http://th07.deviantart.net/fs71/PRE/i/2 ... 6xfoqo.jpghttp://km33.deviantart.com/art/Heavy-Ex ... 9231&qo=78Heavy Exosuitby KM33 artist comments :Titanfall inspired
Description This will the main battle Heavy Exosuit 25 feet tall , the most advance smart armored systems ever made for 20 years before the glitter buy robot vehicle came out (really 39 years before the fall of man civilization ) . these unit can act as one with the pilots train to act as one even when NOT in the mech. These unit AI systems mimic pilots training as one but on a higher level .plus these AI systems carry skills to help pilots need to get the mission done. One time the pilots die during mission but the AI systems mimic it skills and its own skills added finish and no one till it reach recovery point!!!This was rare but was done during mission operation where midline east would have gone to war with Russian forces and that would mean a major war clause to third war world at the time. Still the pilot carries a second medium combat unit to leave the unit for any reason from defense area , to act as decoy unit . Many conventional M.D.C from 40 MM rounds or less does no damage, but even heavy weapon from 41 MM to 135 MM tank rifle do have half damage!!!! However rail gun doing 45 or less do no damage as well due to the smart armored look at
Special reactive amour: .the IFF system work very on friendly troops when in engage in heavy combat. Also it major asset the pilot , where the reinforce cockpit has a med unit to take care of it pilot but there been times that the pilots get out and use this systems for infantry or even civilian injury and where medical cannot come in time saving lives. This mech act as combat unit, recon unit, cyber warfare taking control over or robot units to shutting down vehicles and missiles.it even use Go recon to surveillance unit to combat the next the AI systems can be back up in the pilots suit but will extremely limited by suit .
Then add the pilots training is almost god light speed ,fire power (
look below on Elite’s Robot Pilots AKA THE Elite’s, or ACE robot pilots ). Give unmatched combat conventional, cyber warfare and can be drop from any altitude flight systems are good as well .
But there are draw back as well it armored it standard form the rest ,still it abilities make ideal for Para-trooper style but can go toe to toe been out number almost of the time . When the Indian, Russian and Chinese war called the SINO wars this unit stay heavy exo-suit made it clear it can handle all three power bloc but still. The last trick is the pilot’s suit is a small power suit to come out and fight as a foot medium solider as well.it was respect by army, navy ,air force in the US military able to handle four target per attack!!!
Last Heavy Exosuit can function under water extremely and even in space add + 1 to all in space ,the first true combat all-purpose Heavy Exosuit ,but the tech was still in its infancy . this will show 300 years later a terror full armed .
For each arm Heavy Exosuit can hold can make any well trained robot pilots to tank commander a very cold chill down their back . for it design not show how many weapon systems it can carry making a true juggernaut in combat able to attack four targets in one attack ,and able to at least to disable the target in one attack meaning if the pilots has a total of 6 attacks it can do heavy damage to destroying more than one target in 15 seconds !!! it stealth design to hid it weapon systems ideal from standard combat range to long range attacks to pint black making an attack are truly a horror . More than one time it grabs a target with to arms while with the other two firing all weapon systems and target blow ,and then to add insult to injury using the arms of the destroyed robot vehicle as a mace ( when this happens hand to hand robotic add 50% mare damage if the M.D.C of the arms used as a mace goes higher than on MDC ,it will shatter on target ). This is the one thing all robot pilots fear the most attack of all , and this if is done to team leader or squad leader it horror factor goes thru the roof among troops and even among Heavy Exosuit pilots. (GM HORROR FACTOR FOG OF WAR )
Heavy Exosuit was really ahead of it time even in chaos rifts earth, and the fall of man happen many were ready as RDF ( rapid deploy forces )units ,even NEMA was no awarded of these Special Forces.
Heavy Exosuit will be a true terror able to go from against major demon and able to go from M.D.C conventional weapon systems to rail guns to beam weapon systems making ideal the true best battle Heavy Exosuit.
But will not be able to stop the end of man civilizations and the few that are not destroyed will be hidden as record past to bunkers put in cold storage for later battle 99% will be aware of what going on when put to shut down mode and even super natural creatures cannot make passion on these due to the connection with pilots it make. Making them ideal to engage super natural monster of chaos earth and later recover by US military forces rifted to earth 300 years later but will get fully updated weapon systems and will make them MARK II Heavy Exosuit and will make the standard Heavy Exosuit as well !!!
