tank 100
*Depleting the M.D.C.
of the main body will shut the robot down completely, rendering it useless. Going into the negative -1d4x10 M.D.C., then blow up if the robot or powered armored/suit giant size 2d6x10 man size 2d4x10. 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 VEHICLE . 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 25 feet
Length 17 feet
Depth/width 19 feet
Weight tons empty /Fuel 48 hours each tank give 12 hours
Cost 50 million
Black market 75 million always fully loaded

Speed
Range: 48 hours
Flying jumps thrusters 30 MPH , max height 5000 feet
Running 35MPH max
Walk 2 to 10 MPH
under water depth not possible but floats speed 10 MPH the max
Hand to hand: robotic P.S 60 legs only,

Weapon summery
Mark I sold to mercenary troops
Main gun 100 tank rifle MM or 120 MM tank rifle
20 MM rapid fire auto cannon left arm
• Side mounted grenade (2) Hidden
Heavy M.D.C Long range 12.5 MM Heavy M.D.C machine gun (3)
• Had to hand combat PS 60
Mark II sold to allies nations
• [ b] Main gun 100 tank rifle MM or 125 MM tank rifle
• 20 MM rapid fire auto cannon
• Side mounted grenade (2) Hidden
• Heavy M.D.C Long range 12.5 MM Heavy M.D.C machine gun (3)
• Had to hand combat [/b] PS 60
Mark III [/b] defense unit Russian army
Main gun 100 tank rifle MM or 125 MM tank rifle or 155 MM tank rifle
• 20 MM rapid fire auto cannon
• Side mounted grenade (2) Hidden
• Heavy M.D.C Long range 12.5 MM Heavy M.D.C machine gun (3)
• Had to hand combat claw PS 60

MARK IV main battle robot tank paratrooper support unit
Main gun 100 tank rifle MM or 125 or 155 or 200 MM tank rifle ,
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Side mounted grenade (2) Hidden
• Heavy M.D.C Long range 12.5 MM Heavy M.D.C machine gun (3)
• Had to hand combat PS 60



Weapon systems

type:
pick one
100 MM tank rifle
or
125 MM tank rifle
or
155 MM tank rifle
or
200 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

155 MM tank rifle H.E.A.T 2d4x10, AP rounds 1d4x10

200 MM tank rifle H.E.A.T 2d6x10, AP rounds 1d6x10

Rate of Fire:
Single shot only
Effective Range:
100 tank rifle MM 6000 feet
or

125 MM tank rifle 2.5 miles

or

155 MM tank rifle 2 miles

or

200 MM tank rifle 2 miles

Payload: 50 ROUNDS TYPE OF ROUND
Note:
any armor that has a main body of 200 MDC or less crew and pilots take 6d6 S.D.C


light M.D Machinegun:not seen,optional this on top of head/main turret below 360 degrees
.30 calibers
Damage:
4d4 M.D.C short burst,
4d6+2 M.D.C medium burst,
1d4x10 M.D.C long burst
1d6x10 M.D.C Full melee
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
Full Melee 40 rounds
Range : 2000 feet
Payload: 800
later add two mark III has two
Mega Damage:
4d8 short burst,
1d4x10+4 medium burst,
2d4x10 long burst
1d10X10 Full Melee burst

Can fire S.D.C as well but not both at the same time
that 2d6x10 S.D.C burst
that S.D.C ammo payload same 800 rounds
can not fire both Mega Damage or S.D.C




Type: LOCATED IN ARM LEFT ARM
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 , 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 rounds full melee burst
8D6X10 M.D.C use all attacks at one target, for multiple targets 2d8 targets 1d10x10

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 2 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:
Hidden Side mounted grenade (2)
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 (3) two in one arm and 1 in the other
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 : 2 miles
Payload: 800 for each can transfer rounds to other machine if weapon systems is disable, damage or destroy to any of the thre
NOTE: N.A.A.T Multi-Optic
(rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

Hand to hand robot only
Punch 4d6 MDC
Rip one hand 5d4 MDC
Both hands 1d4x10MDC
Stomp 2d6 MDCunder 15 feet
Kicks not possible

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


Last edited by ZINO on Tue Jan 12, 2021 6:00 pm, edited 1 time in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Tue Jan 12, 2021 5:59 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
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Comment: NEVER QUIT..... I got lucky
:mrgreen: ANY COMMENTS PLZ

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 Post subject: Re: ARM TECH
Unread postPosted: Wed Jan 13, 2021 7:48 am
  

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Megaversal® Ambassador

Joined: Tue Apr 05, 2005 2:09 pm
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Comment: The silent thief of Rozrehxeson.
This is a multi-year-spanning topic that seems to have a lot of information contained within it. It's not stuff I was looking for but hopefully someone finds it usable.

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Wed Jan 13, 2021 4:32 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Glistam wrote:
This is a multi-year-spanning topic that seems to have a lot of information contained within it. It's not stuff I was looking for but hopefully someone finds it usable.

OK thank you so much for your comment

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


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 Post subject: Re: ARM TECH
Unread postPosted: Wed Jan 13, 2021 8:47 pm
  

User avatar
Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 13536
Location: Snoqualmie, WA
I didn't bother reading all the pages. What is L.E.A.P rounds? Why isn't the P also an abbreviation? Why would reducing the round allow 50% more ammo capacity? In order to allow a firearm to have 50% more ammo the round would have to be smaller not lighter. It wouldn't matter if you took a .223 caliber round and made the casing out of carbon fiber instead of brass you would still be restricted by the size of the round. So a 30 round MAGAZINE would still only carry 30 rounds. IF you took a .223 and made the casing smaller, say down to the size of a .22 (about 50% smaller) but it is still able to fire the round at the same speed because of some advanced powder or other chemical reactants then the gun doesn't work properly. In the case of an AR-15 system the bolt wouldn't carry, load or eject the casing properly the magazine also wouldn't be able to hold them and if you managed to stick them into the magazine they would just eject out. There is no way to make a revolver hold more ammunition, unless you change out the cylinder, which isn't possible on most.

Now if you mean that they're light weight allowing the person to carry more... that isn't payload. Payload is usually used in reference to a weapon system not small arms. When it is used it is all the ammo that the weapon system has loaded in it. Payload does not include additional magazines or belts of ammunition that may be in the machine carrying the weapon system. For a Battleships main guns it would be all the ammunition in the weapons magazine, even though they have to be loaded individually and wouldn't include the munitions that are stored. Sidearms are usually listed as magazine capacity, as in how many bullets can be loaded into a magazine, not the total number of rounds in all the magazines that the person is carrying, or x shooter, in the case of revolvers where x would be the number of rounds that could be loaded in a cylinder not all the rounds in the cylinder plus those in the quick loaders or bullet loops in the gunfighters belt.

So, allowing a person to carry more ammunition due to reduced weight, cool. Allowing a person to load more ammunition into their weapon without extensive modifications on the firearm, not cool.

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


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 Post subject: Re: ARM TECH
Unread postPosted: Wed Jan 13, 2021 9:26 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Zer0 Kay wrote:
I didn't bother reading all the pages. What is L.E.A.P rounds? Why isn't the P also an abbreviation? Why would reducing the round allow 50% more ammo capacity? In order to allow a firearm to have 50% more ammo the round would have to be smaller not lighter. It wouldn't matter if you took a .223 caliber round and made the casing out of carbon fiber instead of brass you would still be restricted by the size of the round. So a 30 round MAGAZINE would still only carry 30 rounds. IF you took a .223 and made the casing smaller, say down to the size of a .22 (about 50% smaller) but it is still able to fire the round at the same speed because of some advanced powder or other chemical reactants then the gun doesn't work properly. In the case of an AR-15 system the bolt wouldn't carry, load or eject the casing properly the magazine also wouldn't be able to hold them and if you managed to stick them into the magazine they would just eject out. There is no way to make a revolver hold more ammunition, unless you change out the cylinder, which isn't possible on most.

Now if you mean that they're light weight allowing the person to carry more... that isn't payload. Payload is usually used in reference to a weapon system not small arms. When it is used it is all the ammo that the weapon system has loaded in it. Payload does not include additional magazines or belts of ammunition that may be in the machine carrying the weapon system. For a Battleships main guns it would be all the ammunition in the weapons magazine, even though they have to be loaded individually and wouldn't include the munitions that are stored. Sidearms are usually listed as magazine capacity, as in how many bullets can be loaded into a magazine, not the total number of rounds in all the magazines that the person is carrying, or x shooter, in the case of revolvers where x would be the number of rounds that could be loaded in a cylinder not all the rounds in the cylinder plus those in the quick loaders or bullet loops in the gunfighters belt.

So, allowing a person to carry more ammunition due to reduced weight, cool. Allowing a person to load more ammunition into their weapon without extensive modifications on the firearm, not cool.


thank you so much for your comment
L.E.A.P are light Explosive Armor-Piercing
• extremely lighter rounds made ultra light weight material
• able to carry more ammo
• round size stay the same
• due to this have greater range at the cost of less damage
but can be compensated by firing more rounds down range extremely lighter rounds made of ultra-light weight
• able to carry more ammo.ops
• due to this have greater range at the cost of less damage but can be compensated by firing more rounds down range
• most combat vehicles are able to carry more rounds due weight issues they don't
• hand held clips like banana clip or other from like drum ,box clips ,ammo belt weight is light and able to carry instead of 20 now can carry 10rounds more but clip is extend or long but not hand held
revolver if have 6 round in camber still 6 rounds stay the same

does this make sense Zer0 Kay?

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


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jan 14, 2021 1:47 am
  

User avatar
Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 13536
Location: Snoqualmie, WA
ZINO wrote:
Zer0 Kay wrote:
I didn't bother reading all the pages. What is L.E.A.P rounds? Why isn't the P also an abbreviation? Why would reducing the round allow 50% more ammo capacity? In order to allow a firearm to have 50% more ammo the round would have to be smaller not lighter. It wouldn't matter if you took a .223 caliber round and made the casing out of carbon fiber instead of brass you would still be restricted by the size of the round. So a 30 round MAGAZINE would still only carry 30 rounds. IF you took a .223 and made the casing smaller, say down to the size of a .22 (about 50% smaller) but it is still able to fire the round at the same speed because of some advanced powder or other chemical reactants then the gun doesn't work properly. In the case of an AR-15 system the bolt wouldn't carry, load or eject the casing properly the magazine also wouldn't be able to hold them and if you managed to stick them into the magazine they would just eject out. There is no way to make a revolver hold more ammunition, unless you change out the cylinder, which isn't possible on most.

Now if you mean that they're light weight allowing the person to carry more... that isn't payload. Payload is usually used in reference to a weapon system not small arms. When it is used it is all the ammo that the weapon system has loaded in it. Payload does not include additional magazines or belts of ammunition that may be in the machine carrying the weapon system. For a Battleships main guns it would be all the ammunition in the weapons magazine, even though they have to be loaded individually and wouldn't include the munitions that are stored. Sidearms are usually listed as magazine capacity, as in how many bullets can be loaded into a magazine, not the total number of rounds in all the magazines that the person is carrying, or x shooter, in the case of revolvers where x would be the number of rounds that could be loaded in a cylinder not all the rounds in the cylinder plus those in the quick loaders or bullet loops in the gunfighters belt.

So, allowing a person to carry more ammunition due to reduced weight, cool. Allowing a person to load more ammunition into their weapon without extensive modifications on the firearm, not cool.


thank you so much for your comment
L.E.A.P are light Explosive Armor-Piercing
• extremely lighter rounds made ultra light weight material
• able to carry more ammo
• round size stay the same
• due to this have greater range at the cost of less damage
but can be compensated by firing more rounds down range extremely lighter rounds made of ultra-light weight
• able to carry more ammo.ops
• due to this have greater range at the cost of less damage but can be compensated by firing more rounds down range
• most combat vehicles are able to carry more rounds due weight issues they don't
• hand held clips like banana clip or other from like drum ,box clips ,ammo belt weight is light and able to carry instead of 20 now can carry 10rounds more but clip is extend or long but not hand held
revolver if have 6 round in camber still 6 rounds stay the same

does this make sense ?


Educational purposes, a clip is a device used to load a magazine. A magazine is a box or compartment used to hold ammunition to be loaded for use.

