N.A.AT

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ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

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artist comment
I m trying to make illustrations for a sci-fi novel. This is a kinda challenging project for me.



http://th07.deviantart.net/fs71/PRE/f/2 ... 38s5pv.jpg

artist comment
I m trying to make illustrations for a sci-fi novel. This is a kinda challenging project for me.


Description
Power Armor

Power armor might be thought of as a sort of super- suit of body armor. Body armor is a protective plating or padding much like the knights of old wore, only much lighter and flexible. Power armor is a body armor in that it protects its wearer completely, but it is also much more. Power armor is a form fitting, robot exo-skeleton designed for combat. It is a form of mechanical augmentation that does not require the user to submit to any physical alterations. The armor is basically a robot suit. The human pilot steps into it and activates the armor. The moment the armor is activated, the suit becomes a self-contained environmental system and offers superhuman speed and abilities to its pilot.
Power armor is always a one person unit that is usually human size, although most power armor adds one to three feet to one's height. Some older styles of power armor are larger and may tower as high as twelve feet (3.6 m). Anything larger is considered to be a full robot vehicle.
HOWEVER, this battle suit or a robot exo-skeleton suit. Like the insets that are hard out side and soft. But you can add heavy or medium body armored and have a personal weapon, and gear if the unit is disabling or must abandon it. It only adds two feet to the wearer light weight 2000 pounds. Small enough to work in urban combat to open warfare .the rule is K.I.S.S or keep it simple and straight this why is becoming big in major mercenary company. This is cheap to buy and have add on weapon or sensory unit .

• Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
• Radar: Can identify and track up to 24 targets simultaneously at a range of 10 miles (16 km).
• Combat Computer: Calculates, stores, and transmits data onto the head-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
• Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range (16 km).
• Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long range weapons. Does not apply to hand to hand combat or SAM AS.
• Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
• Complete environmental battle armor: Suitable for use in all hostile environments, including under water (150 foot max. depth and space. The following features are included. Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
• N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!1
Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields, Male pilots get this at third level

• N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
• Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
• N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
• N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
• Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time




M.D.C

Main body: 300
N.A.A.T Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
others 100 to 240 max
Upper Arms (2) 250
Lower Arms (2)350
Upper Legs (2)360
Lower Legs (2)400
Feet (2)125
Head: 175
Reinforce cockpit compartment: body armored
Reinforce cockpit compartment N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100 each

Stats
Height add 2 feet
Length add 3 feet
Wide: add 1 feet
Weight: started at 2000 pounds or 1 ton
cost 300,000

Speed
Range: unlimited
Flying 100 MPH
Running: 55 MPH
Walk: 2 to 20 MPH


Hand to hand: robotic P.S 40


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


[b ] Heavy M.D Machinegun[/b]: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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






Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 200 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Weapon system: #5 )VATL anti-tank -6 Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities




Type 10 MM mini gun this lights mini gun with a terrifying high rate of fire that a Mecha can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety but was reported MIA, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:
H.E.A.P
10-19 mm -3d6 M.D, tow round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
10 mm to 19 MM -3d4 M.D, , tow round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10

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


Range: 2 miles
Rate of fire: burst
Payload: 20 ammo drum this is due to small size
Note:
18 rounds burst or higher take up two attacks
add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight






Weapons systems Type 20mm Vulcan cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
20 mm – 3d6 M.D.C , two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD single shot five rounds burst 3d6x10; ten rounds burst 6d6x10
Range: 2 miles
Rate of fire: burst
Payload: 300 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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





Weapons systems Heavy particle Beam cannon
Type beam
Damage 3d4x10
Range; 1 mile
Rate of fire: hand to hand
Payload: unlimited




heavy suit only Weapons systems this standard to all missile systems in upper legs and lower leg ,shoulders ,
Type Mini missiles
Damage varies
Range: varies
Rate of fire: one or any or all
Payload: 24 each total launcher school total 144
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc03.deviantart.net/fs70/i/2010/ ... 31m854.jpg

A robot painted by marker pen, lights were added by Painter.
here, you can see the process of how I drew this robot:[link]
*this is the first concept of Veronica





Description

Triax industries has made a bolded taking with DMZ engineer, Wroclaw engineer and as well as north American engineer corps (really N.A.AT engineer) are all working together and see what type of Mecha can be made . Well this has open the opportunity to trick the lady of death (now confirm she real and gargoyles) in the next generation of Mecha/robots but really are for second line heavy defense unit a. this allows Triax industries to work safety for the next gen robot for NGR

This design was an old work horse uses that in the golden age mankind, but was replace by other robot design. There they stayed waiting to be used again, however they work fine in space but the intense plasma weapon was a pain in the neck given damage to the enemy and the robot as well. N.A.A.T was able to fix this by lowering the damage and fixing the EM field problem that plagued the rail gun with a different type of hybrid tech which works well. last this is what make it controversial to a point many pilots are disable, where they don’t want to be Borg of any kind the robot , instead they are connected by cyber-jack systems and an AI systems helping them as well. They pilots, crew man and infantry, mercenary who lost their legs or an arm or two but link up in a heavy basic suit and connected to the robot as well. There thousand of disable troops, soldiers, even citizens have join as well. Some were born with physically disable but there are no mentally disable for no reason for many reason why. Triax is not happy to see disable pilots and crew personal with this but many see as able to help those that gave up so much. And won’t be seating in the side line. Mostly do as second defense or escorts, patrols, security duties. However they are not to be used as front line duties. NGR military say be a Borg partial or full conversion but the public does not see it that way .the human spirit will not break or give up this the message been sent out,. Finally many are familiar with this design and think it a very advanced AI (partial right).

while in In North America many solider are flocking to this new program given a second chance to get back on the saddle and give hope .still many mercenary are well not happy with this but it still is a noble ideas till someone dies. Well for many this is the way to go in combat. The second old was model is the first model but has the same potential add better armed, weapon systems and is respected by many. The pilots call Veronica was able to stop over hundred light combat powered suits at that time plus 12 medium robots and stop the drop ship with over 25 heavy combat robots .this was before they were able to disembark. It carried a lot of ammo, beam weapons, better rate of fire and now carries better sensory systems then the old model .it just deadlier in many way then one!!


ROBOT/ MECHA

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

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

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

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

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

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


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

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

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

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

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

20. Basic EVA systems (back up)

21. This the robot/mecha can carry heavy combat armored or can be added , which is deign to protect and carry very comfortable as 5 heavy basic exo-suit of any kind , which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only plus pilot


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

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

24. NAAT only Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time

25. change feet to roller skates able to travel on ANY smooth surface ,even skate at 90 degrees angle up or down the walls (-10%) but risky at times

26. High density armored protection systems: it means if it rolls over no damage, fall for every 10 feet add 1d6 M.D.C

M.D.C

Main body 750
N.A.A.T ONLY Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
NGR (1) 300
N.A.A.T ADD Advance E.C.C.M systems 100
Upper Arms (2) 350
Right arm shields (2) 300 each
Lower Arms (2) 350
Upper Legs (2)400
Lower Legs (2)550
Feet (2) 170
Large Head/Reinforce cockpit compartment: 350
ONLY N.A.A.T Large Head/Reinforce cockpit compartment primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100 EACH

Stats
Height 20 feet
Length 21 feet
Wide 16 feet
Weight; 18 ton empty
Cost : 5 million, knock off versions half M.D.C / cost but no force fields

Speed
Range: unlimited
Flying 100 MPH to 600 MPH
Running 55 max ,with skates 100MPH , with skates and thrusters 400MPH
Walk: 2 to 20 MPH


Hand to hand: robotic P.S 45



The following are heavy all purpose anti robot or vehicles pick two weapon systems. Many robot pilot haven to this weapon systems due to fact they don’t know what the weapon systems been fired till it to late . it fire both weapon system if they arewith each other range sights.

Weapon system: #1) VATL anti-tank -6 Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities



#2) Weapons systems light particle Beam cannon
Type beam
Damage 3d4x10
Range; 1 mile
Rate of fire: hand to hand
Payload: unlimited


# 3) heavy suit only Weapons systems missile systems In shields
Type Mini missiles
Damage varies
Range varies
Rate of fire: one or any or all
Payload: 24 each total 48!!!




#4) Weapons systems particle beam Cannon (P.B.C)
Heavy Particle beam Cannon (P.B.C) reason so there NO additional weapons system there no accidental explosions due to ammo been stored that section caused of the discharging of P.B.C
Type beam
Damage: 5d4x10
Range: 2 miles
Rate of fire: hand to hand plus robot hand to hand added
Payload: unlimited
Bonus: a critical 16 or better x 2 damage and
man size robots get either 1d4 on 16 roll feature burn out, on 17 roll get 1d6 featured burn out, on roll of 1d8 or 2d4 features burn out, on a 18 roll 1d10 features burn out, on a 19 or 1d12 Features burn out and on a 20 roll 2d12 feature burn out, this applies to cyborgs as well!!!
Giant size. Robot 16 or better as above but rolls 50% or better due to insulation system







The following is a terrible weapon systems know to give a world of hate and is respected and feared. The best thing to do is hid from this or run which are the second best options ,finally the best option for robot pilots to do is doge ( good luck with that ) .they call it puff the magic dragon and for a good reason. if you are still standing you must be a god .

#1) Heavy M.D Machinegun : pick one below
.30 calibers
Damage:
4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
This one barrel all fire barrel been fired
2d4x10 short burst,2d6x10+10 medium burst, 5d4x10
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
This one barrel all fire barrel been fired
Short burst 25 rounds , medium burst 50 rounds, long burst 100 rounds
Range: 2000 feet
Payload: 8000 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

#2).50 calibers
Damage:
Single barrel 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
This one barrel all fire barrel been fired
Short burst 2d4x10+10, medium burst 3d6x10, long burst 4d6x10
R.O.F: burst as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


#3)Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C ( 1d6x100+40) control burst, 2d4x10 (1d4x100) S.D.C short burst, 3d4x10 ( 1d6x1100 )S.D.C medium burst , 4d4x10 ( 2d4x100 )S.D.C heavy , 5d4x10 (1d10x100)S.D.C long burst , 4d6x10( 2d6x100 ) S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
But This all 5 barrel been fired x 5 the rounds
Range : 2000 feet
Payload: 2000 S.D.C, 3000

#4)N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: AKA puff the magic dragon
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

This one barrel all fire barrel been fired
• 2d4 two round Burst, This all 5 barrel been fired 1d4x10, round 10
• 3d4three round Burst, This all 5 barrel been fired 1d6x10, round 15
• 5d4 Five round Burst, This all 5 barrel been fired 1d10x10, round 25
• 4d6 six round Burst, This all 5 barrel been fired 2d6x10, round 30
• 4d8 eight round Burst, This all 5 barrel been fired 4d4x10, round 40
• 1d4x10 for a 10 round Burst, This all 5 fire barrel been fired 5d4x10 , round 50
• 2d4x10 for a 20 round Burst, This all 5 fire barrel been fired 5d8x10, round 100
• 3d4x10 for 40 round Burst, This all 5fire barrel been fired 1d6x100, round 200
• 4d4xd10 for 60 round Burst , This all 5 fire barrel been fired 2d4x100 ,

Payload : 250 S.D.C,

Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C ( 1d6x100+40) control burst, 2d4x10 (1d4x100) S.D.C short burst, 3d4x10 ( 1d6x1100 )S.D.C medium burst , 4d4x10 ( 2d4x100 )S.D.C heavy , 5d4x10 (1d10x100)S.D.C long burst , 4d6x10( 2d6x100 ) S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
But This all 5 barrel been fired x 5 the rounds

R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
BUT all 5 barrel been fired LOOK ABOVE

Range: 2 miles
Payload: 20000 rounds pick one ammo type
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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



#5)Type 10 MM mini gun this lights mini gun with a terrifying high rate of fire that a Mecha can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety but was reported MIA, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:

H.E.A.P
10 mm -3d6 M.D, two round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
• 10 to 19 MM -3d6 M.D This all fire 5 barrel been fired 2d4x10 round 5
• 10 to 19 mm -two round burst 6d6, This fire 5 barrel been fired 3d6x10 round10
• 10 to 19 mm -three round burst 1d6x10, This fire 5 barrel been fired 5d6x10 round 15
• 10 to 19 mm -four round burst 2d4x10 , This fire 5 barrel been fired 5d8x10 round 20
• 10 to 19 mm - eight round burst 4d4x10, This fire 5 barrel been fired 2d4x100




L.E.A.P
10 mm to 19 MM -3d4 M.D , two round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10


• 10 to 19 MM -3d4 M.D, This all fire 5 barrel been fired 1d6x10 , round 5
• 10 to 19 MM two round burst 4d6 This fire 5 barrel been fired 2d6x10 round 10
• 10 to 19 MM three round burst 6d6 This fire 5 barrel been fired 3d6x10, round 15
• 10 to 19 MM four round burst 1d4x10+8, This fire 5 barrel been fired 4d6x10, round 20
• 10 to 19 MM six round burst 1d6x10+12, This fire 5 barrel been fired 6d6x10 , round 30
• 10 to 19 MM eight round burst 1d10x10 This fire 5 barrel been fired 5d10x10 round 40
• 10 to 19 MM 18 round burst 5d4x10, This all fire 5 barrel been fired 1d10x100( now you know why this brought a drop ship down )


A.P.F.S.D.S round
10 to 19 MM -5d6 M.D, , two round burst 1d6x10, three round burst 1d10x10, four round burst 2d6x10, six round burst 3d6x10, eight round burst 4d6x10, 18 round burst 9d6x10, 32 round burst 12d8x10 or 16d6x10 (960 max damage !!! )
• 10 to 19 MM -5d6 M.D , This all 5 barrel been fired 3d4x10+20 round 5
• 10 to 19 MM two round burst 1d6x10, This all 5 barrel been fired 5d6x10 round 10
• 10 to 19 MM, four round burst 2d6x10 This all 5 barrel been fired 1d6x100 round 20
• 10 to 19 MM six round burst 3d6x10, This all 5 barrel been fired 2d4x100+100 round 30
• 10 to 19 MM eight round burst 4d6x10, This all 5 barrel been fired 2d6x100 round 40
• 18 round burst 9d6x10, This all 5 barrel been fired 4d6x100 round 90
Range: 2 miles
Rate of fire: burst
Payload: 2000 ammo drum
Note:
add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight




# 6)Type 7.62mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love this weapon system.
Damage: it has both SDC and MDC rounds
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
• 7.62mm mini-gun, 4d4 M.D.C control burst control burst 5 rounds 2d4x10
• 7.62mm mini-gun, 4d6+2 M.D.C short burst 10 rounds This all 5 barrel been fired 4d6x10+10 , 50 rounds
• 7.62mm mini-gun, 1d6x10 M.D.C heavy burst, This all 5 barrel been fired 5d6x10 , 20 rounds burst , This all 5 barrel been fired 5d6x10,100 rounds
• 7.62mm mini-gun, 2d6x10 M.D.C long burst , 20 round long burst, This all 5 barrel been fired 1d6x100,that’s ,100rounds
• 7.62mm mini-gun, 4d6x10 M.D.C extended burst that’s 30 rounds extended burst , This all 5 barrel been fired 2d6x100, 150 rounds
• 7.62mm mini-gun, 8d6x10 M.D.C extended burst that’s 60 rounds extended burst , This all 5 barrel been fired 4d6x100, 300 rounds

Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst(3d6x100) , 2d4x10 S.D.C short burst(1d4x100) , 3d4x10 S.D.C medium burst (1d6x100), 4d4x10 S.D.C heavy ( 2d4x100 , 5d4x10 S.D.C long burst ( 1d10x100) , 4d6x10 S.D.C(2d6x100) extended burst(take to long a lot )

R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst

Range: 2000 feet
Payload: 2000 S.D.C rounds, and 3000 M.D.C rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below

#7) .30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst
• 2d4 two round Burst, This all 5 barrel been fired,1d4x10 ,that 10 rounds
• 3d4three round Burst, This all 5 barrel been fired,1d6x10, that 15 rounds
• 4d4four round Burst, This all 5 barrel been fired,2d4x10 that 20 rounds
• 5d4 Five round Burst, This all 5 barrel been fired,1d10x10 that 25rounds
• 4d6 six round Burst, This all 5 barrel been fired 2d6x10, that 30rounds
• 4d8 eight round Burst, This all 5 barrel been fired ,4d4x10 that 40 rounds
• 1d4x10 for a 10 round Burst, This all 5 barrel been fired 5d4x10 that 50rounds
• 2d4x10 for a 20 round Burst, This all5 barrel been fired 5d8x10 that 100rounds
• 3d4x10 for 40 round Burst, This all 5 barrel been fired 1d6x100 that 200rounds
• 4d4xd10 for 60 round Burst, This all 5 barrel been fired2d4x100 that300rounds
• 5d4x10 for 120 burst, This all 5 barrel been fired 1d10x100 that 600rounds
• 5d8x10 for a240 round burst, This all 5 barrel been fired 5d4x100 that 1200 rounds
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 or all five barrel firing look above
Range: 2000 feet
Payload: 6000 rounds


Weapons systems #7)Type 20mm Vulcan cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!! Happy hunting
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
H.E.A.P
• 20 mm -5d4 M.D This all 5 barrel been fired 1d10x10that rounds 5
• 20mm, three round burst 1d6x10 This all 5 barrel been fired 5d6x10 that 15rounds
• 20mm four round burst 2d4x10 This all 5 barrel been fired 5d8x10 that20rounds
• 20mm six round 2d6x10 This all 5 barrel been fired 1d6x100 that 30 rounds
• 20mm eight round burst 2d8x10 This all 5 barrel been fired2d4x100that 40rounds
• 20mm sixteen round burst 4d8x10 This all 5 barrel been fired 3d6x100 that 80rounds

L.E.A.P
20 mm – 3d6 M.D.C , two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
• 20 mm 3d6 M.D.C This all 5 barrel been fired that rounds
• 20 mm two round burst 6d6 This all 5 barrel been fired that rounds
• 20 mm five round burst 3d6x10 This all 5 barrel been fired that rounds
• 20 mm ten round burst 6d6x10 This all 5 barrel been fired burst

A.P.F.S.D.S round
20 mm- 6d6 MD single shot ,five rounds burst 3d6x10; ten rounds burst 6d6x10
• 20 mm- 6d6 MD single shot This all 5 barrel been fired that rounds
• five rounds burst 3d6x10 This all 5 barrel been fired that rounds
• ten rounds burst 6d6x10 This all 5 barrel been fired that rounds
Range: 2 miles
Rate of fire: burst
Payload: 300 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


u] #8)Weapons systems [/u]
Hidden one barrel or two barrel rail gun or an MDC auto- cannon or hybrid rail Gun look at 10 MM ,20MM weapons
#1) Weapons systems
Type rail gun this combine dual tip H.E.A.T rounds, A.P rounds and heavy plasma rounds( in other word one tip has H.E.A.T rounds the other side of the tip A.P rounds and center has heavy plasma and detonate on impact ) add mach 1d6+1 speed
Damage the following are burst single barrel
Rail gun
1. 3d6 light one rounds, short burst 6d6 two rounds, 5 rounds burst 2d4x10+10
2. 4d6 light one round, short burst 1D4X10+8 two rounds, and 5 rounds burst 2D 6X10
3. 5d6 light one round, short burst 1D6X10 two rounds, and 5 rounds burst 4D 4X10
4. 6d6 light one round, short burst 1D6X10+12 two rounds, and 5 rounds burst 3D 6X10
5. 1d4x10 light one rounds, short burst 2D4X10 two rounds, 5 rounds burst 5D4X10
6. 1d6x10 medium one rounds, short burst 2D6X10 two rounds, 6 rounds burst 4D6X10
7. 2d4x10 medium one rounds short burst 4D4X10 two rounds, 6 rounds burst 8D6X10
8. 1D10 X10 Heavy one rounds ,short burst 5d4x10 two rounds, 3 round burst 10d6x100 or 1d6x100
R.O.F: short burst or heavy burst
Range: numbers 1 to numbers 6 is 6000 feet, numbers 7 + 8500 feet
Payload: all carry 400 rounds bit light add double the payload