U.S Elite’s Robot Pilots AKA THE Elite’s, or ACE robot pilots Many rogue nations and many other nations said it was a myth, to the Many rogue nations it was a joke. But that all changed when they face U.S mechanized special forces , and those who attacks them are to be afraid of these pilots . They have seen to attack up three targets, there tactics are simple hit two targeted with gun or beam combine as well, while waiting to hit the third target with missiles systems with mini-missiles , short range missiles , medium range missiles to long range missiles. When first seem in action it made Many rogue nations’ s to see then as special forces /anti amour / robot fighter gave a new meaning fear of god. That was a mouth full , and frozen Many rogue nations pilots know that fight was over for them , this was a terror to any with heavy Mecha weapons , robots , power amour even techno – wizards are afraid in combat even cyber warfare shutting down from robot , cyborgs and tanks . But something was also learn the hard way ,they will fight in groups of three to six and when their target is disable , or surrender , they go to the next target to finish mission A.S.A.P and even avoid conflict to hit targets . Many are learn by the barrel of a gun or rail gun there several types of robot elite’s fight in that area ( which is too late by that time). They will take any advantage in the fog of war, even if cost their lives if need be . but this was a false illusion leaving behind the mech and blowing up as if several cruise missiles hit these mechs .They have taken target more powerful like army unit of all types ( tanks, IFV ,APS even infantry units ), to large mercenaries company and have come on alive (but heavy damage thank to the drones of the time ). Something that is common to the Robot Elite’s Pilots is that they don’t show of or get cocky disposition. They will act like a regular robot pilot, and will only show what they do in combat. They saying is” action specks louder than words” and keep their principles. This has confuse Many rogue nations robot pilots, they are tough but are gentleman at all times, and something different from other been identify for there well matter and dress very well which has help their appearance and other situation. Which help talking with the opposite sex or making deals or getting the dates .these man and women are the true US elites . but are heavy costly to maintain run and even train but were need till the glitter boy power suit came to life but were still around .
Features 1.
Radar: 5 miles or 45 miles
2.
Combat computer: add +2 strikes rail gun, +3 auto cannon ,+8 dodge when in flight at max, also add +4 attacks, -1 to dodge in ground waking only ,
3.
Laser targeting add +1 to all weapons systems
4.
Radio standard 5 miles, or heavy Radio uses 30 miles
5.
External audio pick up: same as robots
6.
Spotlight range 1 mile optional ,can blind visual systems get -9 to strike / missiles system and targeting systems even T.O.W systems
7.
Ejection systems: for giant size robot .
8.
Self-Destruct systems note use four long range missile war head the most powerful in that part of rifts earths , blast radius four times
9.
Voice actuated locking systems 10.
Complete environmental pilot and crew compartment 11.
Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars range 3 miles + 2 to strike in day operation /night tine adds +3 to strike giant size robot . man size 100 pounds
12.
AI Built-in Speech Translator: This AI systems unit works very similar to the portable unit. Several concealed speakers can be made to focus on one particular voice/person (range: 1000 feet/30.5 m) and have his words instantly translated (only a one second delay). The translator is fluent in the nine or so major known languages and can be programmed, by a technician, to add six others AI systems add 1d4x100. The audio translations are transmitted to the cybernetic ear/headjack and is loud enough for only the pilots to hear it. The AI systems also have a limited recording capability 2000 hours . The AI systems can activate the recorder varies methods . Maximum recording time is 2000 hours .hour and the recording disc can be re-used over again and again, with minimal audio distortion. The recording can be secretly played back in the ear of the pilot or transmitted over the radio or loudspeaker if available. Translations can also be transmitted over the loudspeaker.
13.
Ultraviolet Signaler: The signaler is a small strip of ultraviolet sensors and another transmitter strip that can be adhered to a doorway, walls and so on, to create a beam of invisible light blocking that area. When the beam is broken by an intruder or vehicle, etc., it will send a silent signal to a monitoring device and/or trigger a video unit.
14.
Electro-Adhesive Pad: This in the hand-knees ,feet device that will adhere strongly to any metal surface by means of passing a small current through two, metal electrodes. These pads are commonly used by astronauts and can be used in astronaut’s shoes, but mech pads are much more flexible and generally preferred for climbing add 1d4x10 plus pilots skills as well if no skills AI 1d4x10+ 20 %
15.