That being said, reduced weight of the bullet would decrease damage unless a new propellant made it go faster. It is E=MC^2 where your reducing M so you need to increase the C^2 by the same amount in order to keep the value of E. Or the explosive must just be enough to make the damage stay the same. The payload in the case of most combat vehicles like tanks or MLRV still use a magazine that holds x amount. Military designs dont leave room for creature comforts so it isnt like the round just take up space in the hallway to the bathroom in a tank. Even ships have terribly narrow halls often requiring an individual to go into a room to yield right of way. So any extra ammo that would result from reduced weight would again have to be stored in a newly made area that wouldn't have been in the original al design.

I'll still use my D.E.R.V.I.S.H. rounds.

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jan 14, 2021 9:17 am
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
Zer0 Kay wrote:
ZINO wrote:
Zer0 Kay wrote:
I didn't bother reading all the pages. What is L.E.A.P rounds? Why isn't the P also an abbreviation? Why would reducing the round allow 50% more ammo capacity? In order to allow a firearm to have 50% more ammo the round would have to be smaller not lighter. It wouldn't matter if you took a .223 caliber round and made the casing out of carbon fiber instead of brass you would still be restricted by the size of the round. So a 30 round MAGAZINE would still only carry 30 rounds. IF you took a .223 and made the casing smaller, say down to the size of a .22 (about 50% smaller) but it is still able to fire the round at the same speed because of some advanced powder or other chemical reactants then the gun doesn't work properly. In the case of an AR-15 system the bolt wouldn't carry, load or eject the casing properly the magazine also wouldn't be able to hold them and if you managed to stick them into the magazine they would just eject out. There is no way to make a revolver hold more ammunition, unless you change out the cylinder, which isn't possible on most.

Now if you mean that they're light weight allowing the person to carry more... that isn't payload. Payload is usually used in reference to a weapon system not small arms. When it is used it is all the ammo that the weapon system has loaded in it. Payload does not include additional magazines or belts of ammunition that may be in the machine carrying the weapon system. For a Battleships main guns it would be all the ammunition in the weapons magazine, even though they have to be loaded individually and wouldn't include the munitions that are stored. Sidearms are usually listed as magazine capacity, as in how many bullets can be loaded into a magazine, not the total number of rounds in all the magazines that the person is carrying, or x shooter, in the case of revolvers where x would be the number of rounds that could be loaded in a cylinder not all the rounds in the cylinder plus those in the quick loaders or bullet loops in the gunfighters belt.

So, allowing a person to carry more ammunition due to reduced weight, cool. Allowing a person to load more ammunition into their weapon without extensive modifications on the firearm, not cool.


thank you so much for your comment
L.E.A.P are light Explosive Armor-Piercing
• extremely lighter rounds made ultra light weight material
• able to carry more ammo
• round size stay the same
• due to this have greater range at the cost of less damage
but can be compensated by firing more rounds down range extremely lighter rounds made of ultra-light weight
• able to carry more ammo.ops
• due to this have greater range at the cost of less damage but can be compensated by firing more rounds down range
• most combat vehicles are able to carry more rounds due weight issues they don't
• hand held clips like banana clip or other from like drum ,box clips ,ammo belt weight is light and able to carry instead of 20 now can carry 10rounds more but clip is extend or long but not hand held
revolver if have 6 round in camber still 6 rounds stay the same

does this make sense ?


Educational purposes, a clip is a device used to load a magazine. A magazine is a box or compartment used to hold ammunition to be loaded for use.

That being said, reduced weight of the bullet would decrease damage unless a new propellant made it go faster. It is E=MC^2 where your reducing M so you need to increase the C^2 by the same amount in order to keep the value of E. Or the explosive must just be enough to make the damage stay the same. The payload in the case of most combat vehicles like tanks or MLRV still use a magazine that holds x amount. Military designs dont leave room for creature comforts so it isnt like the round just take up space in the hallway to the bathroom in a tank. Even ships have terribly narrow halls often requiring an individual to go into a room to yield right of way. So any extra ammo that would result from reduced weight would again have to be stored in a newly made area that wouldn't have been in the original al design.

I'll still use my D.E.R.V.I.S.H. rounds.

NICE !!! love the Dervish rounds!!!! u inspired me when I was reading this when i read this in 2006 in that time i had lot of players and GM thank you

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


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jan 14, 2021 2:42 pm
  

User avatar
Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 13536
Location: Snoqualmie, WA
ZINO wrote:
Zer0 Kay wrote:
ZINO wrote:
Zer0 Kay wrote:
I didn't bother reading all the pages. What is L.E.A.P rounds? Why isn't the P also an abbreviation? Why would reducing the round allow 50% more ammo capacity? In order to allow a firearm to have 50% more ammo the round would have to be smaller not lighter. It wouldn't matter if you took a .223 caliber round and made the casing out of carbon fiber instead of brass you would still be restricted by the size of the round. So a 30 round MAGAZINE would still only carry 30 rounds. IF you took a .223 and made the casing smaller, say down to the size of a .22 (about 50% smaller) but it is still able to fire the round at the same speed because of some advanced powder or other chemical reactants then the gun doesn't work properly. In the case of an AR-15 system the bolt wouldn't carry, load or eject the casing properly the magazine also wouldn't be able to hold them and if you managed to stick them into the magazine they would just eject out. There is no way to make a revolver hold more ammunition, unless you change out the cylinder, which isn't possible on most.

Now if you mean that they're light weight allowing the person to carry more... that isn't payload. Payload is usually used in reference to a weapon system not small arms. When it is used it is all the ammo that the weapon system has loaded in it. Payload does not include additional magazines or belts of ammunition that may be in the machine carrying the weapon system. For a Battleships main guns it would be all the ammunition in the weapons magazine, even though they have to be loaded individually and wouldn't include the munitions that are stored. Sidearms are usually listed as magazine capacity, as in how many bullets can be loaded into a magazine, not the total number of rounds in all the magazines that the person is carrying, or x shooter, in the case of revolvers where x would be the number of rounds that could be loaded in a cylinder not all the rounds in the cylinder plus those in the quick loaders or bullet loops in the gunfighters belt.

So, allowing a person to carry more ammunition due to reduced weight, cool. Allowing a person to load more ammunition into their weapon without extensive modifications on the firearm, not cool.


thank you so much for your comment
L.E.A.P are light Explosive Armor-Piercing
• extremely lighter rounds made ultra light weight material
• able to carry more ammo
• round size stay the same
• due to this have greater range at the cost of less damage
but can be compensated by firing more rounds down range extremely lighter rounds made of ultra-light weight
• able to carry more ammo.ops
• due to this have greater range at the cost of less damage but can be compensated by firing more rounds down range
• most combat vehicles are able to carry more rounds due weight issues they don't
• hand held clips like banana clip or other from like drum ,box clips ,ammo belt weight is light and able to carry instead of 20 now can carry 10rounds more but clip is extend or long but not hand held
revolver if have 6 round in camber still 6 rounds stay the same

does this make sense ?


Educational purposes, a clip is a device used to load a magazine. A magazine is a box or compartment used to hold ammunition to be loaded for use.

That being said, reduced weight of the bullet would decrease damage unless a new propellant made it go faster. It is E=MC^2 where your reducing M so you need to increase the C^2 by the same amount in order to keep the value of E. Or the explosive must just be enough to make the damage stay the same. The payload in the case of most combat vehicles like tanks or MLRV still use a magazine that holds x amount. Military designs dont leave room for creature comforts so it isnt like the round just take up space in the hallway to the bathroom in a tank. Even ships have terribly narrow halls often requiring an individual to go into a room to yield right of way. So any extra ammo that would result from reduced weight would again have to be stored in a newly made area that wouldn't have been in the original al design.

I'll still use my D.E.R.V.I.S.H. rounds.

NICE !!! love the Dervish rounds!!!! u inspired me when I was reading this when i read this in 2006 in that time i had lot of players and GM thank you

Cool and welcome

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


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 Post subject: Re: ARM TECH
Unread postPosted: Sat Jan 16, 2021 4:43 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
US Nation guard or / US Army / Army reserve solider National guard or In RIFTS the Foot soldier or guardsmen
Future rifts books guardsmen/Foot solider O.C.C.

Part 1


Our mission makes us different. Unlike the other branches, Guard Soldiers can be deployed by the governors of their resident states to support communities stricken by natural disasters like floods and hurricanes. Guard Soldiers can also be deployed by the president of the United States to defend our country or support our allies overseas. This dual role for the Guard is what makes us unique.

Both Guard Soldiers and Army Reserve Soldiers train one weekend per month and two weeks every summer. Both Guard Soldiers and Army Reserve Soldiers can be called into full-time service to support Army combat missions. The main difference is that Guard Soldiers serve a dual mission. They can be called on by their state governor or the federal government. Reserve Soldiers do not have a state mission and cannot be called to respond to floods and hurricanes, for example.

from Army recruiter before the fall


US national guardsmen/Army reserve solider /Foot solider O.C.C.

Abilities & Bonuses:

1. O.C.C. Modifiers:

+3D6+12 to S.D.C.
+1 to initiative.
+1 to pull punch.
+1 to strike. HAND TO HAND
+1 to roll with impact.
+1 to save vs Horror Factor at levels 1, 3, 6, 9 and 12. 2.

O.C.C.


Bonus from Genetics Engineering Augmentation:


Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 90% of the last two generations to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice.

2.M.O.S.:

These sets of skills are areas of specialization. They may be combat oriented or some other area of expertise. These are in addition to O.C.C. Skills, O.C.C. Related Skills and Secondary Skills and reflect U.N paramilitary methods and organizational structure
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 M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use non-combat robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.


3.Best MOS AND Special Aptitude Bonuses


instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:


01-11% Brainy :
I.Q . 1D6+18.
M.E.1D6+12. ,
M.A 1D4+ 10
P.S. 1D6+9
P.P 1D4+9
P.E 1D4+8
P.B 1D6+9
Spd 1D6+11
Your best O.C.C is Technical officer

13-26% Strong-willed:
I.Q. 1D6+ 11
M.E. ID6+ 19.
M.A 1D6+9.
P.S. ID6+9.
P.P ID4+13.
P.E. ID6+10.
P.B 1D6+9.
Spd 1D6+8.
Your best O.C.C. is infantry/Military Specialist/or robot Ace

27-39% Charismatic:
I.Q. 1D6+ 10.
M.E 1D6+9.
MA 1D6+18
P.S 1D4+ 10.
P.P 1D4 + 10.
P.E. 1D6+8.
P.B. 1D6+14.
Spd 1D6+9.
Your best O.C.C. is Technical Officer and, Military Specialist

40-51% Physically Strong:
I.Q.1d4+10
M.E. 1d4+10.
M.A 1D6+10.
P.S 1D6+19
P.P 1D4+12
P.E. 1D5+15
P.B 1D6+12.
Spd 1D6+11.
Infantry /Grunt or Military Specialist

52-65% Fast Reflexes and high
Dexterity:
I.Q. 1d4+10.
M.E. 1d6+9.
M.A. 1d6+8.
P.S . 1d6+9.
P.P 1d6+19.
P.E 1d6+9.
P.B. 1d6+10.
Spd 1D6+17
Your best O.C.C. is Giant robot Pilot. ,A.C.E Pilot , or a Technical Officer specializing in Electronics. Mechanical Engineering or Medicine surgery.

66-78% Great Endurance:
I.Q . 1D4+9.
M.E. 1d6+14.
M.A. ID6+8.
P.S. 1d6+9.
P.P ID6+9.
P.E. 1D6+19.
P.B. 1d6+19.
Spd 1d6+ 12
Your best O.C.C. is Pilot Ace, Giant robot/power armored Pilot, or Grunt/infantry.

79-88% Pretty Boy/girl: model
I.Q 1d4+ 10.
M.E. 1d6+8.
M.A 1d6+ 15.
P.S . 1d66+ 11.
P.P 1d6+8.
P.E. 1d6+9.
P.B. 1d4+20.
Spd 1d6+9.