#9) Weapons systems : beam ancient weapons THIS IS STADARD !!! it a combination of heavy energy beam , vibro blade and force field tech and carries more than one at time , ca be swords , axe , shields, pole bit damage is the same in the hand
Damage:
Laser 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 4d4x10
ION 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 5d4x10
Plasma 3d4x10 rest the same can fire at half damage
R.O.F: hand to hand
Payload: unlimited
NOTE: must have W.P to used or get melee weapons systems




#10) Weapons systems can use any Techno wizards weapon system

Rifts - World Book 16 - Federation of Magic
Plus TW nova rifle page 114 to page 119 battle fry Blade and star fire Pulse cannon found in page 125 under weapon systems # 1


#11) Weapons systems plasma bolt energy
Weapons systems multifunctional plasma launcher .in other words it fire small disks of plasma in an EM field till it hit anything
Type: plasma field
Damage: that one blot 5D4, that two blots 1D4X10,that’s three 2D4X10, that’s four bolts 3D4X10, that’s five 4D4X10
Range: 4500 feet Blast radius 10 feet per blot
Rate of fire: hand to hand plus any other
Payload: unlimited
Bonus: can ricochet but must have skill like a gun slinger


#12) Weapons systems beam weapons range the stats you see are for single barrel can be double barrel ONLY
Type Beam
Damage
Laser
• Light 1d4x10 dual barrel 2d4x10
• Medium 2d4x10 dual barrel 4d4x10
• Heavy 3d4x10 dual barrel 4d6x10
Ion
• 2d4x10 light dual barrel 4d4x10
• 4d4x10 heavy dual barrel 4d8x10
Plasma gas type
• 1d4x10 blast radius 10 feet dual barrel 2d4x10
• 1d6x10 blast radius 15 feet dual barrel 2d6x10
• 2d4x10 blast radius 20 feet dual barrel4d4x10
• 2d6x10 blast radius 30 feet dual barrel 4d6x10
Plasma liquid as above but has a splash or blast radius and if cover the whole target half to let say a damage robot arms ,legs head and so to other vehicles

Variable laser as above but take 1d4 melees or 35 to 60 seconds
Rate of fire hand to hand
Payload: unlimited
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

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ROBOT/ MECHA
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 ,+1dodge when in flight at max, also add +1 attacks, -1 to dodge when on the ground standing still weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

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

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

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

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

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


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

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

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

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

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

20. Basic EVA systems (back up)

21. NONE :This the only mecha that come with heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only

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

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

24. Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time

Description
This is a heavy hit robot giant size begin sold by northern gun and many love it
M.D.C

Main body: 900
NAAT ONLY Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Others 100 to 240
Top shoulder gun (dual barrel boom gun) 450
Heavy gun pod (1)250
Belt feed systems (not shown) – 200
Upper Arms (2)350
Lower Arms (2)550
Upper Legs (2) 450
Lower Legs (2)500
Feet (2)250
Head/Reinforce cockpit compartment: 350
Head/Reinforce cockpit compartment N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100 fro each
Stats
Height 25 feet
Length: 21 feet
Wide 22 feet
Weight 50 tons empty( it northern gun that why )
Cost 20 Million fully loaded

Speed
Range: unlimited
Running : 89 MPH
Walk: 2 to 11 MPH


Hand to hand: Use super natural or robotic P.S

Weapons systems dual Boom gun
Type heavy rail gun
Damage : 6d6x10
Range: : rest the same
Rate of fire: : rest the same
Payload: 500 dual burst or 1000 burst individual
Bonus: hidden pylons in each legs

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS GUN POD
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot -bursts later!!!!
80MM GUN pod
Damage/ ROF: 2D6X10, two shot or dual shot 4d6x10 only
payload: 300 single rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

2 generation auto-cannon standard rounds
L.E.A.P

80 mm -5D10 M.D( max damage 50 )
Damage/ ROF: two shot or dual shot 1d10x10
Payload: 300 rounds single shot
H.E.A.P
80 - 89 mm -1d6x10 M.D (max damage 60 )
Damage/ ROF: two shot or dual shot 2d6x10
Payload: 300 rounds single shot


A.P.F.S.D.S round
80 - 89 mm -2d6x10( max damage 120
Damage/ ROF: two shot or dual shot 4d6x10
Payload: 300 rounds single shot


Weapons systems : beam ancient weapons right forearm THIS IS STADARD !!! it a combination of heavy energy beam , vibro blade and force field tech and carries more than one at time , ca be swords , axe , shields, pole bit damage is the same in the hand
Damage:
Laser 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 4d4x10
ION 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 5d4x10
Plasma 3d4x10 rest the same can fire at half damage
R.O.F: hand to hand
Payload: unlimited
NOTE: must have W.P to used or get melee weapons systems

Fire and forget missiles systems: this is dedicated medium range missiles launchers systems
Type: Fire and forget missiles systems
Damage: 5d6x10 N.AA.T versions, standard 2d6x10
R.O.F: one, or any or all per launcher
Payload:
Top shoulder where BOOM cannon in rear section 15
Shoulder: (1)30 total
Upper legs (2)40 total 80
Rear back section (2) 40 total 80
Bonus: N.AA.T versions add +6 to strike and add any other , standard versions +4 only
Weight 120 each missiles

TWO :
Type 5mm mini-gun
as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage: this is single barrel not both firing
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C ( 1d6x100+40) control burst, 2d4x10 (1d4x100) S.D.C short burst, 3d4x10 ( 1d6x1100 )S.D.C medium burst , 4d4x10 ( 2d4x100 )S.D.C heavy , 5d4x10 (1d10x100)S.D.C long burst , 4d6x10( 2d6x100 ) S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
But This all 5 barrel been fired x 5 the rounds
Range : 2000 feet
Payload: 2000 S.D.C, 3000 M.D.C total 8000 S.D.C, 6000 M.D.C

Weapon system: one VATL anti-tank -6 Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America. Is on top of the three dots, the other have two 5 MM mini-gun
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

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This dedicated to all the service man and women who let use sleep at night and keep our enemy awake at night ,come home soon

Thank you from zino117


Giant Robot Vehicles
All Robot Vehicles have the following features.
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the
targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear
power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch issealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magicfires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

Twelve hour oxygen supply.

Plus add on



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


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



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



Skills
• General Robot Skill Program: Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not read) American, Spanish, Euro, and Techno-can languages; all at 94%. Also programmed for common human slang, protocol and behavior. The bot can identify and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market

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

Pilot Related: All; at 94%.

Technical: Photography, computer operation, literacy in five languages. All at 94%. Black Market cost: 500,000 credits

Weapon Proficiencies: All energy and select four others heavy weapons


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

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


Robots main Probe
Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 2000 ft (487
m). M.D.C. 10, size: About the size of a soccer ball (12inches). .

360 Degree Rotating Body Segment: Head, shoulders, hands at wrist, and upper torso at waist, for waist rotation can rotate in a 360 degree circle.




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



Super-Solar Engine
This system utilizes a power source that collects sunlight into a super high-efficiency conversion engine and generator. This is an excellent, clean, power source with an indefinite life span. Of course, it is limited in that it must rely on a source of solar
energy. Requires some form of locomotion, preferably wheels or hover system.
The system functions superbly while exposed to sunlight. Superior energy storage unit stores up to 8 hours' worth of power, during which time the robot operates at full capacity. After the eight hour reserve is used up, the robot must recharge via solar/
light energy or recharge, from another source of electrical energy.
Without a recharge an emergency reserve will engage itself. The emergency energy reserve has a mere four hour capacity. While the emergency reserve is engaged all unnecessary functions will be shut down. Speed is reduced to 80%, attacks per melee are
reduced by half and no energy weapons can fire. At the end of the emergency reserve (4 hours), the robot shuts down completely. Many of the bots that utilize a super-solar system often combine it with a one or two year nuclear system. The combination
can extend the life of the nuclear battery to approximately five years, by switching back and forth from nuclear power to solar. The nuclear and solar combination means that the nuclear power serves as the reserve and enables the bot to operate at full capability
and firepower at all times. Solar can be a good, reliable system if proper caution is used. complete with a special generator and recharge unit.

Robot Sensors and Optics

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

robot Advanced Audio System: Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and otherradio transmission frequencies (Range: 50 miles/80 km with
a retractable antenna, half range without). And universal headjack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of
the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.

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

robot Radar Signal Detector: A tiny radar receiver which will alert the robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.

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

robot Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits of recordable disc time. Of course, the one inch discs can be used repeatedly.

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

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

robot Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood of identifying a person by voice pattern. Can imitate another person's voice with 98% accuracy.

robot Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs. Cost: 150,000 credits.


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

robot Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a ten feet width (3 m).
Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

robot Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the
fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise,P.P. bonuses do not apply to long-range weapons. Range:
4000 feet (1200 m).
.
robot Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus:+1 to strike. Range: equal to optic system; usually 2000 to 45,000 feet
.
robot Telescopic Vision: Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.
.
robot Thermo-Imager: An optical heat sensor that converts the infrared
radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, and through smoke. Range: 20000ft(610m).

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

robot Searchlight: Built into the eyes, head, shoulder(s), or chest. A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 3000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons


robot Sensors
Robot pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the robot's hand or must be removed from a concealed compartment and attached. Monitors vital signs, such as respiration,blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.

robot Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +3 to parry and dodge.

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

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

robot Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).


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


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

N.A.A.T ADD Advance E.C.C.M systems
Similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
Flare/Chaff Launchers (5)
-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (X5) total 1200
Weight add: 1 tons

N.A.AT. Techno wizard
features an add 10 T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

robot infantry carrier
This only robot come with heavy combat armored, which is deign to protect and very comfortable for pilot heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body ( light ) or (heavy ) 210 , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only and not shown in picture

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


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

N.A.A.T only cloaking field.
Yeah able to turn invisible but can not fire any weapons unlimited time


Description
This was marine heavy combat robot design in the golden age .it was the combat system for any range ,it draw back was giant size .still able to fire at long range and up close and personal as well. It known as legend bot, coming out of no where .about 80% are descended of the marines that pilot these robot. They tons of ammo in missile payload built in the robot, can be drop for the air, or do sea combat to beach operations. It many forearm weapon system is able to carry three weapon systems even to glitter boys boom rail gun with no pylon need due robot P.S and recoil system been employed when fired. it can carry up to seven glitter boys boom rail gun( three per arm and one in chest area). Able to carry heavy energy base weapon system to MDC Rockets as well. Finally add techno wizard given that edge in combat makes a very deadly war machine, which pilots love. This has myth it carries for many don’t know what to make of it. It seen attacking monster to evil being powerful one or stop bandits, to even give warring for their action, which many pilots will listen if they know what they are about fight. It was design for human pilots but can be operated by partial Borg to full conversion Borg, which can open a can of worms if not careful by enemy forces !!!


M.D.C.

Main body : 970
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2) 400
Lower Arms (2) 550
Upper Legs (2)560
Lower Legs (2)650
Feet (2) 180
Head (1) 225
Reinforce cockpit compartment: 500 plus body armored
Reinforce cockpit compartment N.A.A.T primary force field 600, secondary force field 240, and auxiliary force field 150 emergency force field 100
Generators 100 each

Stats
Height :30 feet
Length :13 feet
Wide: 17 feet
Weight: 30 tons empty
cost 1,000,000 fully loaded

Speed
Range: unlimited
Flying: 200 MPH
Running: 36 to 89 MPH
Walk: 2 to 55 MPH

Other weapon systems
Types; modular missiles system
ROF: one or any amount or all
Damage; varies by missiles
Range; varies by missiles
Payload:
upper Arms, upper legs, chest, are two 3000 pound missiles launcher pick one type one missiles for each launcher; but have two 6000 pounds or 6 tons over the rear shoulder each pick one type one missiles for each launcher
Total weight carried upper Arms, upper legs, chest 18,000 pounds or 9 tons
Rear shoulder 6 tons or 12,000 pounds
Come out 15 tons of missiles
N.A.AT has special missiles that can be fire under water and on land plus they are like slammer missiles used by N.G.R. This the only robot that has this weapon systems


Weight
• Standard long range missiles: 2 tons each rest the same
• Light weight N.A.A.T long range missiles: 1000 pounds each rest the same
• Standard medium range missiles: 250 pounds each rest the same
• N.A.AT fire and forget medium range missiles 120 pounds each damage 5d6x10 range 10 miles add +6 to strike at any range attack only
• Short range missiles 33 pounds each rest the same
• Mini-missiles 15 pounds each rest the same
• MDC rockets 2000 first generation 5 pounds each rest the same
• MDC rockets 2000 second generation 2 pounds each rest the same



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


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

#3) Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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




#4)Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 200 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Weapon system: #5 )VATL anti-tank -6 Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities

#6)Type 10 MM mini gun this lights mini gun with a terrifying high rate of fire that a Mecha can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety but was reported MIA, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:
H.E.A.P
10-19 mm -3d6 M.D, tow round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
10 mm to 19 MM -3d4 M.D, , tow round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10

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


Range: 2 miles
Rate of fire: burst
Payload: 20 ammo drum this is due to small size
Note:
18 rounds burst or higher take up two attacks
add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight


# 7)Type 7.62mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 2000 feet
Payload: 200 S.D.C, and 300 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 300 rounds


Weapons systems #8)Type 20mm Vulcan cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
20 mm – 3d6 M.D.C , two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD single shot five rounds burst 3d6x10; ten rounds burst 6d6x10
Range: 2 miles
Rate of fire: burst
Payload: 300 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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



#9)Weapons systems
Hidden one barrel or two barrel rail gun or an MDC auto- cannon or hybrid rail Gun look at 10 MM ,20MM weapons
#1) Weapons systems
Type rail gun
Damage the following are burst single barrel
Rail gun
3d6 light one rounds, short burst 6d6 two rounds, 5 rounds burst 2d4x10+10
4d6 light one round, short burst 1D4X10+8 two rounds, and 5 rounds burst 2D 6X10
5d6 light one round, short burst 1D6X10 two rounds, and 5 rounds burst 4D 4X10
6d6 light one round, short burst 1D6X10+12 two rounds, and 5 rounds burst 3D 6X10
1d4x10 light one rounds, short burst 2D4X10 two rounds, 5 rounds burst 5D4X10
1d6x10 medium one rounds, short burst 2D6X10 two rounds, 6 rounds burst 4D6X10
2d4x10 medium one rounds short burst 4D4X10 two rounds, 6 rounds burst 8D6X10
1D10 X10 Heavy one rounds ,short burst 5d4x10 two rounds, 3 round burst 10d6x100 or 1d6x100
R.O.F: short burst or heavy burst
Range: numbers 1 to numbers 6 is 6000 feet, numbers 7 + 8500 feet
Payload: all carry 400 rounds bit light add double the payload

#10) Weapons systems : beam ancient weapons it a combination of heavy energy beam , vibro blade and force field tech and carries more than one at time , ca be swords , axe , shields, pole bit damage is the same
Damage:
Laser 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 4d4x10
ION 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 5d4x10
Plasma 3d4x10 rest the same can fire at half damage
R.O.F: hand to hand
Payload: unlimited
NOTE: must have W.P to used or get melee weapons systems

#11)Weapons systems Heavy particle Beam cannon
Type beam
Damage 3d4x10
Range; 1 mile
Rate of fire: hand to hand
Payload: unlimited




#12) heavy suit only Weapons systems missile systems
Type Mini missiles
Damage varies
Range varies
Rate of fire: one or any or all
Payload: 24 each total 48!!!

#13) Weapons systems can use any Techno wizards weapon system

Rifts - World Book 16 - Federation of Magic
Plus TW nova rifle page 114 to page 119 battle fry Blade and star fire Pulse cannon found in page 125 under weapon systems # 1




#14) Weapons systems plasma bolt energy
Weapons systems multifunctional plasma launcher .in other words it fire small disks of plasma in an EM field till it hit anything
Type: plasma field
Damage: that one blot 5D4, that two blots 1D4X10,that’s three 2D4X10, that’s four bolts 3D4X10, that’s five 4D4X10
Range: 4500 feet Blast radius 10 feet per blot
Rate of fire: hand to hand plus any other
Payload: unlimited
Bonus: can ricochet but must have skill like a gun slinger

#15) Weapons systems particle beam Cannon (P.B.C)
Heavy Particle beam Cannon (P.B.C) reason so there NO additional weapons system there no accidental explosions due to ammo been stored that section caused of the discharging of P.B.C
Type beam
Damage: 5d4x10
Range: 2 miles
Rate of fire: hand to hand plus robot hand to hand added
Payload: unlimited
Bonus: a critical 16 or better x 2 damage and
man size robots get either 1d4 on 16 roll feature burn out, on 17 roll get 1d6 featured burn out, on roll of 1d8 or 2d4 features burn out, on a 18 roll 1d10 features burn out, on a 19 or 1d12 Features burn out and on a 20 roll 2d12 feature burn out, this applies to cyborgs as well!!!
Giant size. Robot 16 or better as above but rolls 50% or better due to insulation system

#16) Weapons systems beam weapons range the stats you see are for single barrel can be double barrel
Type Beam
Damage
Laser
• Light 1d4x10
• Medium 2d4x10
• Heavy 3d4x10
Ion
• 2d4x10 light
• 4d4x10 heavy
Plasma gas type
• 1d4x10 blast radius 10 feet
• 1d6x10 blast radius 15 feet
• 2d4x10 blast radius 20 feet
• 2d6x10 blast radius 30 feet
Plasma liquid as above but has a splash or blast radius and if cover the whole target half to let say a damage robot arms ,legs head and so to other vehicles

Variable laser as above but take 1d4 melees or 35 to 60 seconds
Rate of fire hand to hand
Payload: unlimited


#17) Magic Weapons systems they are founded in Germany and even outside the coalition states way out side
Rifts - World Book 16 - Federation of Magic
Plus TW nova rifle page 114 to page 119 battle fry Blade and star fire Pulse cannon found in page 125 under weapon systems # 1



Weapons systems this is a dual weapons compartment with a 10 ton missiles systems weapon bin carries and hidden one barrel or two barrel rail gun or an MDC auto- cannon or hybrid rail Gun and missile systems pick two missiles systems
# 18) Weapons systems
Type rail gun
Damage the following are burst single barrel
Rail gun pick one type from 1 to 12
1. 3d6 light
2. 4d6 light
3. 5d6 light
4. 6d6 light
5. 1d4x10 light
6. 1d6x10 medium
7. 2d4x10 medium
8. 3d4x10 heavy boom gun requires pylons/4d6x10 dual barrel boom gun requires pylons
9. 2d6x10 heavy boom gun requires pylons/4d6x10 dual barrel boom gun requires pylons
10. 4d4x10 heavy boom gun requires pylons/4d8x10 dual barrel boom gun requires pylons
11. 3d6x10 boom gun does NOT requires pylons/6d6x10 dual barrel boom gun does NOT requires pylons
12. 6d6x10 boom gun does NOT requires pylons/ 2d4x100+100 five barrel boom gun does NOT requires pylons
13. 9d6x10 boom gun does NOT requires pylons/ 2d6x100+60 seven barrel boom gun does NOT requires pylons

Damage as per round
Range: 1000 feet to 6000 feet is light rail guns , 1000 feet to 10,560 feet that 2 miles
Rate of fire: single shot rounds or dual shot only and equal too a pilots hand to hand
Payload: 10,000 rounds as you go up per round reduce rounds 650 per each caliber that goes up so #2 10,000 rounds – 650 rounds = xxxxx, a 40 MM 10, 0000 rounds – ( that 650 rounds x4 =2600 round than take 2600 -10,000 rounds=7400 rounds as payload
Bonus: 10,000 rounds equal 300 pounds and 300 pounds the next level 9350 rounds that 600 pounds and so on FOR each weapon
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

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This dedicated to all the service man and women who let use sleep at night and keep our enemy awake at night ,come home safe , come soon

Thank you from zino117


Description
This army version for ground combat in the old American empire. N.A.A.T has 1250 combat ready and 2500 disable to use as repair the one that still work. It deadly in combat missile loaded and heavy rail gun or one beam and heavy rail gun. It advanced robot equipment will pale any rifts robots known to man ,still they were made in limited numbers still N.A.A.T was able to get all of them it was vital to survive in the first day of the fall of man and later during the 300 plus years leap in time. The entire weapon systems are built in so none of the weapons can be destroyed first and have tusk armored a similar to the body armored vest to give better combat endurance. The tusk armored is the first to take damage if force field is composites look at feature above plus is made of different component made(not of metal or steel as some would think) but a combination of material to give better protection.
Robot Vehicles
All Robot Vehicles have the following features.
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the
targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear
power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch issealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magicfires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

Twelve hour oxygen supply.