Sound filtration system: this is an ear accessory that can be combined with a head jack and ear receiver, amplified ear, or ultra-ear. The filter will automatically react to potentially damaging sounds by filtering or plugging the ear. Sounds are muffled to protect the character from deafening or disorienting levels of sound such a gunfire, explosions, heavy machinery, and painful sound waves
16.
Motion Detector: The artificial hairs on the hand, or tiny hair-like wire on the mechanical prosthetic, are actually tiny motion detectors. The reliability of the detector is quite limited, but can be used to accurately assess wind direction and change, wind speed, and the rapid approach of large moving objects, which cause a disturbance in the air, such as a vehicle or aircraft. The latter ability is primarily useful in the dark because the speeding object must usually be within 5000 feet (150 m) to create a detectable air current, a range where it would be easily detected by vision and probably sound in daylight. Likewise, the motion sensors will detect the movement of somebody/thing moving nearby, within 400 feet , but only if the sensor hand is motionless or barely moving itself. The sensor can also detect sudden changes in air current and pressure caused by somebody opening a door or window, and can estimate speed of travel when inside an open-air (or open window) vehicle.
17.
Amplified Hearing: AI systems of tiny sound amplifiers, microphones and receivers are built into the ear canal, enabling the character to hear almost inaudible sounds at 100 yards/meters away.
At 75 feet (22.9 m), sounds as quiet as one decibel, softer thana whisper, can be heard.
At 150 feet (45.8 m), sounds as quiet as 10 decibels, a whisper,can be heard clearly.
At 360 feet (110 m), sounds in the normal conversation range of 30 decibels can be heard as if the character was standing only a fewfeet away. This is the maximum range for eavesdropping on conversations;
only sounds 70 decibels or louder can be accurately heard and location pinpointed from 500 to 1000 feet away (152.4 m to304.8 m).
The amplified hearing also enables the character to accurately estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill of 35% plus 5% per level of experience. Bonuses: +1 to parry, +2 to dodge, +6 on initiative.
Note: Background noise, such as other conversations, traffic, machine noise, etc., as well as closed doors and wall, will decrease the range and clarity of what can be heard. GMs use your discretion.
18.
Nuclear powered U.S Special Forces 1 year, 2 year.4 year or 10 year max
19.
Special reactive amour: able to deflect any physical attack range weapons (no damage) 240 M.D.C or less to any location this applies to ANY PART OF THE VECHILE . On the second hit is 235 M.D.C and third hit 230 M.D.C and the firth hit 225 and so on!!! Any weapon conventional M.D.C that does 40 MM OR LESS DO NO DAMAGE , WHILE 41 MM TO 135 MM WEAPON SYSTEMS DO HALF DAMGE !!!,BUT RAIL GUN OF ANY KIND DO NORMAL DAMAGE
20.
Microwave Fence: Transmitter and receiver sensor posts emit an invisible, microwave curtain or fence that will light up and send a signal to the control unit when an intruder breaches its curtain. Stress evaluator that operates much like a polygraph machine, recording stress and anxiety (without attaching sensors) by monitoring the voice quality of its subject. A communications engineer O.C.C. or field scientist O.C.C. (and only those two O.C.C.'s) can use the device as a "lie detector", but the information is often difficult to read and open to interpretation. Even a positive reading cannot be declared absolute evidence of a falsehood. Chance of proper reading as a lie detector is 25% plus 5% per level of experience. Range between transmitter posts is 500ft (150m). Posts are 7ft (2m) high. Can effectively cover a 14 mile (22km) area.AI Systems get to add 60% to all
21.
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
22.
U.S Military Advance A.I SYSTEMS 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!!!!
•
General Military Program: Includes radio: basic, mathematics:
basic (98%), pilot Robot, land navigation, and speaks/understands American, Spanish, ; all at 99%.
Also programmed for common human slang and behavior.
Espionage Basic: Intelligence, detect ambush, detect concealment,
cryptography, and first aid. All at 80%.
Espionage Spy: Intelligence, tracking, photography, radio scrambler, and basic electronics.
All at 99%.