Your best O.C.C. is Technical Officer and Military Specialist

89-00% Fast as Lightning:
I.Q .1D4+9.
M.E. 1d6+9.
M.A. 1d6+8.
P.S 1d6+9.
P.P 1d6+14.
P.E 1d6+10.
P.B 1d6+ 10.
Spd 2D6+20
Your best O.C.C. is Pilot giant robot, power armored ACE, Military Specialist

3.Special Aptitude Bonuses Table

Note

if roll a 11, 22, 33,44,55,66 and so one add only a second Special Aptitude, the most two !!!


01-10%
Sure Shot :
+1d4 to strike with all types of projectile and weapons systems . From pistol s and energy rifles to weapons used by robot. Furthermore the usual penalties for being off balance, moving, etc and half. Does not apply to missiles


11-20%
Natural robot Ace/or fix or rotor wing
+5% to Pilot skill and +10% to Specialty Natural robot Ace/or fix or rotor wing (one specific robot which the character pilot better than any other). Also +1d4 on initiative. + 1d4 to parry and +1d4 to pull punch when piloting any type of robot or power armored pick one.



21-30 %
Giant robot/or power armor Ace:
+5% to giant robot skill and +10% to one giant robot type (one specific robot which the character pilots better than any other: his or her Favorite) .Also + 1 on Perception Rolls. + 2 to dodge and + 3 to roll with impact when piloting any type of giant robot.


31-40%
High Perception and Solid gut Instincts:
+1d4 on Perception Rolls. Roll 1d4 once when the character is first created in front of the Game Master to determine what this bonus is from that time forward and +1d4 initiative


41 to 50%
Quick Reaction Time:
+1d6 on initiative. Roll 1d6 dodge ,add 1d4 P.P,ADD 1d6 auto-parry once in front of the Game Master when the character is first created to determine what this bonus is from that time forward


51-60%
Strongman :
+1d6+4 to P.S. attribute and + 2 to pull punch. Add Height 1d10 inches, add weight 5d4%


61-70%
Fast Learner and Jack of Many Trades:
Select one extra M.O.S. but without benefit of the usual bonuses for it. Note if I.Q was is 18 or higher add two MOS !! Also if IQ 18 or higher add onetime bonus

71-80%
Quick Reflexes:
+ 1 attack per melee and + 2 to Auto-dodge ,1d6 +1 initiative , AND add 1d6 P.P once in front of the Game Master when the character is first created to determine what this bonus is from that time forward,


81-90%
Fearless :
+ 1D6+2 to save Horror Factor. However as a result, the character may also be a hot shot who take s foolish risks and daring chances.

91-00%
Charismatic/Charmer:
1d6+2 M.A. this character is especially likable and affable



O.C.C. Skills:

The following skills are in addition to the ONE M.O.S. selected below.
Athletics (General)
Climbing (+10%)
Forced March
Swimming (+10%),
Language: English or native area (+10%)
Language: One of choice (+15%).
Literacy: Native Language; +20%
Mathematics: Basic (+5%)
Military Etiquette (+15%)
Pilot: Hovercraft (Ground)
Hovercycles, Sky cycles
Rocket Bikes (+10%),
Radio: Basic (+10%)
W.P. Energy Rifle
W.P. Knife
Hand to Hand: Basic,
which can be changed to Expert at the cost of one Secondary Skill. Martial Arts and Hand to Hand: Commando are not available to the Infantry Soldier.

O.C.C. Related Skills:

Instead of the usual range of skills available, the Soldier selects one of the following M.O.S. skill bundles, below, based on the character’s area of interest, work and specialty. Note:
There is such a large range of Soldier M.O.S. skill packages, that rather than list them here, they are described at the end of this O.C.C. description. It is important to note that most M.O.S. programs have attribute requirements and may grant additional bonuses. Combat Animal Handler Combat Engineer Communications Specialist EOD/Demolitions Specialist Field Medic

Infantry Soldier M.O.S. descriptions:

Pick one.



• NUMBER 1 Infantryman:
• NUMBER 2 Infantryman:Melee Specialist
• NUMBER 3 Motorized Rifleman
• NUMBER 4 Rifleman
• NUMBER 5 Combat Engineer:
• NUMBER 6 Marksman/sniper
• NUMBER 7 Communications Specialist
• NUMBER 8 Pig Man Specialist
• NUMBER 9 Missiles Ballistic operator
• NUMBER 10 Point Man
• NUMBER 11 Scout
• NUMBER 12 Militray Specialist Branch or MS )News Correspondent/ recruiter
• NUMBER 13 Sailor
• NUMBER 14 Naval Infantryman
• NUMBER 15 Rotor/VTOL /STOL wing Air support
• NUMBER 16 fix wing Aviator
• NUMBER 17 Tank pilots
• NUMBER 18 Cyber Combat Handler
• NUMBER 19 Giant size Robot pilots
• NUMBER 20 Power armor pilots
• NUMBER 21 Drone operator
• NUMBER 22 Transportation Specialist
• NUMBER 23 EOD/Demolitions Specialist
• NUMBER Field Combat Medic
• NUMBER 25 Field Engineer
• NUMBER 26 (MS) Research Specialist
• NUMBER 27 Spy or Undercover Agent
• NUMBER 28 Intelligence & Reconnaissance
• NUMBER 29 (MS) Electronic Intelligence
• NUMBER 30 (MS) Man-Hunter (MS)
• NUMBER 31 (MS) Sabotage & Harassment
• NUMBER 32 Robot Specialist Glitter boy





NUMBER 1 Infantryman:
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
First Aid (+5%)
Find Contraband (+6%)
Land Navigation (+10%)
Salvage (+5%)
Physical: One of choice,
Upgrade First Aid to Paramedic (+ 1 0%).
Law: General (+1 0%)
Pilot: One of choice, any except Robots and Power Armor (+10%).
W.P.: three additional Modern
W.P. of choice (any)


NUMBER 2 Infantryman:Melee Specialist
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
+4 strike/ parry from the 6 W.P. Ancient picked
NOTE: Martial arts / Assassin hand to hand only back attack /rear attacks times 3 only
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
First Aid (+5%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Find Contraband (+6%)
Law: General (+1 0%)
Land Navigation (+10%)
Physical: One of choice,
Pilot: One of choice, any except Robots and Power Armor (+10%).
W.P.: two additional Modern
W.P. Ancient pick 6 of choice (any)

NUMBER 3 Motorized Rifleman
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
Weapon systems (+10%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Detect Ambush (+25%)
Find Contraband (+6%)
First Aid (+5%)
Law: General (+1 0%)
Land Navigation (+10%)
Salvage (+5%)
Physical: two of choice,
Pilot: three of choice, any except Robots and Power Armor (+10%).
Pilot Related two
W.P.: 3 additional Modern (any)


NUMBER 4 Rifleman
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
Salvage (+5%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Detect Ambush (+35% can go over 99% but add penalties GM call )
Detect Concealment (+25%)
Find Contraband (+6%)
First Aid (+5%)
Land Navigation (+10%)
Law: General (+1 0%)
Physical: two of choice,
Pilot: two of choice, any except Robots and Power Armor (+10%).
Recognize Weapon Quality (+25%)
W.P. Rifles
W.P. Handguns
W.P.: 3 additional Modern (any)

NUMBER 5 Combat Engineer:
Requires I.Q. of 11 or greater.
M.O.S. Bonuses:
+1D6 to S.D.C.
+1 to I.Q. attribute.
Additional Cybernetics/Bionics:
Schematic Sensor Hand, Tool Hand, Tool Mechanic’s Arm and Cyberlink Vehicle Interface.
M.O.S. Skills:
Demolitions (+10%)
Demolitions Disposal (+20%)
Excavation (+10%)
Military Fortification (+10%)
Trap Construction (+20%)
Field Armorer & Munitions (+10%).
Trap and Mine Detection (+10%)
Law: General (+1 0%)
Pilot: two of choice, any except Robots and Power Armor (+10%).
Pick (5 skills ) five skills either Mechanical Skills or Science Skills or Technical Skills
AND GET AUTOMATIC REQUIRE SKILLS
Reduce Secondary Skills by half :



NUMBER 6 Marksman/sniper :
Requires a P.P. of 12 or higher.
M.O.S. Bonuses:
+1 to M.E. attribute, +2 to strike on Called Shots,
+2 on Perception Rolls regarding judging distance, wind, the difficulty of the shot and finding a target. Additional Cybernetics/Bionics:
Multi-Optic Eye and Motion Detector.
M.O.S. Skills:
Camouflage (+10%)
Command Robots (any, but usually Combat Drones, Pup Scout or Probes)
Detect Concealment (+10%)
Detect Ambush (+10%)
Law: General (+1 0%)
Prowl (+20%)
Recognize Weapon Quality (+25%)
Sniper
Sharpshooting
Weapon Systems (+ 10%)
Pilot: two of choice, any except Robots and Power Armor (+10%).
W.P. Automatic Pistol AND Revolver ( ADD + 10)
W.P.: two additional Modern


NUMBER 7 Communications Specialist:
Requires an I.Q. of 10 or higher.
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to Perception Rolls
+30% to Radio Skills :
Basic skill; use this bonus instead of the bonus listed under O.C.C. Skills.
Additional Cybernetics/Bionics:
One additional communication Cybernetic Enhancement
(such as Finger Jack, Video Eye or Radio Transmitter).
M.O.S. Skills:
Basic Electronics (+10%)
Communication: One skill of choice (+10%).
Electronic Countermeasures (+15%)
Salvage (+5%)
Laser Communications (+20%)
T.V./Video or Surveillance (+15%)
Three Communications
Computer Operation
Computer Programming



NUMBER 8 Pig Man Specialist:
Requires a P.S. of 14 and P.E. of 12 or higher.
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to P.S.,
+1 to strike with rifles, machine-guns, rail guns and similar modern, long range weapons.
Additional Cybernetics/Bionics:
If light cyborg Sound Filtration System and Shoulder Weapon Mount/Clamps.
M.O.S. Skills:
Recognize Weapon Quality (+15%)
Sensory Systems (+5%)
W.P. Heavy
M.D. Weapons
W.P. Heavy Military Weapons
W.P.: 4 Modem of choice (modern ).
Weapon Systems (+20%)
Boxing
Climbing
Prowl


NUMBER 9 Missiles Ballistic operator ?anti Amour :
Requires an M.E/P.S . of 12 or higher.
M.O.S. Bonuses:
+1 to strike with missiles fired from a vehicle,
+1 to strike an incoming missile in flight.
No penalties from a moving vehicle
+3 to strike with any missiles fired. Not riding a vehicle
On top of that if still prone add +2 to strike
Additional Cybernetics/Bionics:
Cyberlink Vehicle Interface,
Radar Sensor,
Gyrocompass.
M.O.S. Skills:
Navigation (+10%)
NBC Warfare (+10%)
Weapon Systems (+10%)
W.P. Heavy M.D. Weapons
Pick 3 Weapon Proficiencies (Modern)


NUMBER 10 Point Man
Requires an I.Q. of 9 and P.S or higher.
M.O.S. Bonuses:
+2D4 to S.D.C.
+1 to P.E.,
+2 to Perception Rolls regarding terrain condition and terrain that could be used for ambush and traps, and detecting ambushes, camouflage or traps.
Additional Cybernetics/Bionics:
Clock Calendar,
Gyro-Compass,
Directional Sound Amplification Finger,
Sound Amplification Ear implant,
and choice of either one Multi-Optic Eye or Wide-Angle Vision.
M.O.S. Skills:
Detect Ambush (+15%)
Detect Concealment (+15%)
Land Navigation (+14%)
Prowl (+10%)
Tailing (+15%)
Pick four Weapon Proficiencies (Modern)

NUMBER 11 Scout:
M.O.S. Skills:
Horsemanship: any
Outdoorsmanship (+15%)
Track and Trap Animals (+15%)
Veterinary Science (+10%)
Detect Ambush (+15%)
Detect Concealment (+15%)
Land Navigation (+14%)
Prowl (+10%)
Tailing (+15%)
Wilderness Survival
Land Navigation (+10%)
Pilot: One of choice, any except Robots and Power Armor (+10%).
Climbing +15
Prowl
W.P. Net
W.P. Rope
Pick 2 Wilderness skills
Pick 3 Weapon Proficiencies (Ancient)
Pick 3 Weapon Proficiencies (Modern)
add 2 Language, Foreign: One of choice (+10%).
Reduce Secondary Skills to 4 :