Plus add on from N.A.A.T


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


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



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



Skills
• General Robot Skill Program: Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not read) American, Spanish, Euro, and Techno-can languages; all at 94%. Also programmed for common human slang, protocol and behavior. The bot can identify and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market

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

Pilot Related: All; at 94%.

Technical: Photography, computer operation, literacy in five languages. All at 94%. Black Market cost: 500,000 credits

Weapon Proficiencies: All energy and select four others heavy weapons


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

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


Robots main Probe
Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 2000 ft (487
m). M.D.C. 10, size: About the size of a soccer ball (12inches). .

360 Degree Rotating Body Segment: Head, shoulders, hands at wrist, and upper torso at waist, for waist rotation can rotate in a 360 degree circle.




Nuclear
• Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power system is surprisingly compact, clean, and has a long lifetime, even under constant use. pick one Nuclear energy from below and Super-Solar Engine

• One Year: One million credits.
• Two Year: Two million credits.
• Five Year: 4.5 million credits.
• Ten Year: 8 million credits.
• Twenty Year: 15 million credits.
• Super-Solar Engine



Super-Solar Engine
This system utilizes a power source that collects sunlight into a super high-efficiency conversion engine and generator. This is an excellent, clean, power source with an indefinite life span. Of course, it is limited in that it must rely on a source of solar
energy. Requires some form of locomotion, preferably wheels or hover system.
The system functions superbly while exposed to sunlight. Superior energy storage unit stores up to 8 hours' worth of power, during which time the robot operates at full capacity. After the eight hour reserve is used up, the robot must recharge via solar/
light energy or recharge, from another source of electrical energy.
Without a recharge an emergency reserve will engage itself. The emergency energy reserve has a mere four hour capacity. While the emergency reserve is engaged all unnecessary functions will be shut down. Speed is reduced to 80%, attacks per melee are
reduced by half and no energy weapons can fire. At the end of the emergency reserve (4 hours), the robot shuts down completely. Many of the bots that utilize a super-solar system often combine it with a one or two year nuclear system. The combination
can extend the life of the nuclear battery to approximately five years, by switching back and forth from nuclear power to solar. The nuclear and solar combination means that the nuclear power serves as the reserve and enables the bot to operate at full capability
and firepower at all times. Solar can be a good, reliable system if proper caution is used. complete with a special generator and recharge unit.

Robot Sensors and Optics

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

Robot Advanced Audio System: Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and otherradio transmission frequencies (Range: 50 miles/80 km with
A retractable antenna, half range without). And universal headjack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.

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

robot Radar Signal Detector: A tiny radar receiver which will alert the robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.

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

Robot Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits of recordable disc time. Of course, the one inch discs can be used repeatedly.

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

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

Robot Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood of identifying a person by voice pattern. Can imitate another person's voice with 98% accuracy.

Robot Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs. Cost: 150,000 credits.


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

robot Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a ten feet width (3 m).
Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

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

robot Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. Anadditional 2000 targets can be added to the memory. Bonus:+1 to strike. Range: equal to optic system; usually 2000 to 45,000 feet

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

robot Thermo-Imager: An optical heat sensor that converts the infrared
radiation of warm objects into a visible image. Thisdevice allows the robot to see in the darkness, shadows, and through smoke. Range: 20000ft(610m).

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

robot Searchlight: Built into the eyes, head, shoulder(s), or chest. A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 3000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons


Robot Sensors
Robot pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the robot's hand or must be removed from a concealed compartment and attached. Monitors vital signs, such as respiration,blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.

robot Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +3 to parry and dodge.

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

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

robot Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).


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


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

N.A.A.T ADD Advance E.C.C.M systems
Similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
Flare/Chaff Launchers (5)
-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (X5) total 1200
Weight add: 1 tons

N.A.AT. Techno wizard
features an add 10 T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

Robot infantry carrier
This only robot come with heavy combat armored, which is deign to protect and very comfortable for pilot heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body ( light ) or (heavy ) 210 , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only and not shown in picture

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


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

N.A.A.T only cloaking field.
Yeah able to turn invisible but can not fire any weapons unlimited time




Hand to hand: Use super natural 60



M.D.C

Main body: 1000
Main body tusk armored 2000
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2) 650
Tusk armored Upper Arms (2) 2000
Lower Arms (2) 600
Tusk armored Lower Arms (2) 2000
Upper Legs (2) 650
Tusk armored Upper Legs (2) 2000
Lower Legs (2) 700
Tusk armored Lower Legs (2) 2000
Feet (2) 300
Tusk armored Feet (2) 200
Head 250
Tusk armored Head 2000
Reinforce cockpit compartment: 200
Tusk armored Reinforce cockpit compartment: 2000
Reinforce cockpit compartment: N.A.A.T primary force field 600, secondary force field 240, auxiliary force field, 150 emergency force field, 100
Tusk armored (8) Generators 2000
Generators (8) 100

Stats

Height 39 feet
Length 25 feet
Wide: 21
Weight: 35 tons without tusk armored, 45 with tusk armored, not including weapon payload
Cost 30 million fully loaded

Speed

Range: unlimited
Flying 50 MPH limited flight capabilities
Running: 45 MPH
Walk 2 to 12 MPH


Hand to hand: robotic P.S 60

Weapons systems
Type
Damage
Range
Rate of fire:
Payload:
Bonus:


Weapon systems summary
• Right arm dual barrel GB boom gun
Or
One boom gun and one heavy variable laser cannon
• Right heavy turret M.D.C machine gun
• Left and right 15 tons each modular missile systems main body
• Groin 5 ton missiles systems
• Modular 10 modular systems (x4) each total 40
• Left arm melee weapon
• 10 missiles system per leg total 20









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

#2) Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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




#3)Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 200 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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



#4)Type 10 MM mini gun this lights mini gun with a terrifying high rate of fire that a Mecha can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety but was reported MIA, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:
H.E.A.P
10-19 mm -3d6 M.D, tow round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
10 mm to 19 MM -3d4 M.D, , tow round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10

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


Range: 2 miles
Rate of fire: burst
Payload: 20 ammo drum this is due to small size
Note:
18 rounds burst or higher take up two attacks
add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight


# 5)Type 7.62mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 2000 feet
Payload: 200 S.D.C, and 300 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 300 rounds


Weapons systems #6)Type 20mm Vulcan cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
20 mm – 3d6 M.D.C, two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD single shot five rounds burst 3d6x10; ten rounds burst 6d6x10
Range: 2 miles
Rate of fire: burst
Payload: 300 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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













Weapon system: VATL anti-tank - Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America. is located in the right arm or it can carry a glitter boom rail gun but it a Heavy dual barrel boom gun .N.A.AT was the first to use this systems due to the heavy recoil systems and weigh help keep stable gun platform which pilots love
VATL anti-tank - Variable heavy laser
Damage: 3d6 X10 +20
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities
Or
Heavy dual barrel boom gun
Damage: 6d6 X10 +20
Range: 3 miles
Rate of fire: hand to hand and robot hand to hand
Payload: 1000 burst
Bonus: same penalties but four times


Weapons systems it missiles systems is deign to carry an incredible amount of ammo. But the each launcher can carry only one type of missiles systems
Type missiles systems
Damage varies with missiles systems
Range varies with missiles systems
Rate of fire: one or any or all
Payload: varies with missiles systems
• Left chest 15 tons each modular missile systems main body
o 15 Standard long range missiles
o 30 Light weight N.A.A.T long range missiles
o 120 Standard medium range missiles
o 250 N.A.AT fire and forget medium range missiles
o 909 Short range missiles
o 2000 Mini-missiles
• right chest 15 tons each modular missile systems main body
o 15 Standard long range missiles
o 30 Light weight N.A.A.T long range missiles
o 120 Standard medium range missiles
o 250 N.A.AT fire and forget medium range missiles
o 909 Short range missiles
o 2000 Mini-missiles
• Groin 5 ton missiles systems
o 5 Standard long range missiles
o 10 Light weight N.A.A.T long range missiles
o 40 Standard medium range missiles
o 83N.A.AT fire and forget medium range missiles
o 303 Short range missiles
o 666 Mini-missiles
• 4 Modular modular systems (x4) each has 10 tons or a total 40 tons in the back
o 10 Standard long range missiles
o 20 Light weight N.A.A.T long range missiles
o 80 Standard medium range missiles
o 166 N.A.AT fire and forget medium range missiles
o 606 Short range missiles
o 1332 Mini-missiles
• No M.D.C rockets

Bonus: Weight for each missile
• Standard long range missiles: 2 tons each
• Light weight N.A.A.T long range missiles: 1000 pounds each
• Standard medium range missiles: 250 pounds each
• N.A.AT fire and forget medium range missiles 120 pounds each
• Short range missiles 33 pounds each
• Mini-missiles 15 pounds each


Weapons systems : beam ancient weapons it a combination of heavy energy beam , vibro blade and force field tech and carries more than one at time , can be swords , axe , shields, pole bit damage is the same .it located in the left arm for close personal defense .
Damage:
Laser 2d6x10, vibro blade 1d6x10, force field add 1d6x10 or 4d6x10
ION 2d6x10, vibro blade 1d6x10, force field add 1d6x10 or 5d6x10
Plasma 3d6x10 rest the same can fire at half damage
R.O.F: hand to hand
Payload: unlimited
NOTE: must have W.P to used or get melee weapons systems
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Location: new york

Re: N.A.AT

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http://fc05.deviantart.net/fs71/i/2010/ ... _ProgV.jpg

http://progv.deviantart.com/

Description
Power Armor

Power armor might be thought of as a sort of super- suit of body armor. Body armor is a protective plating or padding much like the knights of old wore, only much lighter and flexible. Power armor is a body armor in that it protects its wearer completely, but it is also much more. Power armor is a form fitting, robot exo-skeleton designed for combat. It is a form of mechanical augmentation that does not require the user to submit to any physical alterations. The armor is basically a robot suit. The human pilot steps into it and activates the armor. The moment the armor is activated, the suit becomes a self-contained environmental system and offers superhuman speed and abilities to its pilot.
Power armor is always a one person unit that is usually human size, although most power armor adds one to three feet to one's height. Some older styles of power armor are larger and may tower as high as twelve feet (3.6 m). Anything larger is considered to be a full robot vehicle.
HOWEVER, this is a heavy battles suit or a heavy robot exo-skeleton suit. Like the insets that are hard out side and soft. But you can add heavy or medium body armored and have a personal weapon, and gear if the unit is disabling or must abandon it. It only adds two feet to the wearer light weight 4000 pounds. Small enough to work in urban combat to open warfare .the rule is K.I.S.S or keep it simple and straight this why is becoming big in major mercenary company. This is cheap to buy and have added on weapon or sensory unit.

• Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
• Radar: Can identify and track up to 24 targets simultaneously at a range of 10 miles (16 km).
• Combat Computer: Calculates, stores, and transmits data onto the head-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
• Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range (16 km).
• Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long range weapons. Does not apply to hand to hand combat or SAM AS.
• Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
• Complete environmental battle armor: Suitable for use in all hostile environments, including under water (150 foot max. depth and space. The following features are included. Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
• N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!1
Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat, dodge,+2 roll +2 parry , or add +3 total 5 Arm shields, Male pilots get this at third level

• N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
• Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
• N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
• N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
• Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time M.D.C

Main body : 600
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2) 300
Lower Arms (2) 450
Upper Legs (2)460
Lower Legs (2)450
Feet (2) 125
Head (1) 175
Reinforce cockpit compartment: body armored
Reinforce cockpit compartment N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100 each

Stats
Height :15 feet
Length : 4 feet
Wide: 6 feet
Weight: 4000 pounds or two tons
cost 500,000

Speed
Range: unlimited
Flying :50 MPH
Running: 45 MPH
Walk: 2 to 25 MPH


Hand to hand: Use super natural or robotic P.S

Weapons systems : beam ancient weapons it a combination of heavy energy beam , vibro blade and force field tech and carries more than one at time , ca be swords , axe , shields, pole bit damage is the same . This the main weapon system for close assault and defense systems
Range: 6 feet plus arms another 6 feet
Damage:
Laser 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 4d4x10
ION 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 4d4x10
Plasma 3d4x10 , vibro blade 1d4x10, force field add 1d4x10 or
Particles beam 4d4x10, vibro blade 1d4x10, force field add 4d6x10
R.O.F: hand to hand
Payload: unlimited
NOTE:
• must have W.P to used or get melee weapons systems
• It able to extend it range by two (24 feet) ways (1) at one target full damage plus knock down table (2) blast radius: 30 feet any thing in the blast radius will take half damage plus knock down table.
• horror factor first time used 18 , familiar with 15


THE FOLLOWING ARE FOR THE LEFT ARM ONLY

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


[b ] Heavy M.D Machinegun[/b]: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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






Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 200 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Weapon system: #5 )VATL anti-tank -6 Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities




Type 10 MM mini gun this lights mini gun with a terrifying high rate of fire that a Mecha can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety but was reported MIA, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:
H.E.A.P
10-19 mm -3d6 M.D, tow round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
10 mm to 19 MM -3d4 M.D, , tow round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10

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


Range: 2 miles
Rate of fire: burst
Payload: 20 ammo drum this is due to small size
Note:
18 rounds burst or higher take up two attacks
add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight






Weapons systems Type 20mm Vulcan cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
20 mm – 3d6 M.D.C , two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD single shot five rounds burst 3d6x10; ten rounds burst 6d6x10
Range: 2 miles
Rate of fire: burst
Payload: 300 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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





Weapons systems Heavy particle Beam cannon
Type beam
Damage 3d4x10
Range; 1 mile
Rate of fire: hand to hand
Payload: unlimited




heavy suit only Weapons systems this standard to all missile systems in upper legs and lower leg ,shoulders , chest
Type Mini missiles
Damage varies
Range: varies
Rate of fire: one or any or all
Payload: 24 each total launcher school total 193
Last edited by ZINO on Mon Jun 27, 2011 8:27 am, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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Description
This the newest light APC design to cover troop and even cyborg to and from combat .able to used in city to urban to just about every where, even able to cross rivers of any size. Thru water jet thruster systems. It carries one main turret and side port gun deigns to shot back. It loves just for anyone who four wheel drive and can drive as well. It has all the features of a car but also that of a robot. It had been call square bot by Robot pilots. It known to have taken injury pilots out harms way and bring supplies in the middle of the battle zone as well. To drive silent to any area to getting the hell out of dodge city. It been founded in North America but it found just about any NAAT been at or going as a light scot unit.

http://th01.deviantart.net/fs70/PRE/f/2 ... 3aimig.jpg

ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -1 to dodge weight 1ton
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: DRIVER
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!this even the underbelly ,sides,top and rear section of the light APC.
15. .Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total Male pilots get this at third level
16. N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
18. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !
19. . Basic EVA systems (back up)
20. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
21. Special Coms suite for any heavy basic exo-suit must be at least 1000 feet and has linked the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
22. water jet thrusters system to cross over river


M.D.C

Main body-250 (knock off) 350
NAAT only Main body primary force fild -240, auxiliary force field-150, emergency force field-100
Side door/rear doors or ramp -100
Armred door/rear doors or ramp- 240
Wheels (4) 50 each
Reinforce cockpit compartment: 250
N.A.A.T primary force field-240, auxiliary force field 150 emergency force field 100
Generators 100 each
Stats
Height: 6 feet
Length: 18
Wide 6 feet
Weight: starting at 2000 pounds
Speed
Range: unlimited
1 to 90 MPH in under 2 seconds (one attack)


Weapons systems
Type modular heavy combat turret, can single or dual or triple or quad barrel or missiles /MDC rockets systems look below
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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sorry last day of school got some stuff cooking here hope you love it
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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will post some stuff soon
thank any service men or women that you see
tell them thank and welcome home
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.A.T

Unread post by ZINO »

http://fc07.deviantart.net/fs70/i/2011/ ... 38lryw.jpg
artist comment
Originally, this was a sort of technical exercise to take the very anime-ish conceit of the 'spider tank' and try and paint a thick and drippy coat of realism on the idea. One thing led to another, and I worked up a small scene centered around the vehicle the remnants of the supporting infantry.

The vehicle backstory is this: An aging APC chassis converted into a rocket artillery unit. The batteries lower and are reloaded hydraulically from a magazine between the tube bays. Normally, the gun would be traversed to the rear when firing rockets to prevent damage to the barrel and muzzle brake. In this case, the commander has left the gun deployed to be able to more quickly engage infantry or light armor. This is the sign of either a highly experienced or dangerously inexperienced crew.

I feel like I'm finally getting to the point where I'm actually *painting* as opposed to coloring a drawing. It's very different.


Description

Kingdom of Tarnow
Governments help sponsorship. The king of Tarnow was not so willing at first and had to go over some tests, which were nothing they expected but work hard for. Even though it helps, they are only seen as useful opportunity for the Kingdom of Tarnow. NAAT is very careful with the Kingdom of Tarnow and has established a base of operation like they done in NGR with D-bee militia force (or DMF).Just in case they need to fall back. but after the king saw what exchange NAAT had to offered things have been Iron out for the better ,Still N.A.A.T is careful for they seen the king acting strange ( which they don’t say out loud ). And they feel like it is tolkeen. They are looking at set up a third base of operation, but so far it looks good dealing with the Tarnow. And just like D-bee militia force (or DMF) is getting hardware they are helping make a better defend for the Kingdom of Tarnow for been surrounded by the Brodkil Empire doesn’t help.
Still N.A.A.T has help Kingdom of Tarnow that it is able to sell all hardware to north and South America big time. Kingdom of Tarnow has made to model one SDC and turned to MDC and there the second model made in MDC the old fashion way thank to N.A.A.T setting up factories been made. However there are decoy factories set up for an all out war cover by high weapons, techno wizard and pure magic defenses which make impossible to take down. This done to lure as many enemies forces and spy here to be capture or be killed if need be. Still the main factories are hidden and underground they can with stand and attack for up to 5 years if need be. Kingdom of Tarnow is transporting good thru air, sea and even thru dimensional travel.



