http://fc03.deviantart.net/fs71/f/2011/ ... 3jfq9q.jpgThis 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
StatsHeight :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