NUMBER 12 Militray News Correspondent/ recruiter :
Requires an I.Q. of 12 or higher and an M.A. of 11 or higher.
M.O.S. Skills:
+10% Charm/Impress
+10% Trust/Intimidate regardless of M.A. attribute.
Additional Cybernetics/Bionics:
One additional communication cybernetic enhancement (such as Video eye or Radio Transmitter), and two Hidden Storage Compartments.
M.O.S. Skills:
Cryptography (+10%)
History: Pre-Rifts (USA , only) (+5%),
pick one. Law (General) (+10%)
Law - Loopholes (+8%)
Lore: Demons and Monsters (+10%)
Lore: Magic (+10%)
Public Speaking (+15%).
Pick 2 Weapon Proficiencies (Modern)

NUMBER 13 Sailor
P.E. of 10 or higher.
M.O.S. Skills:
+1D6 to S.D.C.
+5% to Swimming skill.
Additional Cybernetics/Bionics:
One lung implant of choice (usually Oxygen Storage Cell) and Depth Gauge.
M.O.S. Skills:
Navigation (+10%)
Pilot Boat: Motor, Race and Hydrofoil (+15%)
Pilot Boat: Ships (+5%)
SCUBA (+15%)
W.P.: two of choice


NUMBER 14 Naval Infantryman:
P.E. of 10 or higher.
M.O.S. Skills:
+1D6 to S.D.C.
+5% to Swimming skill.
Additional Cybernetics/Bionics:
One lung implant of choice (usually Oxygen Storage Cell) and Depth Gauge.
M.O.S. Skills:
First Aid (+5%)
Find Contraband (+6%)
Land Navigation (+10%)
Salvage (+5%)
Physical: One of choice,
Upgrade First Aid (+ 1 0%).
Law: General (+1 0%)
Navigation (+10%)
Pilot: One of choice, any except Robots and Power Armor (+10%).
Pilot Boat: Motor, Race and Hydrofoil (+15%)
Pilot Boat: Ships (+5%)
SCUBA (+15%)
W.P.: Modern three additional Modern
W.P. : Ancient of choice (any)
Reduce Secondary Skills by half :



NUMBER 15 Rotor/VTOL /STOL wing Air support :
M.O.S. Bonuses:
+1 to dodge in flight
+15% to perform evasive maneuvers, stunts and emergency landings.
Additional Cybernetics/Bionics:
Bionic hand or forearm with
Cyberlink Vehicle Interface, Radar Sensor, Gyro-Compass and Speedometer.
M.O.S. Skills:
Basic Mechanics (+5%)
Navigation (+10%)
Pilot: 2 ANY
Pilot Related Pick ALL
Pilot: Jet Pack (+15%)
Pilot: Hover Vehicles (+10%).
Military: Combat Helicopter (+35%)
Military: Jet Fighters ( +25%)
Helicopter - +25%
Hover Craft - (+15%)
Combat Driving


NUMBER 16 fix wing Aviator Pilot:
M.O.S. Bonuses:
+1 to dodge in flight
+15% to perform evasive maneuvers, stunts and emergency landings.
Additional Cybernetics/Bionics:
Bionic hand or forearm with
Cyberlink Vehicle Interface, Radar Sensor, Gyro-Compass and Speedometer. M.O.S. Skills:
M.O.S. Skills:
Basic Mechanics (+5%)
Navigation (+10%)
Pilot: Hover Vehicles (ground +10%).
Military: Jet Fighters (+35%)
Pilot: Jet Aircraft (+15%)
Pilot: Jet Fighter (+20%)
Pilot: Jet Pack (+25%)
Pilot: 2 ANY
Pilot Related PICK ALL

NUMBER 17 Tank pilots
M.O.S. Bonuses:
+1 to strike with main canon ,
+1 to strike an incoming missile in flight with any secondary weapon/culpa systems .
+2 to strike any missiles fired.
can fire 1d4x10+10 beyond ballistic weapons only no rail gun ,missile or energy weapon systems
Additional Cybernetics/Bionics:
Cyberlink Vehicle Interface,
Radar Sensor,
Gyrocompass.
M.O.S. Skills:
Navigation (+10%)
NBC Warfare (+10%)
Pilot: Tanks and APCs (+15%; ).
Pilot: Hover Vehicles
Combat Driving Pilot:
Weapon Systems (+10%)
Pick 3 Weapon Proficiencies (Modern)
W.P. Heavy M.D. Weapons

NUMBER 18 Cyber Combat Handler
M.O.S. Bonuses:
+2 on Perception Rolls regarding animals, their health and behavior, including whether they are scared, hurt, aggressive, about to attack, willing to be submissive, back off or run off if given the opportunity, and so on.
Additional Cvbernetics/Bionics:
Four additional cybernetic optical or/and radio/jaw enhancement.
The soldier is assigned
one Cybernetically expect dogs can be or up 10 (1d10)
• Falcon
• Dog
• Horse
• OTHER
(G.M.’s discretion OR TYPE animal with reason )
Breed Dogs/Animal (specific) (+15%)
full cyborg dog
https://www.deviantart.com/biagiodaless ... -747975910
in action to standard M.D.C stat
fully armed add 75 M.D.C
main body is 70 M.D.C small size dog add 50 M.D.C
main body is 80 M.D.C medium size dog 100 add M.D.C
main body is 90 M.D.C large size (normal ) dog add 120 M.D.C
main body is 100 M.D.C largest size (normal ) dog add 150 M.D.C
look below
https://images-wixmp-ed30a86b8c4ca88777 ... CRWKyVJTr4
M.O.S. Skills:
Falconry (New! +10%), pick one.
Horsemanship: any USA /Canada/South America or Europe
(+10%; can be upgraded to Horsemanship: Cossack at the cost of two Secondary Related Skill.)
M.O.S. Skills:
Camouflage +10
Detect Ambush+15
Detect Concealment +10
Disguise+15
Trap/Mine Detection +10
Prowl+10
Wilderness Survival +15
Pilot Related Skills +10
Outdoorsmanship Track and Trap Animals (+15%)
Veterinary Science (+10%)
W.P. Net
W.P. Rope
Can be even partial or light brog


NUMBER 19 Giant size Robot pilots
M.O.S. Bonuses:
Add +1 to all !!to favorite.
Add + 20 % one time
Make delicate handling /maneuvers for Giant size Robot +20 % in situations and even prowl base 50%
M.O.S. Skills:
Excavation & Rescue (+1 0%)
Pilot: Robots Basic (+20%)
Pilot: Robot Combat Elite:
Pilot: Robot Combat Elite
Pilot: 2 ANY
Pilot Related Pick ALL
Land Navigation (10%)
Read (& Operate) Sensory Equipment (+ 1 5%)
Pick 3 Weapon Proficiencies (Modern)
W.P. Heavy
W.P. Heavy Energy Weapons (rail guns included)


NUMBER 20 Power armor pilots
M.O.S. Bonuses:
Add +1 to all !!to favorite.
Can push speed flight only by 1d4x10% for 2d4 melee
M.O.S. Skills:
Pilot: Power Armor Basic (+9%)
Pilot: Power Armor Combat Elite:
Pilot: Jet Packs (+20%)
Pilot: Helicopter or Jet Aircraft and VOTL (+ 1 6%).
Pilot: 2 ANY
Pilot Related Pick ALL
Parachuting (+ 1 5%)
Navigation (+20%)
Land Navigation (+20%)
Read (& Operate)
Sensory Equipment (+ I 0%)
W.P. Heavy
W.P. Heavy Energy Weapons (rail guns included)
Pick 3 Weapon Proficiency (Modern)


NUMBER 21 Drone operator
M.O.S. Bonuses:
Small drones size have prowl 80 + 1% per level + 3 to all
Medium drones size 70 + 2% per level + 2 to all
Large drones size 60 + 3% per level + 1 to all
Can add spd by 1d4x10% to all
M.O.S. Skills:
Radio: Basic (+25%)
Radio: Scramblers (+10%)
Surveillance Systems (+25%)
T.V./Video (+25%)
Weapon Systems (+10%)
Computer Operation (+25%)
Computer Programming (+25%)
Basic Mechanics - (+10%)
Weapon Systems - (+25%)
Navigation (+25%)
Read (& Operate) Sensory Equipment - (+25%)
Basic Electronics (+25%)
Computer Repair (+25%)
Tracking (people) (+25%) (+25%)
Detect Ambush (+10%)
Pick 2 Weapon Proficiencies (Modern)
Reduce Secondary Skills to four :
Command Robots Drones: look below for details
Knowledge in the operation, deployment and strategic use of Army reconnaissance and combat drones robots like the Combat Drone (like Skelebot), Dog Drone (an example Chaos earth book main book) , Pup Scout (Chaos earth book main book) , Spider Probe(Chaos earth book main book) , and Flying Drone/Probe (Chaos earth book main book) . 1-10 robots are assigned to Escort/ assist/attack/patrol ,investigate area or protect the individual who commands it/them. Base Skill: Not applicable
Cybernetics:
CAN BE LIGHT CYBORG ID6 cybernetic implants of choice OR Partial or full Borg
Cybernetics:
Starts with ID6 cybernetic implants of choice. No LD. chip to avoid identification as a agent by the enemy. If a partial cyborg ( 12% are), the agent will have one or two bionic arms with I D4+2 different built-in capabilities (sensors, finger camera, weapons, etc.) for each, a bionic eye and even a pair of bionic legs

NUMBER 22 Transportation Specialist:
Requires P.E. and P.P. of at least 9.
M.O.S. Bonuses:
+1 to dodge while driving
+5% to perform evasive maneuvers, stunts, rams and emergency crashes.
can have connection with Black market GM Call 2d6 one time use 1d6 mid level and 1d4 high level
30% own favor to character for each one
10% big favor to each connection
05% crime group own favor to character for each one
02% crime organization own 1d4 favor to character for each one
01% crime organization own 1d10 favor to character for each one
Additional Cybernetics/Bionics:
Bionic hand or forearm with
Cyberlink Vehicle Interface,
Gyro-Compass
Speedometer
M.O.S. Skills:
Combat Driving Pilot: Automobile
Combat Driving Pilot: Motorcycles & Snowmobiles (+15%)
Pilot: Hover Vehicles (+10%; ).
Pilot: Tanks and APCs (+10%; ).
Pilot: Truck (+10%)
Pilot six additional pilot skill (+20%; ).