Merc town (M.T). NAAT is part of Merc town and only for the best Merc companies to work with .Due to the fact NAAT are a transport Merc Company but Robots are need (but not all the time). Everyone who works with NAAT think this their main base of operation is here at Merc town, but it is not. It is part of a major network so if an attempt is made to shut down NAAT (you will open a hordes nest). What NAAT has done is help some Merc companies as well as small units that are trusted when call upon or own them a favor or trade. And because NAAT offers very good pay there always a list which NAAT is very careful who they use and sometimes decoy transport as well. By the end of the CS war they grown to three mediums airport with large airport security ,anti-air craft systems ,plus six small size airports ( thanks to N.A.A.T help) with each it won security forces ,and there even for civilian use for each as well . Kingdom of Tarnow
Has made a base of operations and factories of new hardware and started to make a name for itself. This is massive factories and requires help form Air Superiority, Inc to transport and protect. This is a way for N.A.A.T has come to help and stay again behind the scene and keeping a low profile as well. Merc town loves the new toy from Kingdom of Tarnow and is helping set additional defenses and been made there help. This also allows small merc outfits to have a starting opening their robots and other operations in North America









Air Superiority ,Inc : has got a major boost from NAAT knowing that they are the only air Merc unit ,and having a large air support came and hammer out a deal and the rest is history. NAAT has given by end of the coalition war to helping Free Quebec in air support roles .NAAT was behind helping Air Superiority, Inc to get a secret contract with Free Quebec. they set up to airports now in Merc town which added many of the following GAW A10 warthog, GAW F-16, GAW Hercules, GAW Blackhawk, GAW super Zulu cobra, GAW super longbow apache , GAW Kiowa warrior helicopter , GAW super huey, GAW super Chinook, GAW super tom cat, NG Dragon fly, NG SKY Bunker from Merc OPS BOOK ,5 more IH AC 29 castle ,12 IH grey falcon attack jet, Zancudo transport from Rifts South America book 1, Assault hover bike pg 85 from Juicers uprising all vehicles from pages 81 to 87 , Knock off striker Attack Helicopter page 124 Rifts under the sea, Knock off XM 280 fighter jet pg 127 secret fighter wing from NGR book thank to new Babylon( N.B) By the end of the CS war they grown to three large airport with large airport security ,anti-air craft systems ,plus four medium size airports and 15 small airports as well ( thanks to NAAT help).
With the additional customer Air Superiority, Inc is getting transport plane are even more demanded then ever add an air escort .it getting to the point that Air Superiority, Inc is getting smaller competition to help Air Superiority,Inc. they cannot afford to loss any of these contracts but allowing smaller companies to survive.


Tennessee Headhunters:
N.A.A.T just loves all types of headhunter class they even went and gave at first free supplies of weapons and amour vehicles for it was hope to win them over as with robot control. The gamble paid off for future endeavors in just about anything which has been profitable. Good pay and sometime an easy run but their been times well thing get bad, but has Always kept their and all their promises as well to Tennessee Headhunters and so have they. . By the end of the CS war they grown to one small airport with large airport security ,anti-air craft systems ,plus six runways ( thanks to NAAT help) with each it own security forces ,and there even for civilian use for each as well.

Tennessee Headhunters are getting a lot of Kingdom of Tarnow product ship express to them which only help them test out these new toys form Europe. They know Kingdom of Tarnow are not the state of the art robot or hardware but are very cheap and being made here in north America help get there greedy little hands on badly need weapons for base operation in the field .this has made a rage for other starting mercenary company wanting to get this old work horse,which mean good busy for sale it.



If you want to cover several hundred feet to stop a swarm of anything in the ground well look no further .it carries a boat load of MDC Rockets to cover 100 feet or more. It been tested not just for grounds but the air as well. Cheap easy to make due to the fact is an old heavy APC it carries lots of ammo and good crew as well. It fast, easy to be quiet and hide is need be it can clear a path in no time. Plus cheaper to train if you have the manpower and cover lots of ground. by this old warhorse has teeth left using a modular turret ,four hidden MDC machine gun and it ready to roll for action.



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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

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

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

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

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

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


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

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

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

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

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

20. Basic EVA systems (back up)

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

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

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

24. N.A.A.T only Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time

S.D.C turned to M.D.C
This is for Kingdom of Tarnow
Main body 1800
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Legs (4) 500
Lower Legs (4)800
Feet (4)275
Wheel (6) 100 each
Reinforce cockpit compartment:375
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 120



M.D.C version
This for over sea commercial sales
Main body 350
N.A.A.T ONLY Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
OTHER (1)100
Upper Legs (4)300
Lower Legs (4)275
Feet (2)120
Wheel (6) 10 each
Reinforce cockpit compartment:200
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100


Stats
Height :19 feet
Length: 35 feet
Wide : 15 feet
Weight: 20 tons empty

Speed
Range: unlimited
Drive max speed 45 MPH

Weapons systems Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot -bursts later!!!!
Heavy turret main gun with side M.D.C machine gun or grenade Launcher
Weapons systems
Type main gun rail gun or 100 MM cannon
Damage: 3D6X10 single shot, dual shot 6d6x10
Range: 2 miles ground to ground, air to air 6 miles
Rate of fire: single shot, dual shot
Payload:300 rounds
Bonus:
Blast radius 5 feet in ground to ground, but air to air 15 feet
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Unguided Rockets
Are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage: look below
First generation M.D.C unguided Rockets 1D6 each
Second generation M.D.C unguided Rockets look below
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 1000 FEET to 12,000 feet
Rate of fire:
Volleys of 10 shot fired First generation M.D.C unguided Rockets
Second generation M.D.C unguided Rockets one or any or all
Payload: 1000 M.D.C Rockets each M.D.C unguided Rockets X3 per sided or 6000 M.D.C unguided Rockets total
Bonus:
Weight: 2 pounds ( lds), For a 1d6 M.D.C ,
Second generation M.D.C unguided Rockets 5 pounds each
First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size , Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties,
Note blast radius time three use mini missiles blast radius




Side gun for main gun and two hidden, and one rear to cover ramp exit weapon systems to choice from and have fun with.

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

#2).50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Type 5mm mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000


#3)grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Playing around with an older design for my own pleasure.

Digitally colored pencil. artist comment




http://fc05.deviantart.net/fs17/f/2007/ ... aveldt.jpg

Description

Kingdom of Tarnow
Governments help sponsorship. The king of Tarnow was not so willing at first and had to go over some tests, which were nothing they expected but work hard for. Even though it helps, they are only seen as useful opportunity for the Kingdom of Tarnow. NAAT is very careful with the Kingdom of Tarnow and has established a base of operation like they done in NGR with D-bee militia force (or DMF).Just in case they need to fall back. but after the king saw what exchange NAAT had to offered things have been Iron out for the better ,Still N.A.A.T is careful for they seen the king acting strange ( which they don’t say out loud ). And they feel like it is tolkeen. They are looking at set up a third base of operation, but so far it looks good dealing with the Tarnow. And just like D-bee militia force (or DMF) is getting hardware they are helping make a better defend for the Kingdom of Tarnow for been surrounded by the Brodkil Empire doesn’t help.
Still N.A.A.T has help Kingdom of Tarnow that it is able to sell all hardware to north and South America big time. Kingdom of Tarnow has made to model one SDC and turned to MDC and there the second model made in MDC the old fashion way thank to N.A.A.T setting up factories been made. However there are decoy factories set up for an all out war cover by high weapons, techno wizard and pure magic defenses which make impossible to take down. This done to lure as many enemies forces and spy here to be capture or be killed if need be. Still the main factories are hidden and underground they can with stand and attack for up to 5 years if need be. Kingdom of Tarnow is transporting good thru air, sea and even thru dimensional travel.



Merc town (M.T). NAAT is part of Merc town and only for the best Merc companies to work with .Due to the fact NAAT are a transport Merc Company but Robots are need (but not all the time). Everyone who works with NAAT think this their main base of operation is here at Merc town, but it is not. It is part of a major network so if an attempt is made to shut down NAAT (you will open a hordes nest). What NAAT has done is help some Merc companies as well as small units that are trusted when call upon or own them a favor or trade. And because NAAT offers very good pay there always a list which NAAT is very careful who they use and sometimes decoy transport as well. By the end of the CS war they grown to three mediums airport with large airport security ,anti-air craft systems ,plus six small size airports ( thanks to N.A.A.T help) with each it won security forces ,and there even for civilian use for each as well . Kingdom of Tarnow
Has made a base of operations and factories of new hardware and started to make a name for itself. This is massive factories and requires help form Air Superiority, Inc to transport and protect. This is a way for N.A.A.T has come to help and stay again behind the scene and keeping a low profile as well. Merc town loves the new toy from Kingdom of Tarnow and is helping set additional defenses and been made there help. This also allows small merc outfits to have a starting opening their robots and other operations in North America




And this where Air Superiority, Inc gets involved:

Air Superiority, Inc has got a major boost from NAAT knowing that they are the only air Merc unit ,and having a large air support came and hammer out a deal and the rest is history. NAAT has given by end of the coalition war to helping Free Quebec in air support roles .NAAT was behind helping Air Superiority, Inc to get a secret contract with Free Quebec. they set up to airports now in Merc town which added many of the following GAW A10 warthog, GAW F-16, GAW Hercules, GAW Blackhawk, GAW super Zulu cobra, GAW super longbow apache , GAW Kiowa warrior helicopter , GAW super huey, GAW super Chinook, GAW super tom cat, NG Dragon fly, NG SKY Bunker from Merc OPS BOOK ,5 more IH AC 29 castle ,12 IH grey falcon attack jet, Zancudo transport from Rifts South America book 1, Assault hover bike pg 85 from Juicers uprising all vehicles from pages 81 to 87 , Knock off striker Attack Helicopter page 124 Rifts under the sea, Knock off XM 280 fighter jet pg 127 secret fighter wing from NGR book thank to new Babylon( N.B) By the end of the CS war they grown to three large airport with large airport security ,anti-air craft systems ,plus four medium size airports and 15 small airports as well ( thanks to NAAT help).
With the additional customer Air Superiority, Inc is getting transport plane are even more demanded then ever add an air escort .it getting to the point that Air Superiority, Inc is getting smaller competition to help Air Superiority,Inc. they cannot afford to loss any of these contracts but allowing smaller companies to survive.

When this is done Tennessee Headhunters get involved:
N.A.A.T just loves all types of headhunter mercenary they even went and gave at first free supplies of weapons and amour vehicles for it was hope to win them over as with robot control. The gamble paid off for future endeavors in just about anything which has been profitable. Good pay and sometime an easy run but their been times well thing get bad, but has Always kept their head up and all their promises as well to Tennessee Headhunters and so have they. By the end of the CS war they grown to one small airport with large airport security ,anti-air craft systems ,plus six runways ( thanks to NAAT help) with each it own security forces ,and there even for civilian use for each as well.

Tennessee Headhunters are getting a lot of Kingdom of Tarnow product (and from N.A.A.T as well) ship express to them which only help them test out these new toys form Europe. They know Kingdom of Tarnow are not the state of the art robot or hardware but are very cheap and being made here in north America help get there greedy little hands on badly need weapons for base operation in the field .


Kingdom of Tarnow product has made two products standard S.D.C turned to M.D.C and the MDC model type .Reason to show as display case and throw off designers on how good it the design is .

This the newest design for city defense making it a hot item to buy. They are design to move very quickly from one point to another. They can be used as anti-craft walker to direct line of sight, or artillery support, it carries four modular weapon systems to for Anti-infantry or self defense purpose. It simple to repair and maintain in the flied and operate. It can be run by one pilot or a crew of four added. Still it main purpose is to engage at lone to medium range combat like a sniper. But it can fire shotgun type rounds if need be. Still for the cost and quick set up it going to work well for cities, mobile base operations to artillery support to ground to air combat. It able to serve as dual weapon systems for a mobile artillery support or anti-aircraft or anti-ground targets, fast and deadly weapon systems and cheap too.



ROBOT/ MECHA

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

10. NONE OPEN Complete environmental pilot and crew compartment

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

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

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

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 125 M.D.C or less to any location this applies to Force field as well. On the second hit is 120 M.D.C and third hit 125 M.D.C and the firth hit 115 M.D.C


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

16. NONE :N.A.A.T ADD Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!

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


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

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

20. NONE:Basic EVA systems (back up)

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

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

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

24. N.A.A.T Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time






M.D.C Model

Vehicular robot Main body - 550
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Legs (4) 250
Lower Legs (4) 350
Feet (4) 125
Head/ shielded -450
Reinforce cockpit compartment: none
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators-100


S.D.C TO M.D.C Model

Kingdom of Tarnow main unit
Vehicular robot Main body: 1600
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Legs (4) 450
Lower Legs (4)800
Feet (4) 300
Head/ shielded: 1000
Reinforce cockpit compartment: NONE
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100


Stats

Height :16 feet
Length25 feet
Wide : 15 feet
Weight:
M.D.C Model : 45 tons fully loaded
S.D.C TO M.D.C Model : 27 tons fully loaded


Speed

Range: unlimited
Driving speed 2 to 200 MPH
Running: 35 MPH
Walk: 2 to 15 MPH


Hand to hand: robotic P.S (kicks only) 50


Pick one type of weapon for the main gun from below
Main gun plus can pick one side weapon systems
#1) Third generation ram jet rail gun auto-cannon

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

Damage and Rate of Fire:
100 MM 3D6X10 single shot or dual shot 6d6 x10

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range: 2 miles
Payload 200 rounds pick type of rounds


Or pick two type of rounds from below

2 generation auto-cannon standard rounds
o L.E.A.P
100 mm -2D4X10 M.D
Damage and Rate of Fire:-4d4x10

o H.E.A.P
100 mm -1d10x10 M.D (max damage 100)
Damage and Rate of Fire:-5d4x10

o A.P.F.S.D.S round
100 mm -3d6x10 M.D (max damage 180)
Damage and Rate of Fire: 6d6x10
Range: 2 miles
Payload 200 rounds pick type of rounds

NOTE CAN FIRE shot gun type rounds at a blast radius of 20 feet range 7000 feet

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

#2) Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

#3) . 50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


#4)Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
#5)N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 200 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Weapon system: #6)VATL anti-tank -6 Variable heavy laser
this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities

# 7)Type 7.62mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 2000 feet
Payload: 200 S.D.C, and 300 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


#8)N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 300 rounds


#9 Weapons systems
Hidden one barrel or two barrel rail gun or an MDC auto- cannon or hybrid rail Gun look at 10 MM ,20MM weapons
#1) Weapons systems
Type rail gun
Damage the following are burst single barrel
Rail gun
1. 3d6 light one rounds, short burst 6d6 two rounds, 5 rounds burst 2d4x10+10
2. 4d6 light one round, short burst 1D4X10+8 two rounds, and 5 rounds burst 2D 6X10
3. 5d6 light one round, short burst 1D6X10 two rounds, and 5 rounds burst 4D 4X10
4. 6d6 light one round, short burst 1D6X10+12 two rounds, and 5 rounds burst 3D 6X10
5. 1d4x10 light one rounds, short burst 2D4X10 two rounds, 5 rounds burst 5D4X10
6. 1d6x10 medium one rounds, short burst 2D6X10 two rounds, 6 rounds burst 4D6X10
7. 2d4x10 medium one rounds short burst 4D4X10 two rounds, 6 rounds burst 8D6X10
R.O.F: short burst or heavy burst
Range: numbers 1 to numbers 6 is 6000 feet, numbers 7 + 8500 feet
Payload: all carry 400 rounds bit light add double the payload
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.A.T

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Rifts portable MINI gun

http://i686.photobucket.com/albums/vv23 ... 1310418548

This the light heavy weapons systems made for human size .it uses 9MM rounds it was found the more rounds down range the better to do damage .then advance recoil systems to damped the recoil it another game change. Portable, light easy to use and give a lot of ammo and you can get more damage it all about the payload with this weapon. Still it can be a draw back. Still ammo is cheap and there is rumor there second generation ammo (which N.A.AT has for there troops only).
Weapon system
Type: ballistic
Damage
Standard 9MM H.E round EACH rounds 5d4x10 S.D.C or two round burst 1D4 M.D.C
Range: 2000 feet
Rate of fire: 10 round burst 5d4 M.D.C, 20 round burst 1d4x10 , 30 round burst 1d6x10 M.D.C,80 round burst 2d6x10, 160 round burst 4d6x10,
Payload; two drum 10000 round
Weight: total weight 30 pounds
Bonus
N.A.AT Rate of fire/damage:
version 5d6x10 S.D.C or two rounds 1d6 M.D.C, 10 round burst 1d6x10 M.D.C, 20 round burst 2d6x10 , 30 round burst 3d6x10 M.D.C,80 round burst 6d6x10, rest the same
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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Heavy combat sniper rifle and heavy power armored sniper rifle
These are special round sand cannot be used in burst only on semi auto or single shot fire .still this new weapon systems can now fold in one attack instead of the old systems . On top of that it can take the old systems and add these new feature cheaper then getting new systems .it love by hunter and the heavy version by Borgs, powered amour pilots and even super human strength 10 or better or supernatural strength .it advance recoil allow to even humans to fire but take two or three to carry the 20/30 MM sniper rifle
20/30 MM Long range sniper rifle it really 20mm or 30 MM Long range sniper rifle it can fire either round but not mix it still combat pilots love the simply use and long range firepower . However Archie 3 and the coalition are afraid of these weapon systems and don’t mess with. If this weapon was deployed during the coalition wars in North America it may have a different outcome .


http://i686.photobucket.com/albums/vv23 ... 1310488055

Weapon system
Type: Heavy M.D.C ballistic
Damage
First generation
.50 caliber sniper rifle 1D8 Standard rounds
Second generation
.50 caliber sniper rifle dual stop or double tap 2d8 M.D.C or 3d6 M.D.C
.50 caliber sniper rifle H.E.A.P (heavy explosive amour piercing rounds) 4d6 M.D.C or double tap 8d6 M.D.C
.50 caliber sniper rifle D.U round 5D6 or double tap 1D6X10


20/30 MM sniper rifle
Third generation ram jet rail gun auto-cannon

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

20MM 1d4x10 M.D.C or double tap 2d4x10 M.D.C


30MM 5D10 M.D.C or double tap 1d10x10 M.D.C

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


20/30 MM sniper rifle 2 generation auto-cannon standard rounds

20/30 MM sniper rifle L.E.A.P
20 mm – 3d6 M.D ( max damage 18 ) M.D.C or double tap 6d6 M.D.C


30 - mm-5d4 M.D( max damage 20) M.D.C or double tap 1d4x10 M.D.C


20/30 MM sniper rifle H.E.A.P

20 mm -5d4 M.D (max damage 20) M.D.C or double tap 1d4x10 M.D.C


30 mm -4d6 M.D (max damage 24) M.D.C or double tap 8d6 M.D.C

A.P.F.S.D.S round
20 mm- 6d6 MD( max damage 36 ) M.D.C or double tap 1d6x10 +12 M.D.C

30 mm -1d4x10 M.D( max damage 40 ) M.D.C or double tap 2d4x10 M.D.C


Range:
.50 caliber sniper rifles 7920 (half a mile)
20/30 MM sniper rifle 2 miles to 3 miles away
Rate of fire semi auto or single shot fire
Payload:
.50 caliber sniper rifles 6 rounds
20/30 MM sniper rifle: 10 rounds
Weight :
.50 caliber sniper rifles 25 pounds
20/30 MM sniper rifle: 30 pounds
Bonus
.50 caliber sniper rifles look above
20/30 MM sniper rifle look above
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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working on some items here
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: N.A.AT

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HOLY COW!!!! That was quite a topic! I am totally impressed. Again I only skimmed most of the topic. And that took quite awhile. I am impressed. Please keep up the great work.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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ZINO
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Re: N.A.AT