Espionage Thief/Rogue skills: Intelligence (99%), pick locks
(99%), pick pockets, palming, concealment, prowl, and
streetwise. All at 99%.
Pilot Related: All; at 99%.
Technical: Photography, computer operation, literacy in five
languages. All at 99%.
Pilots skills if they have these skills get +25% to all in addition to any other bonus
Mathematics Base Skill: 45% + 5% per level of experience.
Computer Operation Base Skill: 40% +5% per level of experience.
Computer Programming: Base Skill: 30% +5% per level of experience. Requires:
Computer Hacking -15%+5% per level of experience.
A.I systems get the following 99% addtional +2% per level Neural intelligence rules
Mathematics Base Skill
Computer Operation Base Skill: .
Computer Programming: Base Skill:
Computer Hacking
Help Pilots get additional +20% + 1% per level
AI combat: starts with + 8 initiative when ECM systems are used first, if not +3 initiative even from behind or surprise attack + 2 to all remember look at Neural intelligence , Bonuses: 3 attack per melee, + 1 to strike, parry
and dodge, . Neural intelligence rules
23.
Flare/Chaff Launchers (4) -A modern addition, meant to improve mech survivability against missile weaponry. FOUR flare/chaff launchers are installed in the legs and rear total 4 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 2400
Weight add: 1 tons
24.
Basic EVA systems (back up)
25.
Motion: Detects movement and pinpoints location. Requires sensor placement and monitor screen. Range: 600ft (27.4m).
26.
Special medical unit pod in Reinforced Pilot's Compartment • Dosimeter: Picks up and measures radiation levels. Range: 3000 ft
• RMK Robot Medical Kit or "Knitter": A unique medical kit, developed with the mastery of Nano- technology, in which a half hundreds of tiny robots, about the size of a shirt button, are released and automatically seek out cuts in the skin. One sprays the wound with disinfectant, another sprays antibiotics, a third cuts away dead or infected flesh, while the other three surgically suture the cut closed. When the units are done, they simply turn off and are naturally flushed from the body (average life is one hour). They are reusable. Each IRMSS holds 500 surgical robots for 40 uses. Any cut is repaired, the tiny 'bots return to their carrying unit, refill their supplies and wait till activated again. Equal to a doctor suturing skill of 99%. Even effective against internal injury, broken bone, or severe wounds. But great for cuts, bruises, bullet and stab wounds.
• Compu-Drug Dispenser: A medical tool that is a combination computer, hypodermic gun, and chemical storage and dispensing unit. Can hold hundreds different measured shots of drugs. The operator indicates which drug and the amount, presses the gun portion to the patient's arm and injects the appropriate medicine into the individual.
• Heat: The AI systems can precisely measure hot and cold temperatures emanating from objects, areas, people by touch (if not too hot, like taking a person's temperature), or by placing the hand near the subject in question, such as a hot grill, engine, campfire, etc. This can be extremely useful in telling if an engine has been recently used, hot and therefore, how old a campfire may be, locating heat sources, detecting fever, etc. Range is limited to touch or about 5500 feet from the heat subject. Remember that touching something that is extremely hot will damage/burn the hand just as it would a normal damage by M.D.C any S.D.C NO DAMAGE
27. Portable Laboratory Reinforced Pilot's Compartment
• Microscope in a specially padded housing
• One dozen specimen slides and another dozen specimen trays for storage and transportation of item(s) for further analysis. A variety of vials, jars and test tubes.
• burners.
• Instrument tray with a variety of common tools such as scalpels, tweezers, pins, tape, needles, calculator, etc.
• refrigeration chamber which is about half the size of the incubation chamber.
• An insolation chamber. A special, airtight, scalable compartment about the size of the incubation chamber.
• chemical cabinet which holds several dozen chemicals commonly needed in the analysis of chemical structures
• Centrifuge Device.
• Dosimeter.
• Tape recorder
• Micro-computer.
• Mini-still camera, 35mm, 32 photo capacity
• Toxic analyzer, identical to the one used in the "portable bio-scan".
• Molecular Analyzer: This microchip based sensor is used for testing and analyzing impurities in the air. It can specifically identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air. Data can be transmitted as an audio report through one of the ear or computer implants. AI systems does enable one to track by 98%
• Protein Healing Salve: This is a special high protein chemical solution that comes in a tube like toothpaste. The salve can be applied to burns, cuts, and rashes to increase the rate of healing (doubles normal healing).