NUMBER 23 EOD/Demolitions Specialist
Requires an I.Q. of 10 and a P.P. ,P.S of 12 or higher.
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to M.E. and P.P. attribute,
+1 to roll with impact,
+2 to Perception Rolls regarding explosives and traps, their level of complexity, ease or difficulty to deactivate/defuse, level of danger/damage/power, range of collateral damage, whether the maker was an amateur or expert (like himself) and similar.
Additional Cybernetics/Bionics:
Schematic Sensor Hand,
Radiation Sensor and Macro-Eye Laser.
M.O.S. Skills:
Basic Electronics (+10%)
Demolitions (+20%)
Demolitions Disposal (+15%)
Demolitions: Underwater (+14%)
Munitions Expert (the Munitions part,
only, from the skill Field Armorer and Munitions Expert, +10%).
Trap and Mine Detection (+10%)


NUMBER 24 Field Combat Medic:
Requires an I.Q. and a P.P. of 10 or higher.
M.O.S. Bonuses:
+1 to I.Q. and +2 on Perception Rolls regarding the severity of injuries, the best and most immediate repair/ surgery or treatment, stability of the patient, and at levels 4 and 8, treatment from this Field Medic to those in a coma/death situation provides the patient with a cumulative bonus of +5% to save vs coma and death (+10% when the Field Medic is at level 8 experience).
Additional Cybernetics/Bionics:
Macro-Eye Laser,
Molecular Analyzer,
Finger Laser Scalpel and Wrist/Palm Needle.
M.O.S. Skills:
Brewing: Medicinal (+5%)
Cybernetic Medicine Field Surgery (+14%)
Medical Doctor (+5%)
Pathology (+10%)
Chemistry
Xenology (+5%),
Pick 2 Weapon Proficiencies (Modern)


NUMBER 25 Field Engineer:
M.O.S. Bonuses:
NONE
M.O.S. Skills:
Basic Electronics (+ 1 5%)
Command Robots (any/all)
Computer Operation (+20%)
Electricity Generation (+ 1 0%)
Excavation & Rescue (+ 1 5%)
Jury-Rig (+20%)
Math: Advanced (+ 1 5%)
Mechanical Engineer (+ 1 5%)
Military Fortification (+ 1 5%)
Salvage (+20%)
Read (& Operate) Sensory Equipment (+20%)
Trap/Mine Detection (+20%)
Reduce Secondary Skills by half :


NUMBER 26 Research Specialist
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to M.E. attribute,
+1 to roll with impact,
M.O.S. Skills:
Computer Programming
(+ 1 5%) Computer Hacking
(+ 1 0%) Cryptography (+20%)
Forgery (+1 5%)
Lore: Three of choice (+1 5% each).
Photography (+ 1 5%)
TV/Video (+1 0%)
TWO Communications
Espionage skill of choice (+ 1 0%).
Research (+20%)
Language, Foreign: 1d4+1of choice (+10%).
Reduce Secondary Skills by half :


NUMBER 27 Spy or Undercover Agent
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. and +2 P.P. attribute,
+2 to roll with impact,
M.O.S. Skills:
Command Robots (probes/Drones and Pups only)
Disguise (+20%) Interrogation (+ 12%)
Imitate Voices and Impersonation (+14%)
Prowl (+1 0%) Seduction (+13%)
Streetwise (+ 14%)
Surveillance Systems (and Tailing) (+ 1 5%)
Tracking (+ 1 0%) or Concealment (+ 12%) FOR Undercover Agent PICK ONE /spy get both
Undercover Agent Language, Foreign: two of choice (+10%)
Spy Agent Language, Foreign: : 1d4+1of choice (+20%)
Spy GET BOTH Tracking AND Concealment


NUMBER 28 Intelligence & Reconnaissance
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. and P.P. attribute,
+2 to roll with impact,
M.O.S. Skills:
Camouflage (+ 1 5%)
Command Robots (probes only)
Detect Ambush (+ 1 0%)
Detect Concealment (+ 1 5%)
Find Contraband (+1 6%) Land Navigation (+1 6%)
Prowl (+1 0%)
Tracking (+20%)
Wilderness Survival (+20%)
Wilderness Skill: One of choice (+1 5%) Intelligence
Reconnaissance GET FOUR Wilderness Skill: 4 of choice (+1 5%)
Pilot two any no robots or power armor
Language, Foreign: two of choice (+10%).

NUMBER 29(MS) Electronic Intelligence
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. attribute,
M.O.S. Skills:
Basic Electronics (+ 1 5%)
Basic Mechanics (+ 1 0%)
Command Robots (any, though usually probes and one Hound)
Computer Hacking (+20%)
Computer Programming (+ 1 5%)
Electronic Countermeasures (+20%)
Read ( & Operate) Sensory Equipment (+ 1 5%)
Surveillance Systems (and Tailing) (+ 1 5%)
TV/Video (+20%)
Cryptography (+ 1 5%)
Language, Foreign: 1d6+1 of choice (+10%).
Reduce Secondary Skills by half :



NUMBER 30 Man-Hunter (MS)
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. and P.P. P.S and +3 P.E attribute,
+4 to roll with impact,
M.O.S. Skills:
Command Robots (any)
Land Navigation (+20%)
Recognize Weapon Quality
(+ 1 5%) Sharpshooting
Sniper
Prowl (+1 5%)
Tracking (+20%)
W.P. Bolt-Action Rifle
W.P. : four of choice (any)
Cybernetics:
Starts with ID4 cybernetic implants of choice. No LD. chip to avoid identification as a agent by the enemy.
If a partial cyborg ( 12% are), the agent will have one or two bionic arms with I D4+2 different built-in capabilities (sensors, finger camera, weapons, etc.) for each, a bionic eye and even a pair of bionic legs.


NUMBER 31 (MS) Sabotage & Harassment:
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E.,P.P. ,P.E and P.S attribute,
+2 to roll with impact,
M.O.S. Skills:
Camouflage (+20%)
Command Robots (all)
Computer Programming (+ 1 0%)
Find Contraband (+ 1 0%)
Demolitions (+20%)
Demolitions: Underwater (+20%)
Demolitions Disposal (+1 5%)
Escape Artist (+ 1 5%)
Forgery (+20%)
Nuclear, Biological & Chemical Warfare (+ 1 5%)
Reduce Secondary Skills by half :
Cybernetics:
Starts with I D4 cybernetic implants of choice. No LD. chip to avoid identification as a agent by the enemy. If a partial cyborg ( 5% are), the agent will have one or two bionic arms with ID4+2 different built-in capabilities (sensors, finger camera, weapons, etc.) for each, a bionic eye and even a pair of bionic legs.

NUMBER 32 Robot Specialist Glitter boy :
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to P.P. attribute,
+2 to roll with impact,
Add + 2 dodge/roll/strike range weapons of any kind from that Robot Vehicle.
Add 1d4+ years to age
Add +10 % to all ground robot vehicles.
M.O.S. Skills:
Advanced Math (+ 1 0%)
Basic Electronics (+20%)
Command Robots (all)
Locksmith (+20%)
Mechanical Engineer (+ 10%)
Pilot: Robots Basic
Pilot: Robot
(choose one specific type; any add +35 can over 99% but add penalties )
Robot Mechanics (+25%)
Weapons Engineer (+ 10%)

Secondary Skills:

Select 12 skill from the Secondary Skill list on page 300 of Rifts® Ultimate Edition at levels 1, 3, 7, 9 and 12. These are additional areas of knowledge that do not get any bonuses, other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.


Standard Equipment:

Military I.D. and ration card, standard body armor, one weapon per W.P. and six E-Clips per weapon, one Vibro-Knife or Vibro-Sword, two signal flares, two smoke grenades, two fragmentation grenades, silver-plated survival knife (2D4), flashlight, distancing binoculars, utility belt, gun holster for side arm, additional air filter and gas mask, walkie-talkie, canteen, water purification tablets, anti-radiation pills, four standard uniforms, one dress uniform, pocket-sized silver cross signal mirror, utility belt, backpack and bedroll.

Naval or light Body Armor
The constant dangers of Rifts Earth are such that Navy personnel are not safe even inside an armored juggernaut. To protect its people, the Navy has issued a version of the combat armor commonly used in pre-Rifts days. This body armor is lighter and more comfortable than the Marine 's combat armor which is issued to all combat personnel, but it can mean the difference between life and death for a Navy sailor. The armor consists of a fully padded body suit with a helmet; not required on duty except while under threat of attack. The armor has special flotation devices that add +5% to swimming rolls and serves as a life jacket. It has all the features common to modem body armor (see Rifts RPG, page 209).
• M.D.C.: 65
• Weight: 2 lbs (5 kg)
• Excellent Mobility; no penalties on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 1000 feet (305 m); ruptures at greater depths.
• Market Cost: 40,000 credits outside Salvation and Refuge Bases .
This is one of the items not commonly traded or sold outside Army .




Army Combat Armor
This heavy body armor has some superficial similarities to 20th Century helmets and flack jackets, but it has the addition of a face plate/mask, can be made airtight in an instant and has life support, as well as a built-in radio, insulation and all features common to environmental body armor (as listed in Rifts Ultimate Ed., p. 267). Comes in many colors olive green, forest-jungle camouflage pattern, and beige brown desert camouflage pattern. Combat armor is manufactured at both bases .
• M.D.C.: 110
• Weight: 10 Ibs (9.5 kg)
• Good Mobility: - 5% on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 2000 feet (6 10 m)
• Market Cost: 60,000 credits outside Refuge and Salvation Bases. knock-offs (see Rifts Mercenaries for details about Iron Heart) are double weight Mobility, Depth 1000

Equipment Available Upon Assignment:

Any vehicle in which the character is trained, additional weapons, energy clips, medical kit, tool kit, portable computer, portable language translator, cameras, surveillance equipment, explosives (including fusion blocks), and has low to mid-level military clearance. Note: Availability of equipment and resources may be dependent upon the local commander, supply stock, location, casualties and combat conditions.
Money:

The foot soldiers gets a roof over his head, food, clothing, access to vehicle storage, hangars, maintenance areas, medical care and all other basic needs provided for free as part of his/her pay. The Infantry Soldier starts as a Private with a monthly salary starting at 1,100 credits a month.


Cybernetics and Bionics:
Cybernetic and Bionic Enhancement:

Though the Infantry themselves usually reserve the designation for partial cyborgs, light, full conversion cyborgs, many Infantry Soldiers can be classified as Light cyborgs Machines or partial conversion cyborgs due to the extensive bionic reconstruction they undergo. Approximately 25% of infantry soldiers receive bionic augmentations for approximately 40-50% of their bodies, making them partial cyborgs. Another 15% of infantry soldiers are full conversion cyborg classified as Light cyborgs. The remaining 50% of the infantry start out as completely human with only 6 cybernetic implants of choice. Of course, injuries in combat may substantially increase the amount of bionic augmentation a soldier ultimately ends up with.
Note:
Infantry soldiers who receive 55% or more bionic conversion usually stay in the military for life or a long stretch of 30-50 years of service.

01-50% Human Infantry Soldiers: No bionics,light borg but has 1D4 cybernetic implants (clock calendar, etc.).

51-85% Partial Cyborg Infantry Soldier only 6 cybernetic implants

55-80% of the soldier’s body has been Light cybernetically enhanced.
• One Headjack and one Finger Jack.
• Cyberlink Vehicle Interface.
• Two Sensor/Communication System implants of choice.
• Reinforced endo-skeleton and body frame (20 M.D.C. to 80 M.D.C )
• Full leg conversion. Speed: 45 (30 mph/48 km), can leap 10 feet (3 m) high or 12 feet (3.7 m) lengthwise from a standing start or double that with a short run. Each leg has 60 M.D.C. and each foot has 18 M.D.C.
• One bionic arm (40 M.D.C.) and hand (12 M.D.C.) with one forearm and one hand weapon. The P.S. and the P.P. of the bionic arm are 18.
• Lung implants: Gas Filtration System and Oxygen Storage Cell.

86-00% Full Conversion Light Cyborg :
The Infantry soldier is a full conversion cyborg. See the Military Grade

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


Last edited by ZINO on Wed Jan 20, 2021 5:06 pm, edited 15 times in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Sat Jan 16, 2021 10:30 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3867
Location: new york
Comment: NEVER QUIT..... I got lucky
US Nation guard or / US Army / Army reserve solider National guard or In RIFTS the Foot soldier or guardsmen
Future rifts books guardsmen/Foot solider O.C.C.
Part 2 M.O.S NOTE


M.O.S Drone operator

Drone Master book Dead Reign - Sourcebook 6 - Hell Followed
Rifts - Sourcebook 01 - Bots (Revised and Expanded):





Weaponized drones can be used as automated smart guns that fire when activated by motion, sound, heat, or when a sensor or alarm is triggered, or remotely by someone watching via video feed. A flying or ground mobile drone can also have weapon systems that are fired via remote viewing by the Drone operator or by programs set to respond to certain triggers. A drone flyer can hover or fly above a area and shoot at targets or drop explosives on top of them. However, most drones can have at times difficulty targeting the head to make a kill, so most attacks are likely to be strafing runs that target the main body. Firing grenades, rockets or bombs affects everything within its blast radius. Military explosives, grenades, bombs and rockets are rare and difficult to find. Dynamite and commercial explosives are also difficult to find and acquire. Homemade bombs and Molotov cocktails, however, are another matter

1.Drones to start with at Level One:
1D4+1 small drones, 1D4 medium, and one large are built and ready for action. See how to build more and what features a drone can have, below.

2 Drone Attacks per Melee:

Equal to the actions/attacks per melee round of its remote control operator. Two is standard if the drone is automated and does not rely upon a controller to operate it.