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Aramanthus wrote:HOLY COW!!!! That was quite a topic! I am totally impressed. Again I only skimmed most of the topic. And that took quite awhile. I am impressed. Please keep up the great work.

thanks T will try it hard right now :(
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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Don't worry I'll help you by reading your material. I promise I'm back. I'm not going away unless I die.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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ZINO
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Re: N.A.AT

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Aramanthus wrote:Don't worry I'll help you by reading your material. I promise I'm back. I'm not going away unless I die.

thanks man
I just wish it was only $$ problem :(
had stop dont have time to type got ideas but can not work on it :(
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: N.A.AT

Unread post by Aramanthus »

You'll be able to work on those ideas eventually. Just write notes down and keep them until you can post them.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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ZINO
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Re: N.A.AT

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Aramanthus wrote:You'll be able to work on those ideas eventually. Just write notes down and keep them until you can post them.

thank will do
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

Unread post by Aramanthus »

We will have to keep this topic on the first two pages until you can have time to post again.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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ZINO
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Re: N.A.AT

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Aramanthus wrote:We will have to keep this topic on the first two pages until you can have time to post again.

thanks man cannot sleep try to solve thing here
just check out N.A.A.T Germany if u can man
bye now
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: N.A.AT

Unread post by Aramanthus »

I'll have to do that tomorrow. I'm running out of time tonight.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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ZINO
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Re: N.A.AT

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Aramanthus wrote:I'll have to do that tomorrow. I'm running out of time tonight.

ok no rush
thanks man
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: N.A.AT

Unread post by Aramanthus »

I still have to do that. Things kept me distracted during the weekend.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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ZINO
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Re: N.A.AT

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sorry just borading all windows here in NYC
will post on monday if there power here
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: N.A.AT

Unread post by Aramanthus »

I hope you can post some new things once things get sorted out on the east coast.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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ZINO
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Re: N.A.AT

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Aramanthus wrote:I hope you can post some new things once things get sorted out on the east coast.

and here my reply :)
http://i686.photobucket.com/albums/vv23 ... 1315354774

Heavy mini gun
This weapon is design to act as SAW systems but light weight ,very little recoil and for normal human strength pilots to powered armored suit man size or cyborg as well. The carries or use standard solid heavy rounds first generation MDC rounds) when able to do moderate to heavy MDC damage .however their are other types of MDC rounds,H.E rounds ,H.E.A.P is the strong rounds so far but there rumors there a DU rounds and a heavier rounds at the cost of range (no confirmation on this look be low hint ).still the damage is moderate to heavy
Damage.
Type: M.D.C projectile
Damage:
First generation 1 MDC per round solid round
range 5000 feet
Burst varies
• 10 rounds Burst 1d10 M.D.C
• 20 rounds Burst 2d10 or 5d4 or 1d20MdC
• 30 rounds Burst 5d6 MDC
• 40 rounds Burst 1d4x10 M.D.C
• 60 rounds Burst 1d6x10 M.D.C
• 120 rounds Burst 2d6x10 M.D.C
Second generation rounds Heavy
Explosive rounds 2 M.D.C
range 6500 feet
• 10 rounds burst 5d4 or 2d10
• 20 rounds burst 1d4x10
• 30 rounds burst 1d6x10
• 40 rounds burst 2d4x10
• 50 rounds burst 1d10x10
• 60 rounds burst 2d6x10
• 100 rounds burst 5d4x10

Third generation rounds
A.P Rounds 3 M.D.C
range 8900 feet
• 10 rounds burst 5D6
• 20 rounds burst 1D6X10
• 30 rounds burst 2D4X10+10
• 40 rounds burst 3D4X10
• 50 rounds burst 4D4X10
• 60 rounds burst 3d6x10
4 generation rounds 1d4 per round)
1D6 H.E.A.T ROUNDS N.A.A.T ONLY
• 10 rounds brust 1d6x10
• 20 rounds brust 2d6x10
• 30 rounds brust 3d6x10
• 40 rounds brust 4D6X10

5 generation rounds 1D4 A.P ROUNDS/1d6 DU rounds /H.E.A.P ROUNDS DU round 1d6 MDC/ H.E.A.P (Heavy explosive rounds armor piercing rounds) 1d4MDC
range 15,900 feet
• 10 rounds burst 1D4X10
• 20 rounds burst 2D4X10
• 30 rounds burst 3d4x10
• 40 rounds burst 4d4x10
• 50 rounds burst 5d4x10
• 60 rounds burst 4d6x10

Rate of fire: VARIABLE burst
Payload: 100 round clip drum , box clip 200 rounds, belt small300 rounds (human S.D.C ) HEAVY 600 Rounds for cyborg, supernatural ,man size power amour 1200 rounds,13 to 20 feet robot or other can carry 3000 rounds, giant size 21 plus feet 6000 rounds ,jeep ,cars 500 rounds max , APC 3000 ROUNDS belt ,I.F.V 4500 rounds ,tank 5500 rounds
let your YES be YES and your NO be NO but plz no maybe
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Snake Eyes
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Re: N.A.AT

Unread post by Snake Eyes »

Hey ZINO is back :-D
Nice mini gun........need to clear a room quick...bring this
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ZINO
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Re: N.A.AT

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Snake Eyes wrote:Hey ZINO is back :-D
Nice mini gun........need to clear a room quick...bring this

thank U
I am back slowly guy been hit very hard lately so enjoy
Spoiler:
working on robotech,splicer tech rifts earth and phase world as well just need time

thank u Snake Eyes for quick reply man really need it
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

Unread post by Snake Eyes »

ZINO wrote:
Snake Eyes wrote:Hey ZINO is back :-D
Nice mini gun........need to clear a room quick...bring this

thank U
I am back slowly guy been hit very hard lately so enjoy
Spoiler:
working on robotech,splicer tech rifts earth and phase world as well just need time

thank u Snake Eyes for quick reply man really need it

Spoiler Alert!!!! :lol:
I'm just now getting back into doing stuff for Splicers myself.......first thing i'm working on is a dark and dreary Splicer house :twisted:
The Dragon Has Spoken
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ZINO
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Re: N.A.AT

Unread post by ZINO »

Snake Eyes wrote:
ZINO wrote:
Snake Eyes wrote:Hey ZINO is back :-D
Nice mini gun........need to clear a room quick...bring this

thank U
I am back slowly guy been hit very hard lately so enjoy
Spoiler:
working on robotech,splicer tech rifts earth and phase world as well just need time

thank u Snake Eyes for quick reply man really need it

Spoiler Alert!!!! :lol:
I'm just now getting back into doing stuff for Splicers myself.......first thing i'm working on is a dark and dreary Splicer house :twisted:

WOW I guess great minds do think alike !!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: N.A.AT

Unread post by Aramanthus »

Very nice. I'm looking forward to seeing more new material. And hi Snake Eyes. Long time no see. I'll be over to that thread hopefully tonight.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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Snake Eyes
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Re: N.A.AT

Unread post by Snake Eyes »

Aramanthus wrote:Very nice. I'm looking forward to seeing more new material. And hi Snake Eyes. Long time no see. I'll be over to that thread hopefully tonight.

Hi Aramanthus :D
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Re: N.A.AT

Unread post by Aramanthus »

It is so good to be back!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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Snake Eyes
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Re: N.A.AT

Unread post by Snake Eyes »

Aramanthus wrote:It is so good to be back!

I wondered what happened to ya........fell through a dimensional door? :lol:
The Dragon Has Spoken
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ZINO
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Re: N.A.AT

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thank u didnt expect this wow
It been very hard for me lately and I am coming back slowly
and YEs I fell through a dimensional door again GRRR
better get a better shifter in the payroll I learn my lesson :(
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Back ground history
The UH-60 Black Hawk is a four-bladed, twin-engine, medium-lift utility helicopter manufactured by Sikorsky Aircraft. Sikorsky submitted the S-70 design for the United States Army's Utility Tactical Transport Aircraft System (UTTAS) competition in 1972. The Army designated the prototype as the YUH-60A and selected the Black Hawk as the winner of the program in 1976, after a fly-off competition with the Boeing Vertol YUH-61.
In the 1 May 2011 operation that killed Osama bin Laden, it emerged that the 160th Special Operations Aviation Regiment, which operated the helicopters during the raid, used a highly modified version of the UH-60. Features apparently include a modified tail section with extra blades on the tail rotor and other additions which significantly lowered noise levels from that of conventional UH-60s. It also had low-observable technology similar to that of F-117 that enabled it to evade Pakistan Air Force radars. The aircraft seemed to include features like special high-tech materials, harsh angles, and flat surfaces, found only on sophisticated stealth jets. This came to light only when one of the helicopters used in the operation crashed and was subsequently destroyed except for its tail section. Low observable versions of the Black Hawk have been studied as far back as the mid-1970s.

Design
The UH-60 features four-blade main and tail rotors, and is powered by two General Electric T700 turbo shaft engines. The main rotor is fully articulated and has elastomeric bearings in the rotor head. The tail rotor is canted and features a rigid crossbeam. The helicopter has a long, low profile shape to meet the Army's requirement for transporting aboard a C-130 Hercules, with some disassembly. It can carry 11 troops with equipment, lift 2,600 lb (1,170 kg) of cargo internally or 9,000 lb (4,050 kg) of cargo (for UH-60L/M) externally by sling.
The Black Hawk helicopter series can perform a wide array of missions, including the tactical transport of troops, electronic warfare, and aero medical evacuation. A VIP version known as the VH-60N is used to transport important government officials (e.g., Congress, Executive departments) with the helicopter's call sign of "Marine One" when transporting the President of the United States. In air assault operations it can move a squad of 11 combat troops or reposition a 105 mm M102 howitzer with thirty rounds ammunition, and a four-man crew in a single lift. The Black Hawk is equipped with advanced avionics and electronics for increased survivability and capability, such as the Global Positioning System.

The UH-60 can be equipped with stub wings at top of fuselage to carry fuel tanks or various armaments. The initial stub wing system is called External Stores Support System (ESSS). It has two pylons on each wing to carry two 230 US gal (870 L) and two 450 US gal (1,700 L) tanks in total. The four fuel tanks and associated lines and valves form the external extended range fuel system (ERFS). The ESSS can also carry 10,000 lb (4,500 kg) of armament such as rockets, missile and gun pods. The ESSS entered service in 1986. However it was found that with four fuel tanks it would obstruct the firing field of the door guns. To alleviate the issue, the external tank system (ETS) with unswept stub wings to carry two fuel tanks was developed.
The unit cost varies with the version due to the varying specifications, equipment and quantities. For example, the unit cost of the Army's UH-60L Black Hawk is $5.9 million while the unit cost of the Air Force MH-60G Pave Hawk is $10.2 million.



THE BLACK HELO
RIFTS

May 1, 2011 U.S.A military made it first true transport stealth helicopter rifts date 2387 for over 376 years is part of USA military and later to N.A.A.T AFTER THE FAL OF MANKIND civilization at the time it was standard conventional metals(S.D.C), later upgraded to M.D.C and better engine, weapon package. This makes one of the oldest and deadliest troop transport in North America at the cost of 60 million dollars combat stealth transport helicopter (or 15 million credits in rifts earth). It carries a massive choice in weapons systems form SDC to MDC weapon systems to missiles, to beam weapons to take down a tank or fortification if need be . It’s the work horse for N.A.M.E (really N.A.A.T) that is recently been appearing just about every where from North America to Europe and even as far down as Columbia. All controlled to N.A.A.T of course no one know this. just prior to the end of man civilization about 50,000 were been put to rest ,this was a gold mine for N.A.A.T force in future earth .this allowed to keep tads on the begin of the coalition states and use as troop and gunship a dual roles add stealth and a A.I systems ,this made the most deadly transport stealth helicopter call BLACK HELO . BLACK HELO were never been capture but always destroyed. Still this allowed for the coalition states to improve (with NGR help) their stealth technology for jet fighter. A mistake NAAT learn the hard way, still when you learn you can replace and make better operation to stay under the radar in North America.

N.A.M.E.S (North American Mercenary Escort Services ) it a know Mercenary out for over 60 years as a transport out and humanitarian serves
Stats later
let your YES be YES and your NO be NO but plz no maybe
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abtex
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Re: N.A.AT

Unread post by abtex »

Are you in the New York 'wash and rinse' ZINO, again?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Snake Eyes
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Comment: Living in Florida, soon to be Dinosaur Swamp
Location: Mary Esther, Florida

Re: N.A.AT

Unread post by Snake Eyes »

and YEs I fell through a dimensional door again GRRR
better get a better shifter in the payroll I learn my lesson

You and Aramanthus.......
Better pay that Shifter better or get a better one....no telling where you'll end up :lol:
The Dragon Has Spoken
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ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

abtex wrote:Are you in the New York 'wash and rinse' ZINO, again?

yes I am
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Back ground history
The UH-60 Black Hawk is a four-bladed, twin-engine, medium-lift utility helicopter manufactured by Sikorsky Aircraft. Sikorsky submitted the S-70 design for the United States Army's Utility Tactical Transport Aircraft System (UTTAS) competition in 1972. The Army designated the prototype as the YUH-60A and selected the Black Hawk as the winner of the program in 1976, after a fly-off competition with the Boeing Vertol YUH-61.
In the 1 May 2011 operation that killed Osama bin Laden, it emerged that the 160th Special Operations Aviation Regiment, which operated the helicopters during the raid, used a highly modified version of the UH-60. Features apparently include a modified tail section with extra blades on the tail rotor and other additions which significantly lowered noise levels from that of conventional UH-60s. It also had low-observable technology similar to that of F-117 that enabled it to evade Pakistan Air Force radars. The aircraft seemed to include features like special high-tech materials, harsh angles, and flat surfaces, found only on sophisticated stealth jets. This came to light only when one of the helicopters used in the operation crashed and was subsequently destroyed except for its tail section. Low observable versions of the Black Hawk have been studied as far back as the mid-1970s.

Design
The UH-60 features four-blade main and tail rotors, and is powered by two General Electric T700 turbo shaft engines. The main rotor is fully articulated and has elastomeric bearings in the rotor head. The tail rotor is canted and features a rigid crossbeam. The helicopter has a long, low profile shape to meet the Army's requirement for transporting aboard a C-130 Hercules, with some disassembly. It can carry 11 troops with equipment, lift 2,600 lb (1,170 kg) of cargo internally or 9,000 lb (4,050 kg) of cargo (for UH-60L/M) externally by sling.
The Black Hawk helicopter series can perform a wide array of missions, including the tactical transport of troops, electronic warfare, and aero medical evacuation. A VIP version known as the VH-60N is used to transport important government officials (e.g., Congress, Executive departments) with the helicopter's call sign of "Marine One" when transporting the President of the United States. In air assault operations it can move a squad of 11 combat troops or reposition a 105 mm M102 howitzer with thirty rounds ammunition, and a four-man crew in a single lift. The Black Hawk is equipped with advanced avionics and electronics for increased survivability and capability, such as the Global Positioning System.

The UH-60 can be equipped with stub wings at top of fuselage to carry fuel tanks or various armaments. The initial stub wing system is called External Stores Support System (ESSS). It has two pylons on each wing to carry two 230 US gal (870 L) and two 450 US gal (1,700 L) tanks in total. The four fuel tanks and associated lines and valves form the external extended range fuel system (ERFS). The ESSS can also carry 10,000 lb (4,500 kg) of armament such as rockets, missile and gun pods. The ESSS entered service in 1986. However it was found that with four fuel tanks it would obstruct the firing field of the door guns. To alleviate the issue, the external tank system (ETS) with unswept stub wings to carry two fuel tanks was developed.
The unit cost varies with the version due to the varying specifications, equipment and quantities. For example, the unit cost of the Army's UH-60L Black Hawk is $5.9 million while the unit cost of the Air Force MH-60G Pave Hawk is $10.2 million.



THE BLACK HELO
RIFTS


http://i686.photobucket.com/albums/vv23 ... 1315678816

May 1, 2011 U.S.A military made it first true transport stealth helicopter rifts date 2387 for over 376 years is part of USA military and later to N.A.A.T AFTER THE Fall OF MANKIND civilization at the time it was standard conventional metals(S.D.C), later upgraded to M.D.C and better engine, weapon package. This makes one of the oldest and deadliest troop transport in North America at the cost of 60 million dollars combat stealth transport helicopter (or 15 million credits in rifts earth). It carries a massive choice in weapons systems form S.D.C to M.D.C weapon systems to missiles, to beam weapons to take down a tank or fortification if need be . It’s the work horse for N.A.M.E (really N.A.A.T) that is recently been appearing just about every where from North America to Europe and even as far down as Columbia. All controlled to N.A.A.T of course no one know this. just prior to the end of man civilization about 50,000 were been put to rest ,this was a gold mine for N.A.A.T force in future earth .this allowed to keep tads on the begin of the coalition states and use as troop and gunship a dual roles add stealth and a A.I systems ,this made the most deadly transport stealth helicopter call BLACK HELO . BLACK HELO were never been capture but always destroyed. Still this allowed for the coalition states to improve (with NGR help) their stealth technology for jet fighter. A mistake NAAT learn the hard way, still when you learn you can replace and make better operation to stay under the radar in North America.

N.A.M.E.S (North American Mercenary Escort Services ) it a know Mercenary out for over 60 years as a transport out and humanitarian serves
Stats later
http://i686.photobucket.com/albums/vv23 ... 1315678816


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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

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

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

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

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

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


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

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

17. Flare/Chaff Launchers (4)-A modern addition, meant to improve mecha survivability against missile weaponry. total look below.
Range: Close Defense
Damage: None; similar to Trix-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce A.P.M.s /combat bonuses/ speed by half for 1d4 melees
Payload: 50 each or 150 total or (4):600 total
Weight add: 1 tons

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

19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +8 auto dodge +1 plus any other bonus !!!