Stats Height: 30 feet
Width: 14 feet
Length 15 feet
Weight Starts at 5 tons
Cargo: Back up kit weapon rifle, side arms one heavy weapon, sniper weapon system
Power System: look above
Cost: unknown
Black Market Costnone
speed : Walking 2 to 12 MPH running up to 120 MPH, jump 30 feet ,with thrusters from 2 feet to 3500 feet , flight systems 300 MPH , can be drop from a height of 200,000 feet or as high as 40 miles from earth only thrusters, sea depth 4000 feet , under water speed 12 MPH ,surface 120 MPH
Space Mach 3.9 ,can make orbital drop from space to earth
MDC Hands 125 each (4)
Arms(4) 275
Under arm weapon systems (1) to (4)max each 400 MDC weapon systems 125 for all
Submachine pistol 100
Legs(2) 325
** Head /Main Body(1) 375
Reinforced Pilot's Compartment (1) 300
force field 100
**Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless. Will blow up if go below zero!!!
Reinforced Pilot's Compartment will be immune to 60 MM or less no damage to the Reinforced Pilot's Compartment however rail gun do full damage and any M.D missiles As well.
The hands are small and difficult target to hit. Thus they can only be hit when a character makes a called shot and even then the attacker is -3 to strike standing still , moving normal no combat -4, -9 in combat mode . Any conventional M.D.C from 40 MM or les no damage, and any conventional M.D.C from 41 MM to 135 MM do half damage however rail gun do full damage and any M.D missiles As well .
Rechargeable force-field note:
One of the most impressive features is the mega-damage capacity force-field generator that is an integral part of the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, thus letting the rechargeable field take the brunt of the initial combat damage. The two drawbacks that the laser cannot be fired when the field is engaged and the recharge period for an M.D.C. depleted field is 24 hours. Depleting the 100 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the body of the robot vehicle . A depleted force field requires a full 24 hours to regenerate to full capacity. Even minor damage (25 M.D.C. or less) will require eight (8) hours to restore to full power. Also 90 MM or less does no damage but 100 MM do half damage to a 155MM tank rifle , beam or energy and rail gun doing 30 or less no damage , but 31 and up to full damage !!! Missiles do full damage as well.
Weapon systems summary heavy exo suit • Robot P.S 60 robotic
• Advanced Short-Range Air-to-Air Multiple Missile 200 systems but rifts chaos earth called scatter shot missiles or torpedo
•
Modular, Interchangeable Forearm Units arm look below
•
20 MM cannon pistol type or
125 MM tank rifle later
rail run or
ATL systems or other systems but no glitter boy rail gun
•
Anti-missiles beam systems •
Horror factor 12 look below
•
P.S. 60: Inflicts 2D6 M.D. on a restrained punch, 6D6 M.D. on a full strength punch, or 2D6x10 M.D. on a power punch (counts as two melee attacks). Kicks do 4D6 M.D. and leap kicks 1D6x10 M.D.
•
Blade 1d4x10 MD each arm
•
ONE arm With Blade P.S. 60:
Inflicts 5d10 M.D. on a restrained punch,
1d6x10 M.D. on a full strength punch,
or 2D6x10 M.D. on a power punch (counts as two melee attacks).
•
Two arm With Blade P.S. 60:
Inflicts 1d10x10 M.D. on a restrained punch,
2d6x10 M.D. on a full strength punch, or
3D6x10 M.D. on a power punch (counts as two melee attacks).
•
Three arm With Blade P.S. 60:
Inflicts 2d6x10 M.D. on a restrained punch,
3d6x10 M.D. on a full strength punch, or
4D6x10 M.D. on a power punch (counts as two melee attacks).
•
Four arm With Blade P.S. 60: Inflicts
4d4x10 M.D. on a restrained punch,
4d6x10 M.D. on a full strength punch, or
5D6x10 M.D. on a power punch (counts as two melee attacks).