3 Repair/Upgrade Drone Skill:

The 60%+4% per level of experience. A failed roll means the repairs either didn’t work or it didn’t hold, or some other problem was discovered. This skill is also used to upgrade the drone, but at -10%.
. 5 Pilot/Control Drones Skill:

The practiced skill in calibrating and remote piloting drones of all kind, usually via radio control/wireless transmission and guided by video and/or other sensors built into the drone.
Base Skill:
60% +3% per each additional level of experience;
+1d4x10% bonus when piloting a drone the character designed or built.
A failed roll means the pilot has momentarily lost control of the drone and it cannot fire. In bad weather or when trying to take evasive action or perform a stunt, the drone operator must make a successful piloting roll, often with a penalty applied. A failed roll under that circumstance means the evasive action or stunt has failed. A successful new roll brings it back under control. Two consecutive failed rolls means the drone is out of control and crashes. Contact is lost, but if it can be recovered 1D6x10% of the drone is salvageable, including any recorded video prior to the crash.


.
5 Design and Make/Build a Drone from Scratch Skill:

The knowledge and ability to make, modify and repair robot drones. Drone operator make their creations using all kinds of body styling, paint, decals, and spare parts. Some look very slick, others may look sloppy and as if they are barely held together (which is probably not the case). Time, circumstance, availability of materials and the personality of the Drone Master dictates the final appearance of the drone.
Base Skill: 60% +3% per additional level of experience
to build a drone from scratch. +30% bonus when building a drone from a kit, or making repairs to an already built drone or a commercial/store-bought unit, or a type of drone he is very familiar with.
A failed roll means the robot does not function at all. Back to the drawing board. It may need some tweaks (roll again after 1D4 days of going over the drone), or taken apart, the components reexamined, rewired and rebuilt (roll again after 1D4+4 days of work).
Or used as parts in a different drone.

Building Drones.
Building drones is what the Drone operator does, but it takes time, tools, the right materials and a place to build them. If making drones is the majority of his responsibilities and time, he can build or repair damaged drones quickly, as described below, based on size and components. If the character is out in the field using his drones or adventuring, then his productivity is much less than what is discussed below.
Size:
It is up to the player and his Drone operator character how large or small the drone is, but the small and medium sizes are less demanding and faster to build. The character cannot break the size boundaries listed below without a modern R&D facility and/or machine shop, all the right materials and knowledgeable helpers, such as engineers or other Drone Masters.

Small ground or flying drone:
Ranges from the size of a lunchbox to a microwave oven.
It takes 2D4+1 days to build a familiar design,
that + 2D6+5 additional days if it is a completely new design.
Note: In all instances, a “day’s work” means a full 8-10 hours of labor.
Weapons and power supplies can add to the time needed.
Construction time includes the actual construction, tinkering, tweaking, modification and field testing. It does NOT include the time it took to acquire all the parts and find the tools and a place to work. If the character goes out in the field a great deal, or is running from zombies or bad guys most of the time, or has inadequate tools and materials, the drone could take 50-200% longer to build.
As long as the character can find the parts and he has the time, most Drone Masters have an additional

1D4+2 small drones in various stages of completion.
When tools, materials, time and a workplace are available, most the Drone Masters spend time working as much as possible to build a small arsenal of drones of various sizes and purpose. Note: Half the time, above, to build an existing store-bought, build-it yourself “kit.”
Only 2D6 minutes to have a pre-built drone out of the package and ready for action.

Medium-size ground or flying drone:
Size can range from that of a carry-on suitcase to a trunk or an easy chair.
It takes 1D4 weeks to build a familiar design, or that + 1D4+2 additional weeks if it is a completely new design.
Construction time includes the actual construction, tinkering, tweaking, modification and field testing. Without the time, right tools, parts, materials and place to work, it could take 50-200% longer to build.

Large ground or flying drone:
Size can range from that of a small desk to a sofa or compact car. It takes 2D4 weeks to build a familiar design, or that time + 2D4+4 additional weeks if it is a completely new design. Construction time includes the actual construction, tinkering, tweaking, modification and field testing. Without the time, right tools, parts, materials and a place to work, it could take 50-200% longer to build.

A
Drone Construction Tables
When a Drone operator creates a drone from scratch, use the following tables. Roll the appropriate dice per each table or pick one from each category. With G.M. approval, the character can add more than two of the Sensor/Optics features. Maximum altitude for drones:
Small: 1,200 feet (366 m).
Medium: 2,400 feet (732 m).
Large: 5,000 feet (1524 m). Speed is dictated by,
b) Method of Movement and Speed table, below.

Power Source:

Roll 1D4 for random determination or pick one.
1.Gas engine: Can run for two continuous hours.
The engine has 20 S.D.C. and you can hear the engine when it is running.
2. Solar power: Can run non-stop in the sun, 60 minutes on an overcast day, or 30 minutes in darkness before needing a recharge. Includes battery (7 S.D.C.) and solar panel array (10 S.D.C.). Engine runs quiet. Adds 10% to the days needed to build the drone.
3. Rechargeable electric battery that uses a wall outlet or USB port: The drone can run for three continuous hours before needing a recharge. Full recharge takes 1D4 hours plugged into either a 3-prong or USB outlet. Includes battery (12 S.D.C.) and cable (5 S.D.C.). Engine runs quiet. Adds 5% to the days needed to build the drone.
4. Disposable batteries:
Can run for a total time of 2D6+18 hours before needing new batteries. Engine runs quiet.

b)
Method of Movement and Speed:

Roll 1D6 for random determination or pick one.
Wheels: Inflated or solid rubber wheels (small, 4 S.D.C. each, medium 8 S.D.C., large 11 S.D.C. each).
Speed:
1
Small: 5 mph (8 km).
Medium: 20 mph (32 km).
Large: 40 mph (64 km).
Reduce speed by half when driving off road on grass, gravel, or over debris. Cannot climb stairs or maneuver over pieces of debris half as large as the drone. More than 5 wheels provides a +10% bonus to Pilot Drone skill.
2.
Tracks/Treads:

These are treads like those used on construction vehicles and tanks, but miniaturized for drones. More rare and valuable than wheels. Small Treads: 18 S.D.C. each. Medium: 30 S.D.C. Large: 50 S.D.C. each. Speed: Small Drone is 10 mph (16 km). 20 mph (32 km) for medium or large drones. Cannot climb stairs, but can maneuver off-road on grass, gravel and even climb over pieces of debris half as large as the drone. +5% bonus to Pilot Drone skill. Treads add to the days needed to build the drone by 10%.
3.
Helicopter-Style Flyer:

Spinning blades atop a rotor.
Blades on a small drone (10 S.D.C.), medium (20 S.D.C.), large (40 S.D.C.). Speed: Small: 20 mph (32 km; maximum).
Medium and large:
(50 mph/80 km).
Note:
Heavy armor reduces speed by 25%.
Adds to the days needed to build the drone by 10%
Airplane Propeller-Style Flyer:
The drone looks like an aircraft with wings and propellers that carry it into the sky. Propellers of a small drone (10 S.D.C.), medium (25 S.D.C.) and large (60 S.D.C.). Speed: Small: 40 mph (64 km). Medium and large: 150 mph (240 km). Note: Medium armor reduces speed by 10%; heavy armor reduces speed by 30%.
Building planes from scratch can be tricky business, so the Build Drone skill suffers a -10% penalty when building one from scratch.
Adds to the days needed to build the drone by 10% 5.
Stationary Drone:
The drone is on a tripod or mounted on a wall, post, pole, piece of debris, or vehicle that isn’t working. The tri-pod or mounting
has 15 S.D.C. 6.
Walker:
The Drone has 4-12 legs and literally walks or scurries around.
The legs of a small drone (5 S.D.C. each),
medium (12 S.D.C. each),
large (20 S.D.C. each).
Speed:
Small: 3 mph (4.8 km).
Medium: 5 mph (8 km),
large: 10 mph (16 km).
Heavy armor
reduces speed by 10%. Ground movement is excellent even when walking over grass, rubble, debris or dead bodies, and can climb stairs (half speed).
This provides a +10% bonus to the Pilot Drone skill. Adds to the days needed to build the drone by 10%


c)
Controls: Roll 1D6 for random determination or pick one.

1. Wired or None:
The drone is attached to a cable. Range: Length of the cable. Or, the drone has no controller at all. It is turned on and turned off manually and may not go anywhere (stationary) or travels straight ahead until it hits an obstacle. Get one extra Sensor/Optics or Armor because of this limitation.
2, 3 and 4. Radio Controlled:
The drone is a wireless, remote operated device piloted from a console or handheld controller by the Drone Master or other designated operator. Range: 10 miles (16 km); half in foul, stormy weather.
5. Automated:
The drone stays activated all of the time, and acts totally independent of a human controller. Can still be shut off and turned on by hand or remotely.
6. Voice Controlled:

6. Voice Controlled:
The drone responds to voice commands and codes. Advanced units may be programmed to recognize and respond only to its creator or a designated operator! Voice commands may be received by the drone via the spoken word or transmitted via radio and other audio systems



d)
Sensors/Optics:

Sensors and optics are usually included to enable the drone’s operator to see what the drone sees (forward facing), and to provide additional optic capabilities and information, such as movement, temperature, etc. A drone’s weapon system (if any) may be activated to fire via a motion, heat, infrared, audio or visual signal/sensor rather than by the operator.
The information is usually transmitted via radio signals.
Roll 1D6 twice for random determination of sensors/optics or pick two.
Any or all of these items can be built into a drone, but most only have two or three.
Each EXTRA (beyond two) requires an extra 1D4 days to install and must first be located and acquired.
1.
Motion:

The drone detects movements of items from the size of a rat to a zombie, to bigger. Range: 100 feet (30.5 m). The best drones detect motion all around it, not just in a forward facing, 45 degree arc. The operator sees the motion as blips or moving lights on a graphic display. Camera and motion are an excellent combination.
2.
Heat:

The drone and its operator “sees” heat signatures and images via thermal optics or infrared optics and sensor systems. A heat sensitive system only registers zombies 10% of the time because since they are dead, they do not radiate heat. Their body temp is room temperature, making them invisible to thermal optics and sensor systems. However, thermal imaging systems detect and display animals, people, fires, and warm engines and most electronic devices and machinery. If it radiates heat and is bigger than a mouse, it picks up the signature. Heat-based sensor systems are also likely measure air temperature. Range: 300 feet/91.5 km.
3.
Passive Nightvision:

The drone and its operator “sees” via passive nightvision optic system that amplifies starlight and other ambient light sources. Tiny snippers, grabbers, shovels, saws, thermometers are built-in to take samples of objects and substances where it would be dangerous or inconvenient for a living person.
4.
Video Camera with Audio System:

The drone and its operator “sees” and hears via a video-camera system with at least basic zoom features equal to a cellphone. Video streams to the operator live and can be recorded whenever he wants or automatically recorded and saved (4 hours of memory in the drone itself).
5.
Audio Amplification System:

A microphone and audio enhancements that can pick up and amplify quiet sounds and records what it picks up on tape, disk, or hard drive or send it to a remote display. Audio systems can be used to make a weapon fire in response to a loud noise or a specific sound, like a zombie’s moan.

6.
Onboard Computer and Targeting:

The drone has an onboard computer and programs that can help it travel on course, locate and identify targets, and fire weapons via a computerized targeting system (+1 to strike). The laser can also measure distances the computer can record and record its path of travel and link/use the various sensors. The data is stored on the computer and sent back via radio or wireless capabilities. A computerized drone offers a +10% piloting bonus because it self-corrects its speed, trajectory and movement, and is +1 to dodge.