20. Bonuses and penalties for , Stealth systems.

21.add +5 to initiative for conventional radar , and E.C.M combat or E.C.C.M combat add 1d4x10+10 % , add +4 roll , ADD +9 to dodge to missiles at any speed ,add +3 attacks to surprise attacks by pilot and gunners , when under attack by using missiles against THE BLACK HELO get -4 to strike but not to mini-missiles!!! Add + 35 to piloting skills plus pilot skills and Bonuses as well can go over 100% add 2 attacks plus 1 more attack at level 5 , thank to A.I support systems . Laser guided missiles loss all bonus, heat guided missiles loss half so a missiles (so a plus 6 to hit/strike get only 3 hit/strike and nothing more) radar guided missiles all bonus 0 (zero) straight roll and a natural 20 get to hit target by luck only!!!Only roll 20 or higher can they can they get out of the way. Look down and shot missiles to ground at any height add +2 to strike to all weapon systems, any guided missiles add +4 to strike,noise reduction systems cannot hear rotors till you are 30 feet or closer in day or night operations
Helmet-mounted display system (H.M.D.S) pilots and co- pilots can top to bottom as if they are out look and all sensory systems displays in simple eye contact or manual as well as that of a robot has a 360 view abilities

Lightning II D.A.S system
http://www.youtube.com/watch?v=ZiNMio9zN2Q

displays and selects targets add+2 to strike with all missiles , add +3 initiative with helmet ,when doing a surprised attack the tomcat II can not be found for 1d4 +1melee, the tomcat II can do E.C.C.M attacks by using microwave burst to a target at long distance , to be detected -2d4x10% any earth convectional vehicles , or alien get -1D4X10%

NOTE BONUS ARE ADD IN
21. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

22. Special coms suite for squads or heavy basic exo-suit must be at least 4000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%

23. N.A.A.T active Camouflage systems/ cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time

24. advance counter measures systems : something that been around the gold age of man around and been used by all military vehicles which is a beam of light to shoot down any missiles at ranges of 5500 feet to 25 feet they are located in front/ sides / top /rear /tail and doors ( which seem to always been aim by by some unknown luck. and this allows from repeating the famous or infamous U.S military operation black hawk down and they6 are hidden inn the hull and are for deface only .
type : PB beam
Damage 5d10+25
RANGE 5500 feet
R.O.F : add pilots plus strike bonus thanks to A.I systems of how many time it can shoot each missile
payload : unlimited


M.D.C. by
Location:
[1] [2] Four-Blade Top Rotor:(4) 400(100 each blade)
[1] [2]Rear Pusher Rotor:(1) 75
[2] Internal front(1) and sides(2) Ordnance: 55 each
[2] retractable wings(2) 100 each
[2] Belly Gun (1): 65
[2] Nose Lasers (2) 35 each
retractable Pontoon Runners (2): 125 each
Cargo Bay Doors (2): crew 190
Side Doors (2): pilots 100 each
Reinforced Pilot's /crew Compartment: 190
[2] Retractable wheels (3) 50
[3] Main Body: 375
[4] Force filed main systems 240
[4] Force filed secondary’s systems ( 10) 150
[4] Force filed generator 100
[1] Destroying the rear rotor or one of the main blades will cause the helicopter to fly at half speed, wobble and is -6 to dodge , -3 to strike, and -50% on piloting skill/maneuvers. Smart pilots will land as soon as possible. Destroying the main top rotor will knock the helicopter out of the sky! Roll under the piloting skill -30% for a successful crash landing (due to the reinforced nature of the safety features, crew takes only .25% damage from an impact if they hit button of the helicopter, if it crash on it sides crew get 50% damage. taking 80 % damage from main body active camouflage is gone and so is the stealth systems.
[2] Indicated hit locations are small and/or difficult targets to hit. An attacker must make a called shot and has a -3 penalty when not moving but -12 when flying / wobbling /maneuvers.
[3] Destroying the main body knocks the helicopter out of the sky and renders it completely useless.
[4] Force filed systems there are two systems the main systems is to stop all type of attacks from all angel and secondary’s acts as to protect important areas Four-Blade Top Rotor, Rear Pusher Rotor, Belly Gun ,Cargo Bay Doors, Side Doors, Main Body. Force filed generator are in the main body of black helo .


Dimension and stats
Crew: 2 pilots (flight crew) with 2 crew chiefs/gunners
Capacity: 2,640 lb of cargo internally, including 14 troops or 6 stretchers, or 8,000 lb (UH-60A) or 9,000 lb (UH-60L) of cargo externally
Black Helo : Capacity 10,000 pounds to 20 ,000 pounds, plus lift external 30,000 max
Length: 64 ft 10 in (19.76 m) black Helo 66 feet
Fuselage width: 7 ft 9 in (2.36 m)
Rotor diameter: 53 ft 8 in (16.36 m) black Helo Rotor diameter :49 feet
Height: 16 ft 10 in (5.13 m) black Helo 17 feet
Empty weight: 10,624 lb (4,819 kg) black Helo 8,000 lb
Loaded weight: 22,000 lb (9,980 kg) fully loaded 39,000 pounds
Max takeoff weight: 40,500 lb (10,660 kg)
Power plant: 2 × General Electric T700-GE-701C turboshaft, 1,890 hp (1,410 kW) each conventional, nuclear powered or battery power Ted

Performance never exceed speed: 193 knots (222 mph, 357 km/h)
Maximum speed: 183 mph, 295 km/h black Helo 222 mph, 357 km/h
Cruise speed: 150 kn (173 mph, 278 km/h)
Combat radius: 368 mi (320 nmi, 592 km) black Helo conventional knock off 600 miles nuclear power 96 day of flight
Ferry range: 1,380 mi (1,200 nmi, 2,220 km) with ESSS stub wings and external tanks black Helo 2500 miles
Service ceiling: 19,000 ft (5,790 m) black Helo 25,000 feet


Armament black hawk
Guns:
7.62 mm (0.30 in) M240H machine guns or
7.62 mm (0.30 in) M134 minigun or
.50 in (12.7 mm) GAU-19 Gatling guns
Hardpoints: 4, 2 per ESSS stub wings and provisions to carry combinations of:
Rockets: 70 mm (2.75 in) Hydra 70 rockets
Missiles: AGM-114 Hellfire laser guided missiles (replace with medium range missile or short-range missiles or mini-missiles or M.D.C rockets)
Other: 7.62 mm (0.30 in), 20 mm (0.787 in), or 30 mm (1.18 in) M230 gunpods
Bombs: Can be equipped with VOLCANO minefield dispersal system. See UH-60 Armament Subsystems for more information.


Armament for Black HELO
• Forward fix weapon systems
• Guns side windows: note 360 degrees
Able to shoot thru main rotors optional weapon turret cargo bay
• Hidden chin turret
• Hidden rocket or missiles systems wing
• Hidden retractable missile launcher

7.62 mm (0.30 in) M240H machine guns or M.D.C machine guns
7.62 mm (0.30 in) M134 mini-gun or M.D.C mini-gun
.50 in (12.7 mm) GAU-19 Gatling guns or M.D.C Gatling guns
internal bay : 4, 2 per ESSS stub wings and provisions to carry combinations of:
Rockets: 70 mm (2.75 in) Hydra 70 rockets or M.D.C Rockets
Missiles: AGM-114 Hellfire laser guided missiles or M.D.C , short missiles or N.A.A.T Medium range Missile
Other: 7.62 mm (0.30 in), 20 mm (0.787 in), or 30 mm (1.18 in) M230 gunpods on wing reduce stealth by 50%
Bombs: Can be equipped with minefield dispersal system.




Primary users:
United States Army plenty M.D.C version FOR N.A.A.T AND N.A.M.E.S around knock off version only S.D.C northern gun G.A.W. but will have M.D.C weapons systems
Republic of Korea Army: none
Colombian Armed Forces plenty M.D.C version FOR N.A.A.T AND N.A.M.E.S around knock off version only S.D.C northern gun G.A.W. but will have M.D.C weapons systems
Turkish Armed / Europe Forces: plenty M.D.C version FOR N.A.A.T AND N.A.M.E.S around

Weapon systems for black HELO
• Forward fix, pilots or co pilots Weapon number that it can use #1, #2), #3) ,#4 ), #5), # 6), #7), #8), #9), #10), #11), #12), #13) , # 14), # 15 )
• side turrets behind pilots and optional turret in cargo side doors gunners or passengers Weapon number that it can use #1, #2), #3) ,#4 ), #5), # 6), #7), #9) #8),, #10), #11), #12), #13) , # 14), # 15 ) total turrets 4 ( two per side )
• retractable turret under chin mounts pilots or co pilots Weapon number that it can use #1, #2), #3) ,#4 ), #5), # 6), #7), #9), #10), #11), #12), #13) , # 14), # 15)
• Retractable wings# 14), # 17) but double the payload

Rear internal bay weapon system
• Missiles systems
• Bomb as missiles in Retractable wings
• Drop supplies
• Medical lift or other carry using lift 6000 lds

#1 )grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the Mecha a total or rifle type
Damage
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce A.P.M.S/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x3) 720 total

#2) Heavy M.D Machinegun pick one below :
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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




#3)Type 5mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well M.D.C but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machine gun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range: 2000 feet
Payload: 200 rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Weapon system: #4 )VATL anti-tank -6 Variable heavy laser this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 4d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities

#5)Type 10 MM mini gun this lights mini gun with a terrifying high rate of fire that a M.D.C Mini-gun can do and is respected by pilots and by the enemy as well. This is the primary weapon systems and has two more drums in the rear. (One pilots got all three drum connected to reduce reloads and was able to keep suppression fire while many civilian ran for safety but was reported MIA, statues: unknown presumed dead.
Pick one type of ammo per drum, but many love the L.E.A.P (that’s 27,000 rounds!!!)
Damage:
H.E.A.P
10 mm -3d6 M.D, tow round burst 6d6, three round burst 1d6x10, four round burst 2d4x10, six round burst 2d6x10, eight round burst 4d4x10, 18 round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
10 mm to 19 MM -3d4 M.D, , tow round burst 4d6, three round burst 6d6, four round burst 1d4x10+8, six round burst 1d6x10+12, eight round burst 1d10x10 , 18 round burst 5d4x10, 32 round burst 6d6x10

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


Range: 2 miles
Rate of fire: burst
Payload: 3000 standard ammo drum this is due to small size
Note:
18 rounds burst or higher take up two attacks
add +3 to strike plus add +1 if the same target and so (example a total of +4 to strike but add +1 in the second attack if the same target so now +5 to strike, if it still up the third attack +6 to strike( and stay down please ) and don’t forget the knock down table!!!
L.E.A.P add 50% more ammo due to light weight, critical hit 19 or better, add 50% to range
H.E.A.P: critical hit on 18 or better
A.P.F.S.D.S round critical hit on 15 or better damage x3 on critical hit plus x2 knock down table, reduce -10% speed due to weight


# 6)Type 7.62mm mini-gun this was coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 2000 feet
Payload: 2000 S.D.C, and 3000 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


N.AA.T ONLY optional Heavy M.D.C Mini –gun Machine gun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 300 rounds


#7)Weapons systems
Hidden one barrel or two barrel rail gun or an MDC auto- cannon or hybrid rail Gun look at 10 MM ,20MM weapons

Type rail gun
Damage the following are burst single barrel
Rail gun
1. 3d6 light one rounds, short burst 6d6 two rounds, heavy burst 6d6 M.D.C
2. 4d6 light one round, short burst 1D4X10+8 two rounds, and heavy burst 2d 4x10+16
3. 5d6 light one round, short burst 1D6X10 two rounds, and heavy burst 1d 6x10
4. 6d6 light one round, short burst 1D6X10+12 two rounds, and heavy burst 2d 4x10
5. 1d4x10 light one rounds, short burst 2D4X10 two rounds, heavy burst 2d6x10
6. 1d6x10 medium one rounds, short burst 2D6X10 two rounds, heavy burst 4d4x10
7. 2d4x10 medium one rounds short burst 4D4X10 two rounds, heavy burst 3d6x10
8. 1D10 X10 Heavy one rounds, short burst 5d4x10 two rounds, heavy burst 5d4x10
R.O.F: short burst 2 two rounds or heavy burst 6 rounds
Range: numbers 1 to numbers 6 is 6000 feet, numbers 7 + 11,500 feet
Payload: all carry 400 rounds but light add double the payload

#8) Weapons systems : beam ancient weapons add on to any weapon system or main rotors but not to missiles!!!!! it a combination of heavy energy beam , vibro blade and force field tech and carries more than one at time , ca be swords , axe , shields, pole bit damage is the same this is use in main rotor system and for turret if enemy get to close
Damage:
Laser 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 4d4x10
ION 2d4x10, vibro blade 1d4x10, force field add 1d4x10 or 5d4x10
Plasma 3d4x10 rest the same can fire at half damage
Range 159 feet or closer
R.O.F: hand to hand
Payload: unlimited
NOTE: must have W.P to used or get melee weapons systems

#9) Weapons systems Heavy particle Beam cannon
Type beam
Damage 3d4x10
Range; 1 mile
Rate of fire: hand to hand
Payload: unlimited

#10) Weapons systems can use any Techno wizards weapon system

Rifts - World Book 16 - Federation of Magic
Plus TW nova rifle page 114 to page 119 battle fry Blade and star fire Pulse cannon found in page 125 under weapon systems # 1

#11) Weapons systems plasma bolt energy
Weapons systems multifunctional plasma launcher .in other words it fire small disks of plasma in an EM field till it hit anything
Type: plasma field
Damage: that one blot 5D4, that two blots 1D4X10,that’s three 2D4X10, that’s four bolts 3D4X10, that’s five 4D4X10
Range: 4500 feet Blast radius 10 feet per blot
Rate of fire: hand to hand plus any other
Payload: unlimited
Bonus: can ricochet but must have skill like a gun slinger

#12) Weapons systems particle beam Cannon (P.B.C)
Heavy Particle beam Cannon (P.B.C) reason so there NO additional weapons system there no accidental explosions due to ammo been stored that section caused of the discharging of P.B.C
Type beam
Damage: 5d4x10
Range: 2 miles
Rate of fire: hand to hand plus robot hand to hand added
Payload: unlimited
Bonus: a critical 16 or better x 2 damage and
man size robots get either 1d4 on 16 roll feature burn out, on 17 roll get 1d6 featured burn out, on roll of 1d8 or 2d4 features burn out, on a 18 roll 1d10 features burn out, on a 19 or 1d12 Features burn out and on a 20 roll 2d12 feature burn out, this applies to cyborgs as well!!!
Giant size. Robot 16 or better as above but rolls 50% or better due to insulation system
#16) Weapons systems beam weapons range the stats you see are for single barrel can be double barrel
Type Beam
Damage
Laser
• Light 1d4x10
• Medium 2d4x10
• Heavy 3d4x10
Ion
• 2d4x10 light
• 4d4x10 heavy
Plasma gas type
• 1d4x10 blast radius 10 feet
• 1d6x10 blast radius 15 feet
• 2d4x10 blast radius 20 feet
• 2d6x10 blast radius 30 feet
Plasma liquid as above but has a splash or blast radius and if cover the whole target half to let say a damage robot arms ,legs head and so to other vehicles

Variable laser as above but take 1d4 melees or 35 to 60 seconds
Rate of fire hand to hand
Payload: unlimited

#13) Type beam particle beam (P.B.C)

Damage: 5d10+25 for two the 4d4x10
ROF: hand to hand (plus robots added as well with nuclear powered)
Range: 2500 feet
Payload varies
Nuclear powered unlimited, battery powered same but if used constantly for 1d10 minutes drain systems unit get a -1d4 in all plus -1d10 to anything related to piloting skills , fossil fuel systems 100 blast must recharge in 24 hrs ( that suck man)


Weapons systems # 14) modular weapon systems pick two missile systems
Type
Damage varies
Range varies
Rate of fire: one or any or all
Payload/ Weight :
MDC rockets First generation 5 pounds each
M.D.C unguided Rockets Second generation 2 pounds
48 per leg Mini- missiles 15 pounds each
24 per leg Short range Missiles 33 pounds each
10 per leg Medium range missiles 250 pounds each
15 per leg NAAT fire and forget 120 pounds each
None- Long range missiles standard 2 tons each
None-Long range missiles light weight 1000 pounds each
NOTE: CAN NOT HAVE #8 WEAPON SYSTEMS


Weapons systems # 15) Third generation ram jet rail gun auto-cannon


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

1mm to 5 mm 5d4
6Mm to 10 mm 4d6
11MM to15 Mm 5d6
16 to19MM 6d6
20MM 1d4x10
30MM 5D10
40MM 1D6X10
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

2 generation auto-cannon standard rounds
L.E.A.P
L.E.A.P add 75% more to payload
10-19 mm -3d4 M.D ( max damage 12 )
20 - 29 mm – 3d6 M.D ( max damage 18 )
30 - 39 mm-5d4 M.D( max damage 20)
40 - 49 mm -4d6 M.D ( max damage 24)

H.E.A.P

10-19 mm -3d6 M.D (max damage 18)
20 - 29 mm -5d4 M.D (max damage 20)
30 - 39 mm -4d6 M.D (max damage 24)
40 - 49 mm -5d6 M.D (max damage 30)
A.P.F.S.D.S round

10-19 mm -5d6 M.D ( max damage 30 )
20 - 29 mm- 6d6 MD( max damage 36 )
30 - 39 mm -1d4x10 M.D( max damage 40 )
40 - 49 mm- 5d10 M.D( max damage 50 )

Rate of fire: single shot or burst so 5d6 will do now 1d6x10 and so
Heavy M.D Machine gun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
Weapons systems .50 calibers # 16)

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

Weapons systems # 17) Unguided Rockets
in wing(2) stud Unguided Rockets wings studs
Are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
First generation M.D.C unguided Rockets 1D6
Second generation M.D.C unguided Rockets look below
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 3000 FEET Second generation M.D.C unguided Rockets 12,000 feet
Rate of fire:
Volleys of 10 shot fired First generation M.D.C unguided Rockets
Second generation M.D.C unguided Rockets one or any or all
Payload: 12 PER rifle
Weight: 2 pounds ( lds), For a 1d6 M.D.C , Second generation M.D.C unguided Rockets
5 pounds each
Bonus: First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size, Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties, blast radius time three use mini missiles blast radius
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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Snake Eyes wrote:I saw this earlier.....i meant to post a response, but i got distracted....

A very impressive write-up :-D

thank u man!!!
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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what no reply or comments????
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.A.T

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N.A.A.T (North American Armored Transport) is really an U.S.A military forces army, navy, air force, marine, civil defense forces, N.E.M.A AND massive logistical support that were rifts and teleported to the future over 300 years. At that time the coalition states were just been formed and were at war. At that time the US forces were in culture shocked and were no condition to fight either the coalition states or federation of magic at the time. U.S.A military forces then saw the coalition states were going to win due to a force unknown to many ( later identify as the republicans). This made the U.S.A military forces to wait and see ,they need (U.S.A military forces ) what happen next in decades ,learn about the Geo-political of north America as well the formation of the new civilization of north America. At first they honker down avoided (an incredible feat) all new comers, but aided to save civilians before been massive massacre by the coalition states and federation of magic (even though they were not familiar to magic or psionic ) .they were effective with there advanced tech. still going under grounds allowed them many to think there were just a medium size mercenary group. As time past they were able to formed several mercenary groups at the time to stay under the coalition states radar. This works perfectly till they got enough Intel at the time it took about 30 year of hard work. By this time they were to work as a mercenary transport company the two main groups were N.A.A.T (North American Armored Transport) with major work in the back grounds operation and a know mercenary unit call N.AM.E.S (or North American Mercenary Escort Services ). N.AM.E.S was able to get many kill during interrogation when ask what the name of your merc company. And they reply N.AM.E many die due this the smart said North American Mercenary Escort Services, those that did end living a little longer or enough time to get rescued. It became apparent N.AM.E took very well of all it employees from the janitor to mercenaries form injured on the job to families as well. To even people who help in any way. This Mercenary called N.AM.E did just about everything but never robed anyone or were careful to killed enemy combatants .it became as a major support Mercenary unit to any town that need to get some type of support from defenses to supplies to new building or getting town business up and running. From school to public transportation to civil services they were ahead of most Mercenary companies at the time with the backing of N.A.AT they were ready to expand. By the time the coalition war came N.AM.E is a know company and N.A.AT became a massive logistical support with teeth just in case to bite back , N.AM.E became the front runner will N.A.AT ran behind the scene of war in north America. N.AM.E.S Mercenary became know by the coalition states due that they recovered hundreds of troop during the beginning of the coalition wars, and very famous to many kingdoms and other (like
Wellington industries (W.I), G.A.W, Ishpeming (ISP), Manistique Impreium (M.I),
Lazo, King dale (K.D),Free Quebec (F.Q),Tolkeen (TO),City of Newtown, El Paso & Ciudad Juarez ,Larsen brigade ,Naruni enterprise (N.E -TARDER JOE),Crow commandos (C&C),Demon busters ,Braddock’s Bad boys, Air Superiority ,Inc, Tennessee Headhunters, Combat Medical services, Rifts New West, Bandito arms,
Silverado (S)& Colorado baronies, North east tribes( NET) , Southeast tribes (SET),Plains tribes( PT) , and Southwest tribes(SWT),stromspire’s, The Great Trade Road (T.G.R),Phoenix , Arzno ). N.AM.E & N.A.AT help get all these in the begin in some critical moment and became a well know unit and was at the time an unknown to Coalition states (C.S). This all change with the Coalition war in North America N.AM.E will become a well know merc outfit which many will as Tennessee Headhunters and will have friendlily rival but N.AM.E will let them beat them to stay at a lower reputation level as know unit . N.A.M.E.S in made a major effort to have all four objectives which are air operations, land operation, sea operation, brown water operation and space operation which are still it has. It the only Mercenary to have look down or hand of god abilities (N.A.A.T and later N.A.M.E.S). able to tell look down and get Intel in way it could not get before this allow a massive S.D.C and M.D.C transport to where they need to go and avoid or strike . Thanks satellite operation in space or space operation!!! The satellite have a been there in the orbital ring for over 300 years!!! This allows N.A.A.T and later N.A.M.E.S to be a very effective force in North America, South America, Europe, and recently contact the new navy which gave so much join for both sided to have descendants land brothers and sister of the old USA . Still the new navy is careful, still N.A.A.T is seen as an Intel support unit by the new navy. Which they are not aware how much they have in control or by N.A.M.E.S as well. Still N.A.A.T has given a wealth of information in Intel as well as tech support and many areas it lacks. This will give the new nay a massive force that will rival all if North America power blocks in less than 2d6 months!!! At the begin the lost of N.E.M.A hard ware was hard (this was a blessing later down the road and stay under the radar of the coalition) but was able to get a massive conventional force that spread to protect it base operation and operations military operation.