Weapon description The
Advanced Short-Range Air-to-Air/ground Multiple Missile or ASRAAMM was developed during pre-rifts specifically for the multiple hit targets for the US knew they would face greater amount troops at the cost of low M.D.C to heavy M.D.C targets . ASRAAMM appears to be a regular medium- range missile but when launched, breaks apart into a volley of four (6) separate short-range, heat-seeking missiles, Radar, and video targeting systems . This is a considerable advantage for the pilot in a combat. By firing just a few ASRAAMMs, the pilot can saturate the sky with missiles, often guaranteeing a hit or kill and overwhelming opponents by sheer volume of firepower! It missile stealth technology impossible to detect when in bound to target -4 to dodge only but add -1 to more per missiles added, to shoot down -9 !!!
The AIM-200 ASRAAMM utilizes advanced electronics technology for its complicated targeting program and is the only missile of its type found the world. Rumors suggest the design is based on reverse engineering of an alien missile salvaged from a UFO that was destroyed by US military forces near in post WW2. Of course, both deny such US military forces allegations (lie).
Currently, this new type of missile is top secret and has only been deployed by the US military forces, so there are only a handful of eye-witnesses who have seen it in action ( those that do die and do not tell no one)and even fewer outside The US military Brass who even know of its existence. Production of the AIM-200 ASRAAMM has only just begun and the US military forces are the only US military forces authorized to use it. So far, the system has performed (thank to AI systems) well and includes several pirate ships, enemy power armor and other (terrorist) among its confirmed kills (in most cases, they were obliterated…DAME). When a pilot fires ASRAAMM, the medium-range missile casing speeds halfway to the target (usually several miles), at which point it blows apart, launching four smaller short-range missiles. Immediately the six smaller missiles lock-on to the enemy threat and close the distance in a volley of four missiles and get -9 at this point. The sudden transformation of ASRAAMM from a single medium- range missile into a volley of short-range weapons is terribly hard to defend against due to the surprise factor (defenders are -9 to hit the incoming missiles due to vector thrusters ). In close range engagements, ASRAAMM is an incredibly effective weapon unmatched by any other in uses by human armies the world over. Horror factor for other 15 that see it in action!! These missiles are traveling at hyper speed of Mach 10 and vector systems able to even change at 90 degrees angel turns in flight .
The AIM-200 ASRAAMM can be replace with torpedo, this unit carries four launcher systems
AIM-200 ASRAAMM mark two are smaller equal to mini missile and carries 6 mini missile as well lower range but all the features of AIM-200 ASRAAMM mark one
Range: N 40 miles (24 km)
Mega-Damage: AIM-200 ASRAAMM mark oneShort-range H.E.A.P (heavy explosive armored piercing missiles systems) inflict 2d4x10
M.D. each or 6D8xlO M.D. per volley of SIX missiles. Or 8d6x10 …nah well GM CALL ON THIS
AIM-200 ASRAAMM mark two Short-range H.E.A.P (heavy explosive armored piercing missiles systems) inflict 2d6x10
M.D. each or 6D8xlO M.D. per volley of SIX missiles 6D6X10
Rate of Fire: One/four at a time or in volleys of two/eight, three/12 or four/16 at a time. One volley counts as one melee attack regardless of the number of missiles fired.
Guidance Package Bonus: Each ASRAAMM sub-missile has its Fire and forgets systems own infrared targeting system/radar /video targeting systems as well, giving the pilot a bonus of +6 to strike with each missile/volley.
Payload : AIM-200 ASRAAMM mark one 48 per launcher total 96 , weight 60 pounds each or torpedo look below
AIM-200 ASRAAMM mark two 96 per launcher total 192 , weight 20 pounds each or torpedo look below
Weapon description Leg Mounted systems (2): Hidden Attached to the side of the calves is torpedo launchers holding 24 torpedoes each.in back unit
Torpedo Type: Standard issue is an even mix of high explosive and plasma torpedoes.
Mega-Damage: 2D6xlOM.D. Plasma torpedoes, light 1d6x10, high explosive 2d4x10
Range: One mile (1.6 km) torpedo OR ASRAAMM ONLY look above
Rate of Fire: One at a time or in volleys of two, three or four.