E
Armor:


for RIFTS just turn S.D.C TO M.D.C
Roll 2D4 for random determination or pick one.
1 or 2.
None:

Light, flimsy building materials. A.R. 7, 2D6+6 S.D.C., but gets one more sensor.
3.
Vital Components:

Only the power source, engine, or sensor is armored. A.R. 10 and 15 S.D.C. each.
4.
Plastic Body:

A.R. 8, 30 S.D.C.
5.
Wood and Plastic Body
:
A.R. 9. 50 S.D.C.
6.
Wood Body:

A.R. 10, 70 S.D.C. 7.
Light Metal Body:
A.R. 12, 90 S.D.C.
8.
Strong Metal Body:

A.R. 14, 120 S.D.C.
Note: Reduce S.D.C. by 20% for small drones, increase by 50% for large drones.

f)
Weapons:

Roll 1D6 for random determination or pick one.
FoR M.D.C LOOK UP Rifts - Sourcebook 01 - Bots (Revised and Expanded)
1.
Flame-Thrower:

6D6+6 damage, range: 30 feet (9.1 m). Only suitable for medium and large drones. Medium has enough flame-thrower fuel for three blasts; large drone has enough for six blasts. Add 1D6+4 days to the time necessary to build the drone.
2.
Mounted Gun,

Light: In all cases, range and damage is as per the type of gun and the size of the drone. Payload:
Small Drone:
6-12 rounds of ammunition; a revolver or pistol.
Average range is 135 feet (41 m).
Add 1D6+2 days to build the drone.
Medium Drone:
6-30 rounds of ammunition; a revolver, pistol or submachine-gun.
Average range is 135 feet (41 m).
Add 1D6+2 days to build the drone.
Large Drone:
40-80 rounds of ammunition; a submachinegun, rifle, hunting rifle, semi-automatic rifle, or shotgun. Range varies with weapon type.
Add 1D6+4 days to build the drone.
3.
Heavy Weapon/Military:

Suitable only for medium and large drones.
A fully automatic assault rifle capable of firing bursts, grenade launcher or light or medium machine-gun. Rail guns or beam weapons systems Such weapons are military-grade and are not very common, especially grenade launchers and machine-guns.
Range and damage as per the weapon used, varies.
Add two weeks to build the drone.
4.
Launched Bomb/Rocket/missiles from Mini missiles to medium range only :

Can launch or drop two small rockets or bombs (6D6 damage each) on a medium drone, six on a large drone.
Two large Bomb/Rocket/missiles from Mini missiles to medium range only (1D6x10 S.D.C damage each) on a large drone.
Blast radius is 4 feet (1.2 m). Firing range/ distance to shoot accurately is 200 feet (61 m). -1 to strike for each additional 50 feet (15.2 m).
Add two weeks to build the drone.
5.
Improvised Explosive Device (IED):

If the robot is a suicide drone, meaning the bomb detonates either upon a kamikaze strike/impact (flies or walks into the target) by the drone or blows up upon reaching a specific location.
In both cases, the drone is blown to pieces; no salvage. If the drone can “drop” gravity bombs it needs cargo and carrying capabilities.
below, for details.
IEDs and Damage:
Such an explosive is only possible if the character has access to the right chemicals and materials to make them. G.M. discretion.
Small IED the size of a 16 ounce (0.47 liter) bottle of water does 1D4x10 damage to a four foot (1.2 m) radius.
It takes 1D4 days to build each small IED.
A small drone can only carry one or two of these,
a medium drone four of them,
a large drone, 6-8.
Medium IED the size of a gallon (3.78 liters) of milk does 2D4x10 damage to a 12 foot (3.6 m) radius.
Add and 1D4+2 days to build each medium IED. A small drone:
None. A medium drone can carry one or two.
A large drone 2-6.
Large IED
the size of a microwave oven or carry-on suitcase to a 30 gallon (113 liter) drum,
inflicts 4D6x10 damage to a 25 foot (7.6 m) radius.
Add 1D6+4 days to build each large IED.
A small drone: None. A medium drone can carry one but reduce its speed and altitude by 50% and -20% penalty to pilot/control drone skill.
A large drone can carry one without penalty, or two with its speed and altitude reduced by 50% and -30% penalty to pilot/control drone skill.
6.
Power Tool:

A chainsaw (3D6 S.D.C damage),
spinning blade (2D6 S.D.C damage),
hammering/stabbing spike
(2D6 S.D.C damage and treats A.R. as -2),
or punching piston (2D4 damage plus possible knockdown).
Damage is as per each melee attack. Reduce speed by 20% and add one week to the construction time needed to build the drone.
g) Cargo and Carrying Capability:
This is the ability to have a cargo load (light part, supplies, medicine, bombs, etc.) carried and dropped off by the drone. Roll 1D6 for random determination or pick one.
1.
Net: The cargo/package(s)
is held in a net suspended under a flying drone, or pulled behind a ground drone. To deliver or drop the cargo, one end of the net is released and the package(s) tumbles out, or the recipient may remove the package(s) by hand.
2 and 3.
Platform and Cables:

Cargo is placed on a flat platform suspended under a flying drone, or pulled behind a ground drone, by cables. In the latter case, the “platform” may have wheels and function like a hitched wagon. To deliver or drop the cargo, the cables are released, or the recipient may remove the package(s) by hand.
4.
Cargo Bay:
There is either a compartment built into the drone or attached to the belly of the drone. In either case, the bottom of the cargo bay opens to receive and drop cargo.
5. Claw/Clamp:
A large robotic claw holds the item being transported or a larger container holding one or more objects inside of it. The claw is suspended on a hydraulic cable that can be lowered and raised. To release or drop the item/container, the claw opens.
6. Hardpoints:
Cargo or cargo containers are attached to exterior clamps, like those used on warplanes, for transportation. Cargo is released by each hardpoint one at a time, in volleys or all at one time. The number of hardpoints depends on the size of the drone.
Small Drone: 2 small hardpoints.
Medium Drone: 2 or 4 hardpoints.
Large Drone: 4 or 6 hardpoints.
Typically used on flying drones for holding rockets or gravity bombs.

Standard Equipment: :

His personal laptop, large toolbox filled with tools, soldering iron, drill, magnifying glass, flashlight, penlight, roll of duct tape, safety goggles,
1D6 cans of different colored spray paint,
3D6 cell phones,
1D4 extra laptops for parts, traveling clothes, utility clothes, pair of boots, pair of working gloves, bandana or hair ties, breathing mask, survival knife,
box of 100 clean wipes, walkie-talkie, sunglasses or tinted goggles, two canteens, backpack, duffel bag, bedroll or knapsack, food rations (1D4 weeks worth), and some personal items

Tools of the Trade: :

Special Abilities for the starting number of drones.
The character also has most of the basic materials to make another
1D4+1 small drones
1D4+1 medium drone,
At the G.M.’s discretion 1D4+1 large drone
spare batteries, and the tools necessary to build, repair, and maintain drones.
This includes common tools like hammers and screwdrivers, as well as metal-working and electrical tools.
At the G.M.’s discretion, the character also have a workshop in a garage, basement, or large vehicle. Weapons:
A revolver or pistol of choice and 1D6x10 extra bullets, a large crowbar (2D6 damage),
pocket knife (1D4 damage)
an assortment of small tools that could be used as weapons
(most inflict 1D4, 1D6 or 2D4 damage).


M.O.S Cyber Combat Handler

Rifts - World Book 36 - Sovietski BOOKS USED
RFTS World Book NEW WEST BOOKS


Falcon, Hawk or Eagle


Bionic birds of prey are not meant for direct combat, but they have enough light armor protection, Vibro-Blade talons and sharp beaks to deliver some damage and to take a few light M.D. shots

Cyborg Birds of Prey Stats:
Class:
Enhanced Cybernetic Animal - Ultra-Light Machine.
Crew:
One falcon, hawk or eagle.
In the latter case, it is almost always the steppe eagle found through the steppe, desert and semi-desert habitats of Eastern Europe, Russia, Mongolia, Asia and India.

A falcon or hawk full conversion cyborg
of any breed now has a sustainable flying speed of 50 mph (80 km) without fatigue, and a dive speed of 200 mph (320 km) with the assistance of a small thruster behind each upper leg.
The thrusters can also be used for short bursts of speed that last 1D4+3 melee rounds (60- 105 seconds) to attack or flee at 200 mph (320 km)

eagle cyborg
A full conversion eagle cyborg now has a sustainable flying speed of 80 mph (128 km) and a dive speed of 300 mph (480 km) with the assistance of small thruster behind each upper leg. The thrusters can also be used for short bursts of speed that last 1D4+8 melee rounds (2-3 minutes) to attack or flee at 300 mph (480 km). Underwater Capabilities: None

Statistical Data:
Size (bionic'):
Varies with the type of animal.

Falcon:
18 inches (46 cm) tall,
wingspan: 2 feet, 6 inches to 3 feet, 8 inches (0.8 to 1.1 m).

Hawk:
One foot (0.3 m) tall;
wingspan: 3-4 feet (0.9 to 1.2 m).

Eagle:
2-3 feet (0.6 to 0.9 m);
wingspan: 7 feet (2.1 m).
Weight (Full Conversion Cvborg):
Falcons and Hawks:
10 pounds (4.5 kg).
Eagle:
35 pounds (16 kg).
Physical Attributes for Full Cyborg/Ultra-Light Machine:
Robot P.S. 13. Robot P.P. 18.
Speed: See above.
Damage in Melee Combat (Full Cyborg):
1D6 S.D.C. from a restrained talon strike or bite,
2D6+3 S.D.C. with a full strength talon strike, and 4D6+4 S.D.C. with a diving talon strike, but counts as two melee attacks.
Note:
Does M.D. with Vibro-Talons.
Attacks per Melee:
Four (includes NAMC bonus).
Bonuses:
+15% to Climbing skill,
+2 on initiative,
+3 to strike and dodge due to Robot P.P.
Natural Abilities:
Nightvision 400 feet (122 m),
Prowl 80% (negated when thrusters are used),
track by smell at 46%,
track by sight 80%.
Power System:
Internal electrical battery.
This system provides power to all cybernetic and bionic enhancements for up to 96 hours.
When not in use, small solar panels on the back are deployed to recharge the system.
This has proven to be extremely effective and cost efficient.
There is an E-Clip port for emergency backup which can power all systems for an additional 48 hours per E-Clip. This system can be removed to keep the weapon systems deactivated while allowing the animal limited autonomy.
Black Market Cost:
Never available on the black market.



Bionic Features:
Common to cyborg Birds of Prey, plus the weapon systems that follow.
1.
Cyber-Camera Eye (60 mile/96 km transmission range) with Telescopic capabilities (see Rifts® Ultimate Edition, page 50).
2.
Optic Nerve Video Implant (see Rifts® Ultimate Edition, page 50).
3.
Bionic booster jets (see Speed).
4.
Fold-Out Solar Panel Recharging System.
5.
Concealed E-Clip port.
6.
Multi-System Eye Sockets (2).
7.
Built-in Radio Transmitter & Receiver (5 miles/8 km).

Full Cyborg Bird of Prey Weapon Systems:
1. Vibro-Talons (2):
Each foot has a set of Vibro-Talons used to slash and claw at enemies.
Primary Purpose:
Close combat.
Range
: Melee range.
Mega-Damage:

Falcons and Hawks:

1D4 M.D. per talon strike,
+2 M.D. from a diving attack.

Eagle:
2D4 M.D. per talon strike,
+4 M.D. from a diving attack.

2. Deployable Explosive Charges (2):
The animal can be told to carry a small bag or pouch holding one explosive designed to explode on impact in each talon. This is a little dangerous as the explosive will go off if accidentally dropped; 35% chance whenever the bird is attacked by another flying predator, monster, huntsman or enemy taking no chances. Also drops the explosive when it opens its talons to attack or depend itself or its handler, which could injure or kill fellow soldiers or innocent people. For these reasons, this tactic is only used in remote areas or extreme situations.
A safer, similar tactic is for the cyborg bird of prey to drop a message, radio, 1-2 E-Clips, flares, tools or piece of equipment, a bottle of water, first aid kit and similar items small enough for it to handle in flight.
Primary Purpose:
Strategic Demolition.
Range
: Melee range or dropped.
The animal must be on or above the target.
Mega-Damage:
5D6 M.D. to everything in a 3 foot (0.9 m) radius.
Rate of Fire:
One at a time or both at the same time.
Payload:
Two; one per leg


Canine Cyborgs


Cyborg Canine Stats Note:
The following stats are for the standard cybernetic dog. Specific weapons and bionic features may vary a bit from animal to animal. Class: Enhanced Cybernetic Animal - Light Machine. Crew: One trained and domesticated canine; typically a large breed dog, but sometimes a medium-sized canine.
Common breeds are described above.
M.D.C. by Location:
* Head - 80 Legs (4) - 50 each
Tail - 5
* Back-Mounted Ion
Laser Blaster - 50
** Main Body - 90 ( normal size dog)
* A single asterisk denotes a target that is small and difficult to hit.
A called shot is required and even then the attacker is -3 to strike.
Destroying the head of the cyborg will kill the animal.