Size started as a free company to lager mercenary army at the end of the coalition wars in North America


N.A.M.E.S (North American Mercenary Escort Services)
A) sponsorship : Varies several secret governments and N.A.A.T and made may name fronts like in Merc town for N.A.M.E.S
B) outfits: unlimited
C) equipment unlimited
D) vehicles unlimited
E) weapons maximum firepower times five all conventional vehicles and triple robots
F) communication superior communication and satellite communications
G) internal security impenetrable
H) permanent bases :several from HQ to several permanent bases
I) intelligences: FOR N.A.A.T from several scouts detachment to several infiltration network ( BUT ALL FOR N.A.M.ES )
J) special budget big buck and Mega bucks
K) general alignment: Scrupulous and Principles
L) criminal all but Robbers
M) reputation/ credentials from unknown FOR N.A.A.T to well know depends on the party FOR N.A.M.E.S
N) salaries : Excellent to Outrages salaries
B) symbols and flag : flag an North American flag no stars ,each branch will use the old US military symbols land is army , sea is navy , air is air force and civil task force better know in the past as national guard .







Outlook
Wellington industries G.A.W: major scout for old weapon systems, escort and protection, assist in sale and guard duties.
Ishpeming: escort, protection, assists in sale, guard duties and many mercenary duties.
Manistique Impreium: escort, protection, assists in sale, guard duties and many mercenary duties.
Lazo: escort, protection, assists in sale, guard duties and many mercenary duties. also learn about magic( and other stuff) and how to get magic slider or (M.S) units

New Lazo: escort, protection, assists in sale, guard duties and many mercenary duties. Also learn about magic (and other stuff) and how to get magic slider or (M.S) units or medic use as well.

Northern gun escort, protection, assists in sale, guard duties and many mercenary duties. and last buy NG products as well N.A.M.E.S which they love doing
(Coalition states North America Black market (N.A.B.M) escort, protection, assists in sale, guard duties and many mercenary duties.
N.G.R governments: recent events N.A.M.E.S has made well known mercenary outfit in just about many small cities a, towns able to do escort, protection, assists in sale, guard duties and many mercenary duties.
D-bee militia force (or DMF): it is seen as the old U.S.A military allowing anyone that can do any type of work, while getting relief and letting NGR troop’s relief force. N.A.M.E.S allow native to join to addition Intel of the area and support as well. this has made them famous in the area add troop s, , new economics support , new jobs , better way of life , better protection , clean water , power , and new educational support to all age . The place of learning center allows better communication at all D-Bee and Intel of D-Bee monster and wild life as well. This allows recent D-Bee better transition to rifts earth and other communication to help, aided, support or protection in the area. this where NGR fail and didn’t show up and there were masicures of D-Bees , and now help the image of NGR and not to have hated but reduce to a better transition of hope and better understanding .
Kingdom of Tarnow , is major help to military forces and do escort, protection, assist in sale, guard duties and many mercenary duties. also learn about magic( and other stuff) and how to get magic slider or (M.S) units
Black market : if you find it in N.A.A.T well ask the Black market in North America where or how or buy the dame item they need
King dale escort,: protection, assists in sale, guard duties and many mercenary duties.
Free Quebec: support by getting Air Superiority,Inc contract to help for they had no air force and this where they were able to play a vital but quiet role in the coalition war ands make profit as well.

Tundra ranger: give air support and does escort, protection, assists in sale, guard duties and many mercenary duties.
Iron heart (I.H) : before the fall N.A.A.T was vital and getting many supplies and copies of all military vehicles and making it better for N.A.A.T and N.A.M.E.S. now they are working in getting NG and other compies to make they military hardware that was lost but this will make not happy Iron Heart Avenger
Iron Heart Avenger is not are aware that N.A.A.T and N.A.M.E.S are working together and could avoid a bloody bath for Iron Heart Avenger. Still N.A.A.T will help them in there hard times for they N.A.A.T and N.A.M.E.S Iron heart (I.H) products
Tolkeen (TO) : N.A.M.E.S walked away when they saw that the war was coming. The main reason was demon forces been add to their ranks , they (N.A.M.E.S ) rather pay back in full and penalties then stay and fight and help those that wanted to live saving hundreds of lives before the war started .
City of Newtown same as N.A.A.T
El Paso & Ciudad Juarez same as N.A.A.T
Merc town (M.T) : N.A.M.E.S love this place and set up a base of operations here . This allows a massive recruitment. The use of Pis power( and others abilities ) to reduce the spies that come in and for not for honest reason or down in there luck for a place to work.
Japan : N.A.M.E.S navy has made contact here and are getting massive amount of new weapons even support from many in Japan and are getting a lot of Intel form north America , Columbia, south America , Triax ,NGR and Russia . All which help them to land in Japan and not get shot down. This is both good news but also sad as well, still no mention of new navy yet, it till they (new navy) see what up with this new land .
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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more later in a few days working N.A.A.T Germany now
let your YES be YES and your NO be NO but plz no maybe
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Re: N.A.AT

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hum no replys :(
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Re: N.A.AT

Unread post by ZINO »

artist comments
It's close. I may have it done tomorrow. Then I can act like a function human being and respond to all your kind notes.

from zino117 thank u man u rock !!!!


http://fc00.deviantart.net/fs31/i/2008/ ... aveldt.jpg

Description

Kingdom of Tarnow
Governments help sponsorship. The king of Tarnow was not so willing at first and had to go over some tests, which were nothing they expected but work hard for. Even though it helps, they are only seen as useful opportunity for the Kingdom of Tarnow. NAAT is very careful with the Kingdom of Tarnow and has established a base of operation like they done in NGR with D-bee militia force (or DMF).Just in case they need to fall back. but after the king saw what exchange NAAT had to offered things have been Iron out for the better ,Still N.A.A.T is careful for they seen the king acting strange ( which they don’t say out loud ). And they feel like it is tolkeen. They are looking at set up a third base of operation, but so far it looks good dealing with the Tarnow. And just like D-bee militia force (or DMF) is getting hardware they are helping make a better defend for the Kingdom of Tarnow for been surrounded by the Brodkil Empire doesn’t help.
Still N.A.A.T has help Kingdom of Tarnow that it is able to sell all hardware to north and South America big time. Kingdom of Tarnow has made to model one SDC and turned to MDC and there the second model made in MDC the old fashion way thank to N.A.A.T setting up factories been made. However there are decoy factories set up for an all out war cover by high weapons, techno wizard and pure magic defenses which make impossible to take down. This done to lure as many enemies forces and spy here to be capture or be killed if need be. Still the main factories are hidden and underground they can with stand and attack for up to 5 years if need be. Kingdom of Tarnow is transporting good thru air, sea and even thru dimensional travel.



Merc town (M.T). NAAT is part of Merc town and only for the best Merc companies to work with .Due to the fact NAAT are a transport Merc Company but Robots are need (but not all the time). Everyone who works with NAAT think this their main base of operation is here at Merc town, but it is not. It is part of a major network so if an attempt is made to shut down NAAT (you will open a hordes nest). What NAAT has done is help some Merc companies as well as small units that are trusted when call upon or own them a favor or trade. And because NAAT offers very good pay there always a list which NAAT is very careful who they use and sometimes decoy transport as well. By the end of the CS war they grown to three mediums airport with large airport security ,anti-air craft systems ,plus six small size airports ( thanks to N.A.A.T help) with each it won security forces ,and there even for civilian use for each as well . Kingdom of Tarnow
Has made a base of operations and factories of new hardware and started to make a name for itself. This is massive factories and requires help form Air Superiority, Inc to transport and protect. This is a way for N.A.A.T has come to help and stay again behind the scene and keeping a low profile as well. Merc town loves the new toy from Kingdom of Tarnow and is helping set additional defenses and been made there help. This also allows small merc outfits to have a starting opening their robots and other operations in North America

Air Superiority ,Inc : has got a major boost from NAAT knowing that they are the only air Merc unit ,and having a large air support came and hammer out a deal and the rest is history. NAAT has given by end of the coalition war to helping Free Quebec in air support roles .NAAT was behind helping Air Superiority, Inc to get a secret contract with Free Quebec. they set up to airports now in Merc town which added many of the following GAW A10 warthog, GAW F-16, GAW Hercules, GAW Blackhawk, GAW super Zulu cobra, GAW super longbow apache , GAW Kiowa warrior helicopter , GAW super huey, GAW super Chinook, GAW super tom cat, NG Dragon fly, NG SKY Bunker from Merc OPS BOOK ,5 more IH AC 29 castle ,12 IH grey falcon attack jet, Zancudo transport from Rifts South America book 1, Assault hover bike pg 85 from Juicers uprising all vehicles from pages 81 to 87 , Knock off striker Attack Helicopter page 124 Rifts under the sea, Knock off XM 280 fighter jet pg 127 secret fighter wing from NGR book thank to new Babylon( N.B) By the end of the CS war they grown to three large airport with large airport security ,anti-air craft systems ,plus four medium size airports and 15 small airports as well ( thanks to NAAT help).
With the additional customer Air Superiority, Inc is getting transport plane are even more demanded then ever add an air escort .it getting to the point that Air Superiority, Inc is getting smaller competition to help Air Superiority,Inc. they cannot afford to loss any of these contracts but allowing smaller companies to survive.


Tennessee Headhunters:
N.A.A.T just loves all types of headhunter class they even went and gave at first free supplies of weapons and amour vehicles for it was hope to win them over as with robot control. The gamble paid off for future endeavors in just about anything which has been profitable. Good pay and sometime an easy run but their been times well thing get bad, but has Always kept their and all their promises as well to Tennessee Headhunters and so have they. . By the end of the CS war they grown to one small airport with large airport security ,anti-air craft systems ,plus six runways ( thanks to NAAT help) with each it own security forces ,and there even for civilian use for each as well.

Tennessee Headhunters are getting a lot of Kingdom of Tarnow product ship express to them which only help them test out these new toys form Europe. They know Kingdom of Tarnow are not the state of the art robot or hardware but are very cheap and being made here in north America help get there greedy little hands on badly need weapons for base operation in the field .

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

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

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

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

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

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


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

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

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

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

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

20. Basic EVA systems (back up)

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

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

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

24. Cloaking field. Yeah able to turn invisible but cannot fire any weapons unlimited time

Description



“If you want to feel unstoppable like a glitter boy but cheap the get the siege mech with option to fight “
Said a dealer to some merc unit


The Siege mecha
Another in your face robot able to fight at any range from hand to hand to long range attacks to artillery support to even anti-monster use. it carries no weapon instead it able adapt any known weapon. In north America, south America to N.G.R weapon systems .it alike A-10 warthog but it a Robot design .again it can used just about what you need to cover just about any mission out there to work mech . it been found in Kingdom of Tarnow and later sold to N.A.M.E.S and many mercenary units ,this is the standard M.D.C Model for any one.

M.D.C Standard model

Main body 500
(N.A.A.T or N.A.M.E.S ONLY) Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2) 150
Lower Arms (2)200
Upper Legs (2) 175
Lower Legs (2)275
Feet (2)50
Head 150
Reinforce cockpit compartment:200
Generators
100


Stats
Height:22 Feet
Length :11 feet
Depth: 16 feet
Weight 10 tons empty with no weapons added
Speed
Range: unlimited nuclear powered , battery power 2 weeks , fossil fuel systems 24 hour combat and 48 Hour for transport on it own powered
Flying: none
Running: 220 MPH
Walk: 2 to 15 MPH
Cost: start at 15 million and goes up

Hand to hand: Use super natural or robotic P.S 40
Weapons systems summary
• Blade weapons
• Over and under heavy weapon systems blade and range weapons systems
• Impact cannon
• Shoulder/leg mounted missiles systems ( with blow abilities )
• Any giant size rifle or gun or gun pod
Weapons systems in arms carries two weapon systems one is blade knock off from wlik industries a heavy beam plus long range weapons so pick one for each arm or both the same
Type beam melle hidden
Damage : 2d4x10
Range16 feet plus arm 9 feet total 25 feet
Rate of fire: hand to hand only by pilots
Payload : unlimed by fuel or
Bonus: +1 to strike if pilots has W.P to melee add bonus
MDC 250 each recovers at 1d6x10+25 per 15 seconds

Pick one of the following for fore arm weapon systems:
Type beam particle beam
Damage: 5d10+25 for two the 4d4x10
ROF: hand to hand ( plus robots added as well with nuclear powered )
Range: 2500 feet
Payload varies
Nuclear powered unlimited, battery powered same but if used constantly for 1d10 minutes drain systems unit get a -1d4 in all plus -1d10 to anything related to piloting skills , fossil fuel systems 100 blast must recharge in 24 hrs ( that suck man)
Type grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total


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



N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

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

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


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

Impact cannon they are found in chin area or center torso area . similar to slammer missiles but are beam weapons systems. This weapon is not known to Triax industries or NGR as well and are used only by Kingdom of Tarnow, N.A.A.T and N.A.M.E.S ONLY!!!!
Damage 1d4x10 per barrel ( both 2d4x10)
Range 3500 feet
ROF: by pilots hand to hand
Payload: unlimited
Bonus: as slammer missiles found in main N.G.R book







Weapons systems shoulder and hip mounted modular weapon systems pick one missile systems per section
Type : missiles
Damage varies
Range varies
Rate of fire: one or any or all
Payload: 2.5 tons each mounted total of 4 (or 10 total tons )
• MDC rockets First generation M.D.C unguided Rockets 5 pounds each total 1000
• Second generation M.D.C unguided Rockets 2 pounds total 2,500
• Mini- missiles 15 pounds total 333
• Short range Missiles 33 pounds total 151
• Medium range missiles 250 pounds total 20
• NAAT fire and forget 120 pounds total 41
• Long range missiles standard 2 tons total 2
• None-Long range missiles light weight 1000 pounds total missiles 5





This mecha carries GB Rail Gun; it carries pylons and has all of the same rules. Even with it massive size and weight it need the pylon firing without pilots must roll on their skills and get -1d4x10+15 and add -5% to any one thing they are doing or fall on their back and loss attacks . They fly back about 1d4x10 feet and loss all attacks.
Type: rail gun
Damage: 3d6x10 single barrel or both barrels 6d6dx10
Range: 2 miles
Rate of fire: hand to hand
Payload: 300 burst each or 600 bursts
Bonus: look the fat boy rules in Triax book 2
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc00.deviantart.net/fs71/f/2011/ ... 37jqfl.jpg
mecha sketch 2 by ~ProgV
Digital Art / Drawings / Sci-Fi
©2011 ~ProgV


this is not the FSV just a normal mecha





Description

a little history this was the first ARM TECH robot it was and became the universal robot vehicle .it will become like the soviet tank copied and recopied and not the best but not a death tarp either .it was to light or to heavy but it can do a lot with what it haves .it close quarter combat with no hands and can box looking design was weird but many America U.S.A military didn’t like it when the GB robot came they allow anyone to buy from security firms to civil defense forces to foreign countries .even to rogue countries it lack robot abilities to that of America USA. From allied then when new robot models came ARM TECH resold they to any countries that need one. Cheap and easy to get many countries went for them and ARM TECH made a massive killing .this allowed for ARM TECH to sell even more light M.D.C tech man size .

America USA:
ARM TECH main battle urban combat robot vehicle or any type of environment (even space ...hint …hint for any GM). It carries the best ARM TECH had at the time


Mexico and Central America South America it will be the last to make a stand against the vampire hordes, and allowed thousand to live and make it to the US borders thanks. You ARM TECH.



Africa/middle east: Knock off
ARM TECH sold by using in the Middle East wars and they made the Knock off and made a hell of mess for USA, Germany, common wealth countries( Russia ) , Canada and Mexico forces .

Knock off this as disposable combat robot light MDC and use any ARM TECH weapon systems. And it also a drone unit only can be running in fossil fuel to solar powered to nuclear powered. And many will be lost in so many conflicts from Africa to Asia to the pacific and severe to save so many live at the end of mankind civilization and will run for the next 290 year after!!!

N.A.A.T and N.A.M.E.S (300 years later) took the design and add a 50 MM rail gun with heavy explosive tip round making more powerful than the GB Boom gun !!



Knock off RIFTS EARTH (300 years later) like the Middle East but better easy to make and is been sold and made by northern gun , Wellington industries, G.A.W, Manistique Impreium, Lazo, New lazo, King dale, Merc town, Bandito arms, and Columbia this way Coalition states wouldn’t banned it in north America.

Kingdom of Tarnow (300 years later) is the must heavily armed and beast urban and have all the ARM TECH been turned S.D.C to M.D.C and is mass produce in greater amount then the standard deign M.D.C version.




All Robot Vehicles have the following features.
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the
Targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear
power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch issealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magicfires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

Twelve hour oxygen supply.

Plus add on



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


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



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



Skills
General Robot Skill Program: Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not read) American, Spanish, Euro, and Techno-can languages; all at 94%. Also programmed for common human slang, protocol and behavior. The bot can identify and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market

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

Pilot Related: All; at 94%.

Technical: Photography, computer operation, literacy in five languages. All at 94%. Black Market cost: 500,000 credits

Weapon Proficiencies: All energy and select four others heavy weapons


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

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


Robots main Probe
Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 2000 ft (487
m). M.D.C. 10, size: About the size of a soccer ball (12inches). .

360 Degree Rotating Body Segment: Head, shoulders, hands at wrist, and upper torso at waist, for waist rotation can rotate in a 360 degree circle.




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

Super-Solar Engine

Fossil fuel systems: 300 mile range replaces one ammo drum
Hybrid Fossil fuel systems: 1200 miles


Robot Sensors and Optics

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

robot Advanced Audio System: Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and otherradio transmission frequencies (Range: 50 miles/80 km with
a retractable antenna, half range without). And universal headjack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of
the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.

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

robot Radar Signal Detector: A tiny radar receiver which will alert the robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.

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

robot Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits of recordable disc time. Of course, the one inch discs can be used repeatedly.

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

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

robot Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood ofidentifying a person by voice pattern. Can imitate anotherperson's voice with 98% accuracy.

robot Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superiorhearing, such as mutant dogs. Cost: 150,000 credits.