** Depleting the M.D.C. of the main body will effectively destroy the animal.

Speed:
Running: 90 mph (144 km) maximum and tires at one-third the usual amount.
Dogs like to run, but trained cyborg dogs resist that impulse and stay with their human partner/pack master until commanded otherwise.
Leaping:
Bionic legs allow the dog to leap 10 feet (3 m) high and up to 25 feet (7.6 m) lengthwise.
Increase height or distance by 50% with a running start of at least 60 mph (96 km).
Flying:
Not possible.
Water Capabilities:
Swim on the surface at 24 mph (38.4 km).
Can walk at the butoom underwater capabilities.
Dept 1000 feet
Statistical Data:
Varies with breed.
Below is the average size of large breed canine Cyborgs.
Height:
2 feet, 6 inches to 3 feet (0.8 to 0.9 m) to the shoulders.
Width:
One foot, 6 inches (0.5 m).
Length:
4-5 feet from snout to rump (1.2 to 1.5 m).
Tail is additional.
Weight (Full Conversion Cyborg):
300-400 pounds (135 to 180 kg).
Physical Attributes for Full Cvborg/Light Machine:
Robot P.S. 20.
Robot P.P. 20.
Speed:
See above.
Natural Abilities:
Prowl 40%,
Swimming 75%,
track by smell 65% (+10% for hunting breeds),
identify specific odors (such as machine oil, explosives, Brodkil) 60%,
and +10% to identify and track common or strong scents (such as food, blood, animals, specific known monsters/D-Bees), leaping and pounce attack.
Partial cyborg dogs,
as well as bears and horses, retain their abilities to sense the presence of the supernatural as well as were beasts within a 1000 foot (183 m) radius,
respond by growling, barking, howling, or behaving in a nervous manner.
Trained cyborg dogs bark twice, stand up and point, while snarling and growling.

full cyborg
The sensing ability of full cyborg canines is greatly diminished by their machine conversion, but can still sense the supernatural at a distance of 500 feet (61 m).
Perhaps needless to say, cyborg canines and bears are used to hunt, bring down and guard against the supernatural.

Damage in Melee Combat (Full Cyborg):
2D6 S.D.C. from a restrained bite,
1D6 M.D. full strength bite,
1D4 M.D. from pouncing attack and body block/ram.
Both have an 80% likelihood of knocking down opponents weighing less than 1,000 pounds (450 kg). Victims knocked down lose initiative and one melee attack, plus they are vulnerable to further biting and claw attacks by the animal while knocked down on the ground; the animal has initiative and the person on the ground is -1 to parry and dodge.
Also see Bionic Jaws under Weapon Systems,
below for other types of attacks.
Attacks per Melee:
Four
Bonuses:
+2 on initiative,
+3 to strike and pounce,
+4 to dodge due to innate ability,
Robot P.P. and other implant,
+3 to disarm and +3 to pull bite.
Includes bonuses.
Power System:
Nuclear with a 15 year life.
Black Market Cost: Never


Bionic Features:

All enhanced dogs have the following enhancements:
1 .
Optic Nerve Video Implant (includes audio).
2.
Cyber-Camera Eye with Telescopic capability.
3.
Passive Nightvision.
4.
Thermal-Imager.
5.
Built-In Radio Receiver & Transmitter Headjack.
6.
Molecular Analyzer.
7
Bionic Lung with Gas Filter and Oxygen Storage Cell
8
One Internal Storage Compartment; typically holds a pistol and an E-Clip, or a Vibro-Knife (1D4 M.D.), or two hand grenades, or a small tool kit and similar items.
These can only be accessed by the animal’s human partner or a recognized teammate/ally.
8.
Two Cyber-Nano-Robot Repair Systems.

Weapon Systems for Full Conversion Cyborg Canine:
1.
Bionic Jaws:
Though the mouth and head are carefully preserved,
they are reinforced and augmented.
The teeth lined jaws are powerful enough to inflict light
Mega-Damage:
Primary Purpose: Hunting, Attack and Defense.
Range:
Melee combat.
Mega-Damage:
1D6 M.D. per full strength bite or 2D6 S.D.C./ Hit Points from a restrained bite intended to serve as a serious warning that does light damage.
Capture Bite:
1D6 M.D.,
but once the canine cyborg has a good hold on the target, it continues to hold on and tug so that the individual is compromised, off-balance and encumbered (the weight of an angry, snarling and tugging cyborg dog).
This is the classic dog pulling at the pant leg or sleeve of a person, or the leg of an animal or the arm or leg, weapon, backpack, belt or dangling strap of an enemy combatant.
While the cyborg dog is locked on and pulling, its victim cannot use the limb that is being held onto,
is being pulled at and shaken making any attempts
at gunfire -4 to strike and equal to shooting wild,
-4 to dodge, reduce speed by half (or less depending on the victim being held)
skill performance is -30%.

The trained animal knows the point of this attack is to hold the enemy and keep him from doing anything. This means it will try to pull the enemy away from any devices, vehicles or people, and sounds like a wild beast ready to rip him to shreds if he fights back. Any victim who stops struggling gets the cyborg to stop growling, but the cyber-dog will not let go until its human partner tells it to do so. The only way to escape the dog’s grip is to inflict enough damage to it that the dog lets go or to have a greater P.S. than the cyborg canine and pry its jaw open.
However, prying the jaws open only provokes the cyborg hound to bite at the hands or go for the throat. If attacked, the cyborg dog will let go and attack, going for the weapon or the hand holding it in an attempt to pull it out of the hand or make the assailant drop it.
Or
the canine repositions to attack and hold onto some other part of its opponent’s body where he cannot easily hit, kick or shoot at it.
Dogs are smart and will take evasive action and attack from behind or the sides.
And if it sees a kill shot - e.g. a chance to bite a vital spot like the neck or groin - it will take it.
Note:
The cyborg canine is trained to let go and retreat when the M.D.C. of its head or main body has 20% or less remaining

2.
Back-Mounted Energy Weapon:
Many, but not all, canine Light Machines have either a light ion or laser blaster built into its back. In both cases, the weapon rises up from its low profile position on the back to fire forward above the animal’s head or to the side in front of the dog. However, it can rotate 360 degrees to fire to the sides and even behind the canine; 30 degree, up and down arc of fire. The weapon system is either remotely operated by the animal’s assigned soldier or set to function with the Gromeko Friend and Foe Identification computer which engages to fire upon clearly defined and recognized enemies (three attacks per melee round). Note: The weapon turret includes a video camera built under the barrel so the animal’s handler can see in whatever direction the weapon is pointed, as well as seeing what the animal sees. 2,000 foot (610 m) range with 2x and 8x telescopic zoom.


Range: Ion Blaster: 500 feet (152 m).
Laser: 1,000 feet (305 m).
Mega-Damage: Ion Blaster: 3D6 M.D. per single blast.
Laser: 2D6 M.D.
Rate of Fire: When fired remotely by the animal’s assigned soldier partner, each attack counts as one of the soldier’s own melee attacks.
Reliable range for the transmission of optical data from the animal cyborg and the firing of the weapon remotely is five miles (8 km) in forest and urban settings; 10 miles (16 km) in open territory like the steppes, 2 miles (3.2 km) in mountains or underground.
FFI firing: A
s many as three times per melee round (15 seconds) when the weapon is set to fire upon targets identified by the Friend and Foe Identification computer, with the failsafe of not firing unless the target confirmation is at least 97%.
If there is any significant uncertainty, the weapon will not discharge.
In both cases, the firing of the back-mounted weapon is in addition to the canine’s own number of attacks or melee actions.
This means the weapon can be shooting while the dog is running, leaping, dodging, and so forth. Since the remote operator sees everything the cyborg dog sees, as well as wherever the gun is pointing, operating the weapon feels rather like playing in a video game.
This also means the remote operator can issue commands and warnings to the animal and lay covering fire for the animal’s escape if necessary.
This is another reason it is important for the soldier and animal to train together and develop a bond, so that the “human partner” values the canine and does not direct it on suicide runs and foolish ventures. In a strange way, the two function as a true team and that cyborg dog is as much a fellow, brother in arms as any soldier in the squad.
This bond of friendship, trust, and camaraderie is vital for maximum efficiency in the field of battle and especially delicate operations such as commando raids, prison breaks and search and rescue missions in which stealth and discretion are required. The dog and its human partner must trust each other completely. Let’s use a prison break for example:
The cyborg dog can carry on its back or side, a low-profile saddlebag style pack with two or more pouches slung over its back.
There is an appropriate space between the strap on the pack so as to not impede the use of the bionic weapon located on the dog’s back.
Inside the pack is vital gear like lock picking tools, explosives, a flash grenade, Vibro-Knife, radio, etc., to help make the jail break possible.
The items are kept small and simple as to not get snagged or stuck on underbrush or fencing the dog may need to squeeze through or dig under.
Once it has delivered its jail break gear, it can escort and protect the escapees, or create a distraction while they make good their escape.
Or
the cyborg dog can attack key enemy personnel to give the escapees a better chance, before making its own retreat.
Every step of the way, the soothing voice of the dog’s human partner is guiding it along: “Stop.” “Go low.” “Go around. Left.” “Stop, your other left. Good boy, Bandit.” “Waaaait.” “Look right.” “Look left.” “Clear. Okay, slow and quiet, forward.” “Good, Boy.” “Can you follow Lieutenant Hansen’s scent?” “That’s it. Good, boy.” “What is it?” “Stop. Go back.” “Good nose, Bandit.
The Molecular Analyzer indicates munitions” (or fuel, or blood, or dead bodies, or whatever the case). “Good to know.” “Deliver the package to the Lieutenant.” “Good boy, Bandit.” “Point. Head down.” “Steady.” “Firing the laser.” “Your job is done, Bandit. Come home to base camp.”
Or escort the lieutenant out and bring him to base camp, or engage in further reconnaissance, and similar instructions and functions.
Payload:
Effectively unlimited; tied to the nuclear power supply af the cyborg.




K-9 Companion

K-9 Companion A robot dog designed to be both a companion and helper. Also it was learn that a K-9 Companion A robot dog by add the brian of a dog full cyborg have trick and well train to operations and many are none the wiser think it an AI run inside the frame .
Most are programmed to behave like a real dog; bark, growl or snarl when the bot detects danger, and bark or howl in warning. Unlike the robot horse, the artificial dog typically comes with a life-like covering of fur, padding and musculature. The companion can perform a variety of combat and noncombat duties, ranging from hunting/tracking, fetching, herding animals (a big attraction in the west), guarding/warning and attack. Fairly intelligent, it can follow relatively complex orders and recognizes its owner and up to 64 of its owner's friends, associates and enemies. The K-9 Companion is also programmed to warn about the approach of enemies, as well as identify and warn its master about to the presence of 300 hostile life forms, including snakes, scorpions, lions, alien predators, and others, without being afraid itself. The robot dog responds completely to the hand signs (pointing, waving, finger snapping, etc.) and voice commands of its owner and can be programmed to respond to and obey six other people of the owner's choice (if so desired). This means the robot will not allow unauthorized people to command it and will bark or growl a warning to all intruders. For an extra 1 00,000 credits, it can be given voice recognition and response (talks) capabilities! The companion can be made to look like any type of medium to large dog, but the standard styles are German Shepherd and Retriever. Companions can be found all over the New West; for some reason they are not as popular in the East and most "civilized" areas.

K-9 Special Features:
Extra armor:
Add 30% to all M.D.C. for the deluxe, armored model, but also add 30% to the cost.
Voice recognition and response (talks).
compartments
Two small secret compartments can be built into the robot dog.
Small compartments are half the size of a cigar box or roughly the size of a videocassette box.
Excellent for holding small valuables, pistols, grenades, flares, an extra canteen, and so on.

K-9 Weapon Options:

Weapon extras are rarely part of the basic package and always cost extra.
Full price applies even