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

robot Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about ten feet width (3 m).
Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

robot Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the
fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise, P.P. bonuses do not apply to long-range weapons. Range:
4000 feet (1200 m).
.
robot Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus:+1 to strike. Range: equal to optic system; usually 2000 to 45,000 feet
.
robot Telescopic Vision: Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.
.
robot Thermo-Imager: An optical heat sensor that converts the infrared
radiation of warm objects into a visible image. Thisdevice allows the robot to see in the darkness, shadows, and through smoke. Range: 20000ft(610m).

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

robot Searchlight: Built into the eyes, head, shoulder(s), or chest. A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 3000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons


robot Sensors
Robot pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the robot's hand or must be removed from a concealed compartment and attached. Monitors vital signs, such as respiration,blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.

robot Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +3 to parry and dodge.

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

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

robot Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).



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

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

N.A.A.T ADD Advance E.C.C.M systems
Similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
Flare/Chaff Launchers (5)
-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (X5) total 1200
Weight add: 1 tons

N.A.AT. Techno wizard ( 300 years later)
features an add 10 T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

Robot infantry carrier
This only robot come with heavy combat armored, which is deign to protect and very comfortable for pilot heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body ( light ) or (heavy ) 210 , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only and not shown in picture

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


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

N.A.A.T only cloaking field.
Yeah able to turn invisible but can not fire any weapons unlimited time




USA Model : this will use be self defense force and N.A.A.T and N.A.M.E.S 300 years later

Main body: 475
Main body force field-100
Upper Legs (2) 200
Lower Legs (2) 300
Feet (2)125
Head 100
Reinforce cockpit compartment:100
Generators: 100
Gating gun 150
Ammo drums (2) 150 each

Mexico and Central America none are known to survive the vampire infestation

Main body: 400
Main body force field-100
Upper Legs (2) 250
Lower Legs (2) 300
Feet (2)100
Head 75
Reinforce cockpit compartment: 125
Generators: 100
Gating gun 150
Ammo drums (2) 200 each



South America will be rediscovered and used by Columbia and civil defenses forces

Main body 450
Main body force field-100
Upper Legs (2) 250
Lower Legs (2) 250
Feet (2) 75
Head 80
Reinforce cockpit compartment: 200
Generators 100
Gating gun 150
Ammo drums (2) 200 each


Africa/middle east: Knock off none survive after the fall of man 300 years ago

Main body 375
Main body force field-100
Upper Legs (2) 300
Lower Legs (2)300
Feet (2) 75
Head 75
Reinforce cockpit compartment: 150
Generators100
Gating gun:150
Ammo drums (2) 200 each



N.A.A.T this another version better MDC protection

Main body 500
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Legs (2) 250
Lower Legs (2) 375
Feet (2) 150
Head 150
Reinforce cockpit compartment: 350
Generators 100
Gating gun 175
Ammo drums (2) 300 each



N.A.M.E.S this another version better MDC protection

Main body 650
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Legs (2) 300
Lower Legs (2)400
Feet (2)175
Head 175
Reinforce cockpit compartment: 260
Generators:100
Gating gun 175
Ammo drums (2) 450 each



Knock off chaos earth this a cheaper version sold in the market reduce cost by 60%

Main body 275
Main body force field-100
Upper Legs (2) 150
Lower Legs (2) 250
Feet (2) 50
Head : 75
Reinforce cockpit compartment: 100
force field 100
Generators:100
Gating gun 175
Ammo drums (2) 200 each


Knock off RIFTS EARTH this a cheaper version sold in the market reduce cost by 60%

Main body 300
Main body force field-100
Upper Legs (2) 150
Lower Legs (2) 250
Feet (2) 50
Head : 75
Reinforce cockpit compartment: 100
force field 100
Generators:100
Gating gun 175
Ammo drums (2) 200 each




M.D.C Kingdom of Tarnow has all the future thank to N.A.A.T and N.A.M.E.S ,and there more than any other model in Europe

Main body 2000
Main body only N.A.A.T or N.A.M.E.S have primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Kingdom of Tarnow force field-240
Upper Legs (2) 1200
Lower Legs (2) 1200
Feet (2) 350
Head 300
Reinforce cockpit compartment: 500
Generators100 each
Gating gun: 300
Ammo drums (2) 700 each


Stats
Height: 22 feet
Length: 15 feet
Depth: 19 feet
Weight: 12 tons empty, Knock off version 6 tons empty
Cost 10 million credits empty with no weapon systems, Knock off half that
Speed
Range: unlimited varies
Flying:
100 MPH all model but America version had 200 MPH all have a max ceiling height of 2000 feet
Knock off has jump jet able to do like the hopper robot suit found in frist rifts sorce book
Running: 300 MPH
Walk: 2 to 25 MPH
Pilot: one can have co Pilot but can add a six man team if need or one heavy cyborg for replace of two men

Hand to hand: Use super natural 60 legs only Knock off 40
Note
Knock off version gets only +1 to strike, +1 dodge, + roll
Rest standard




ARM TECH
Description A little more history part 2

A little history this was the first ARM TECH robot it was and became the universal robot vehicle .it will become like the soviet tank copied and recopied and not the best but not a death trap either .it was to light or to heavy but it can do a lot with what it haves .it close quarter combat with no hands and can box looking design was weird but many America U.S.A military didn’t like it when the GB robot came they allow anyone to buy from security firms to civil defense forces to foreign countries .even to rogue countries it lack robot abilities to that of America USA. From allied then when new robot models came ARM TECH resold they to any countries that need one. Cheap and easy to get many countries went for them and ARM TECH made a massive killing .this allowed for ARM TECH to sell even more light M.D.C tech man size .the main gatling gun had up to 7 know weapon systems that gave the range and firepower that was needed to survive even low M.D.C fired down range meant it can delivery heavy amount of damage. Add the ammo drum able to carry mostly for ammo but sometimes it was replace with fossil tank but with massive protection. This gave a love among mercenaries groups, security firms and even rebel forces .

ARM TECH and Knock off 300 years later Mexico and Central America
South America

This version had a ton of weapon systems to play and came handy to use and was love. 300 years later Knock off can any of ARM TECH weapon systems because they are cheap. the coalition states and are hate for the fact can do series damage and when use by well train pilots they are deadly in combat. they are love by terrorist and vengeance squads after the fall of Tolkeen, and if there were would had been deploy during the coalition war add TW abilities things would have been different. Some say the war would last longer adding cheap but heavy firepower and mass produce. other say it would allowed to slow the second way ,even stop it in time to handle the coalition states and deal with free Quebec and won the Tolkeen war by weaken the coalition that other would have join to give the final kill!!!! Still this all but speculation and the coalition wants to keep that way ( I wonder why??).

Weapon systems summary

#1) Mega Machine gun

#2) Security companies has a new round H.E.A.P or (heavy explosive armored pricing rounds).50 calibers ( standard use )

#3) grenade Launcher
Heavy mini gun

#4) Third generation ram jet rail gun auto-cannon

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

20MM
30MM
40MM
50MM
2 generation auto-cannon standard rounds L.E.A.P

20 mm
30 mm
40 mm
50 mm
H.E.A.P

20 mm
30 mm
40 mm
50 mm
60 mm

A.P.F.S.D.S round
10 mm
20 mm
30 mm
40 mm
50 mm
60 mm



#5 Standard grenades add +1 to strike plus any other bonus and W.P as well weight: half pounds each

#6) First generation M.D.C rockets [/b][/u] Unguided Rockets[/b][/u]
Second generation M.D.C unguided Rockets look below
Mini-missiles


#7 ) 50 MM rail gun look below N.A.A.T and N.A.M.E.S only





Weapon systems

1) Gating gun Machine gun MD 40
Short burst 5d6 / medium burst 6d6 / long burst 1d4x10 / full melee not possible
Weapons systems
Type
Damage: 3d6x10 Short burst / medium burst 6d6x10 / long burst 5d8x10
Range 3 miles
Rate of fire: burst
Payload: 2000Short burst, 1000 medium burst, 500long burst



2) Gating gun Mega Machine gun Short burst 6d6 / medium burst 1d4x10 / long burst 1d6x10/ full melee not possible

Weapons systems
Type
Damage Short burst 6d6x10 / medium burst 5d8x10 / long burst 10d6x10/ full melee not possible
Range: 3 miles
Rate of fire: burst
Payload: 2000Short burst, 1000 medium burst, 500long burst




3) Gating gun Security companies has a new round H.E.A.P or (heavy explosive armored pricing rounds)
.50 calibers ( standard use )
Damage: 1D6 M.D.C
Burst: 2D6 two round Burst, 3D6 three round Burst, 4D6 four round Burst. 5D6 Five round Burst, 6D6 six round Burst, 8D6 eight round Burst, 1D6X10 for a 10 round Burst, 2D6X10 for a 20 round Burst, 3d6x10 for a 40 round Burst, 5d6x10 for a 60 round Burst
R.O.F: Burst only
Range : 4 miles
Payload: 5000 round drum magazine
NOTE: security companies Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun



4) Gating gun grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of Automatic grenade Launcher with a 360 angles. It can be replace with a heavy grenade Launcher
Damage per tube picks two
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 6000 feet
Rate of fire burst only 10 shot
Payload: 1000 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 2400 total



5)ROBOT Gating gun heavy mini gun
This weapon is design to act as SAW systems but light weight, very little recoil and for normal human strength pilots to powered armored suit man size or cyborg as well. The carries or use standard solid heavy rounds first generation MDC rounds) when able to do moderate to heavy MDC damage .however their are other types of MDC rounds, H.E rounds, H.E.A.P is the strong rounds so far but there rumors there a DU rounds and a heavier rounds at the cost of range (no confirmation on this ...........look be low hint …..hint )still the damage is moderate to heavy. It the loved for NO N.A.T.O forces and even allied forces and easy to transfer from one weapon platform to another, which will be used world wide by all sides!!!!
Damage.
Type: M.D.C projectile
Damage:

First generation 1 MDC per round solid round
Range 3.5 miles feet

Burst varies
• 10 rounds Burst 1d10 M.D.C
• 20 rounds Burst 2d10 or 5d4 or 1d20MdC
• 30 rounds Burst 5d6 MDC
• 40 rounds Burst 1d4x10 M.D.C
• 60 rounds Burst 1d6x10 M.D.C
• 120 rounds Burst 2d6x10 M.D.C

Second generation rounds Heavy
Explosive rounds 2 M.D.C
range 3.5 miles
• 10 rounds burst 5d4 or 2d10
• 20 rounds burst 1d4x10
• 30 rounds burst 1d6x10
• 40 rounds burst 2d4x10
• 50 rounds burst 1d10x10
• 60 rounds burst 2d6x10
• 100 rounds burst 5d4x10

Third generation rounds
A.P Rounds 3 M.D.C
range 3.5 miles
• 10 rounds burst 5D6
• 20 rounds burst 1D6X10
• 30 rounds burst 2D4X10+10
• 40 rounds burst 3D4X10
• 50 rounds burst 4D4X10
• 60 rounds burst 3d6x10

4 generation rounds (1d4 per round)
1D6 H.E.A.T ROUNDS N.A.A.T ONLY
• 10 rounds burst 1d6x10
• 20 rounds burst 2d6x10
• 30 rounds burst 3d6x10
• 40 rounds burst 4D6X10

5 generation rounds 1D4 A.P ROUNDS/1d6 DU rounds /H.E.A.P ROUNDS DU round 1d6 MDC/ H.E.A.P (Heavy explosive rounds armor piercing rounds) 1d4MDC
range 15,900 feet
• 10 rounds burst 1D4X10
• 20 rounds burst 2D4X10
• 30 rounds burst 3d4x10
• 40 rounds burst 4d4x10
• 50 rounds burst 5d4x10
• 60 rounds burst 4d6x10

Rate of fire: VARIABLE burst
Payload: 6000 rounds


6) Gating gun Third generation ram jet rail gun auto-cannon

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

ROF : single shot or burst 10 rounds
10 MM 5d6 ,burst 3d6x10
Range: 8 mile
20MM 1d4x10,burst 4d6x10
Range: 2 mile

30MM 5D10 ,burst 5d6x10
Range: 1.5 mile

40MM 1D6X10 ,burst 6d6x10
Range: 1 mile

50MM 2D4X10 OR 1D8X10 ,burst 7d6x10
Range: 4000 feet

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Payload 2000 rounds

Note this applies for range and payload

2 generation auto-cannon standard rounds
L.E.A.P

20 mm 3d6 M.D ( max damage 18 ) burst 3d6x10 , 10 rounds
30 mm-5d4 M.D( max damage 20) burst 5d4x10, 10 rounds
40 mm -4d6 M.D ( max damage 24) burst 4d6x10, 10 rounds
50 mm -5d6 MD( max damage 30 ) burst 5d6x10 , 10 rounds


H.E.A.P

20 mm -5d4 M.D (max damage 20) 5d4x10 ,10 rounds
30 mm -4d6 M.D (max damage 24) 4d6x10 , 10 rounds
40 mm -5d6 M.D (max damage 30) 5d6x10, 10 rounds
50 mm -6d6 MD (max damage 36), 6d6dx10 , 10 rounds
60 mm -1d4x10/ 4d10 M.D (max damage 40) 5d8x10, 10 rounds

A.P.F.S.D.S round

10 mm -5d6 M.D ( max damage 30 ) ,5d6x10 , 10 rounds
20 mm- 6d6 MD( max damage 36 ) 6d6x10 , 10 rounds
30 mm -1d4x10 M.D( max damage 40 ) 5d8x10, 10 rounds
40 mm- 5d10 M.D( max damage 50 ) 7d6x10, 10 rounds
50 mm -1d6x10 MD( max damage 60 ) 8d8x10, 10 rounds
60 mm -2d4x10 ( max damage 80) 9d6x10, 10 rounds







7) Gating gun First generation M.D.C rockets in upper legs
[/b][/u] Unguided Rockets[/b][/u] are design to be straight in your face and the cheapest of all weapons systems. There ROF is different than missiles systems used and work very well at medium to point blank range.
Damage
[/b][/u] First generation M.D.C unguided Rockets [/b][/u] 1D6
[/b][/u] Second generation M.D.C unguided Rockets look below [/b][/u]
Types
Heavy explosive 1d6x10 M.D.C
Or
Plasma 2d4x10
Or
H.E.A.T 2D6X10 EACH
Range 3000 FEET Second generation M.D.C unguided Rockets 12,000 feet
Rate of fire:
single shot ,or 10 First generation M.D.C unguided Rockets , 1 or any or all Second generation M.D.C unguided Rockets

Gating gun First generation M.D.C unguided Rockets 1d6 MDC OR 1D4X10 OR 40 FIRED
Second generation M.D.C unguided Rockets
Volleys of 240 shot fired First generation M.D.C unguided Rockets
[/b][/u] Second generation M.D.C unguided Rockets look below [/b][/u] 10 SHOT Heavy explosive 10D6X10 OR 10 SHOT Plasma 6D8X10, 10 SHOT H.E.A.T 6D6X10 EACH

Payload: 24 PER POD (x4 N.AA.T) OTHERS (X2) in upper legs or Gating gun 2400 rockets
Weight: First generation M.D.C unguided Rockets 2 pounds ( lds), For a 1d6 M.D.C , Second generation M.D.C unguided Rockets look below
5 pounds each
Bonus: First generation M.D.C unguided Rockets under 3000 feet +4 to hit due to speed and negative (-) 6 to shot down due small size , Second generation M.D.C unguided Rockets 12,000 feet both rocket if target goes faster than 600 MPH -6 to hit that target that is moving if 599MPH no penalties, blast radius time three use mini missiles blast radius

OR

Gating gun Mini-missiles was really the final third generation, this is the final evolution of R.P.G the Mini-missiles. Many refuse to believe but it true it became popular and ARM TECH was ready to shares this and it again made a kill instead of keeping to themselves sometime it better to share weapon system in order to survive the M.D.C race . they knew they couldn’t keep up and this only help survive where other fail or bought out . ARM TECH was buying it time
add +2 to strike plus any other bonus and W.P as well weight: 10 pounds each
Heavy Explosive: 1D6X10 M.D.C Gating gun 8D6X10 10 SHOT
Amour piercing grenade 1D4X10 M.D.C Gating gun 5D8X10 10 SHOT
Plasma: 2D6X10 M.D.C Gating gun 10 SHOT 6D6X10
Weapons systems Mini-missiles location in upper legs
Type missiles
Damage : varies by type
Range varies by type
Rate of fire:, 1 any or all Gating gun: 6 max
Payload:48 each 96 total upper leg or Gating gun 1000
Bonus: varies by type

[u]Mini-missiles
was really the final third generation, this is the final evolution of R.P.G the Mini-missiles. Many refuse to believe but it true it became popular and ARM TECH was ready to shares this and it again made a kill instead of keeping to themselves sometime it better to share weapon system in order to survive the M.D.C race . they knew they couldn’t keep up and this only help survive where other fail or bought out . ARM TECH was buying it time
add +2 to strike plus any other bonus and W.P as well weight: 10 pounds each
Heavy Explosive: 1D6X10 M.D.C
Amour piercing grenade 1D4X10 M.D.C
Plasma: 2D6X10 M.D.C



R.O.F:
Standard grenades

Mini-missiles 1 or any

M.D.C rockets 1 or ten shot


M.D.C /S.D.C [/b][/u] third generation M.D.C unguided Rockets look below [/b][/u]
Weight 50 pounds each
Damage type:
Heavy explosive war head 1d6x10 M.D.C per tube
HEAT missile 2d4x10 +10 M.D.C per tube
Plasma missile 2d6x10 M.D.C per tube
AP warhead 6d6 M.D.C per tube

Maximum Effective Range direct fire
Payload 200 in upper leg




N.A.A.T and N.A.M.E.S heavy 50 MM rail gun Weapons systems
Type : rail gun tech
Damage : 8d8x10
Range: 3 miles
Rate of fire: hand to hand plus robot
Payload: 350 burst per ammo drum
Bonus: as boom gun






Little note about weapon systems
USA Model : can use any weapons systems but #8 it can be add or replace ( good luck with that they are found add to the tundra rangers
Mexico and Central America can use any weapons systems but #8 there are a few but fire wood rounds and only do 6d6x10 only range 2500 feet payload 500 bursts bale to hit 1d8 target and do half damage but anyone else SDC 2d4x10
South America rifts earth this the new over the counter market and not by NAAT or NAMES and only there models USA Model, Africa/middle east, Knock off chaos earth
Africa/middle east: Knock off
N.A.A.T can make any type need for mission
Last can shoot down missiles in all comer it has hidden heavy beam PC 1d4x10+8 range 3000 feet . Payload unlimited as long as it powered it has a total of 12 well place to missiles down thanks to the A.I systems and co-pilots
N.A.M.E.S as above
Knock off chaos earth there are a few that survive and are in the new west
Knock off RIFTS EARTH this where many companies now make in the mid west to eastern sea board
M.D.C Kingdom of Tarnow this the main defense robot design and is shared to NA.A.T and N.A.M.E.S
middle eastvery few have this weapon that is because is banned even NA.A.T and N.A.M.E.S a shot gun gatling gun using 10 MM to 60 MMM gatling damage the same but range is only 3000 feet to all ,and can hit 2d8 per barrel fire that would all barrel fired at the same time 6d8 target and getting hit by half damage sometime the same target will get hit two or more time from infantry to tanks to robots and covers a 100 feet radius .(their even been reports of constant friendly fire ). And last add knock down table as well as standard rules . it destroys targets , and anything it get in it blast radius .
let your YES be YES and your NO be NO but plz no maybe
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Aramanthus
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Re: N.A.AT

Unread post by Aramanthus »

I see you have some more new stuff. I guess you found some inspiration. Cool!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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