Payload: 24 in leg ; 6 in each leg. Back 48 weight 30 pounds each
Modular, Interchangeable Forearm and shoulders Units For each arm Heavy Exosuit can hold can make any well trained robot pilots to tank commander a very cold chill down their back . for it design not show how many weapon systems it can carry making a true juggernaut in combat able to attack four targets in one attack ,and able to at least to disable the target in one attack meaning if the pilots has a total of 6 attacks it can do heavy damage to destroying more than one target in 15 seconds !!! it stealth design to hid it weapon systems ideal from standard combat range to long range attacks to pint black making an attack are truly a horror . More than one time it grabs a target with to arms while with the other two firing all weapon systems and target blow ,and then to add insult to injury using the arms of the destroyed robot vehicle as a mace ( when this happens hand to hand robotic add 50% mare damage if the M.D.C of the arms used as a mace goes higher than on MDC ,it will shatter on target ). This is the one thing all robot pilots fear the most attack of all , and this if is done to team leader or squad leader it horror factor goes thru the roof among troops and even among Heavy Exosuit pilots. (GM HORROR FACTOR FOG OF WAR )
Heavy Exosuit was really ahead of it time even in chaos rifts earth, and the fall of man happen many were ready as RDF ( rapid deploy forces )units ,even NEMA was no awarded of these Special Forces.
Heavy Exosuit will be a true terror able to go from against major demon and able to go from M.D.C conventional weapon systems to rail guns to beam weapon systems making ideal the true best battle Heavy Exosuit.
But will not be able to stop the end of man civilizations and the few that are not destroyed will be hidden as record past to bunkers put in cold storage for later battle 99% will be aware of what going on when put to shut down mode and even super natural creatures cannot make possession on these due to the connection with pilots it make. Making them ideal to engage super natural monster of chaos earth and later recover by US military forces rifted to earth 300 years later but will get fully updated weapon systems and will make them MARK II Heavy Exosuit and will make the standard Heavy Exosuit as well !!!
Weapon systems summary
Can carry only three different weapon systems per arm
1.
High Intensity Laser Cannon /M.D.C flamer/ Blade beam and vibro-blade: all four arms standard issue
2.
Type: Under forearm battle rifle pick one weapon systems one pick one for each arm 100 MM tank rifle or 125 mm tank rifle or rail gun look below ,A.T.L weapon systems
3.
20 MM Conventional M.D.C rounds this looks like submachine gun look above right arms 4.
Or any type of hand held weapon systems High Intensity Laser Cannon /M.D.C flamer/ Blade beam and vibro-blade: all four arms For stealth purposes, the cannon are not mounted on outside turret but rather in a recessed arm compartment on the right side of the fuselage. Whenever the cannon is to be fired, the door to the compartment snaps open, closing again when the final weapon systems leaves the hidden compartment .
Mega-Damage: Each blast inflicts 2D4xlO M.D. per arm single shot
M.D.C flamer 1d4x10 per arm
Blade beam and vibro-blade 5d4 for beam and 5d4 for vibro-blade for each arm total 1d4x10 M.D and
Combine hand to hand and blade attack
the following is for one arm attack!!! • Inflicts 5d10 M.D. on a restrained punch, 2d4x10 M.D. on a full strength punch, or D6x10 M.D. on a power punch (counts as two melee attacks). Kicks do 4D6 M.D. and leap kicks 1D6x10 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks of the pilot.
Effective Range: 6000 feet (1830 m).
For all three Payload: Effectively unlimited
Type: Under forearm battle rifle pick one weapon systems one pick one for each arm Seen in left lower arm under forearm battle rifle pick one 100 tank rifle MM or 125 MM tank rifle this
Weight: 1 TON not including ammo , each round 45 pounds each
Mega-Damage: Single rounds
100 MM tank rifle H.E.A.T 6D6 AP 5D6
Single rounds
125 MM tank rifle H.E.A.T 1d4x10, AP rounds 6d6
Rate of Fire: Single shot only
Effective Range: 100 tank rifle MM 6000 feet
or 125 MM tank rifle 2.5 miles
Payload: 50 ROUNDS TYPE OF ROUND
Note: any armor that has a main body of 100 MDC or less crew and pilots take 6d6 S.D.C
Heavy Exosuit mounted, the mark II will have two Heavy M.D Machinegun of the main gun all guns are hidden
Heavy M.D Machinegun: below .30 calibers Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
later add two mark III has two
Heavy M.D Machinegun: below Damage: 4d8 short burst, 1d4x10+4 medium burst, 2d4x10 long burst
Can fire S.D.C as well but not both at the same time
Rest the same look above
Type: Under forearm battle rifle pick one weapon systems two: pick one for each arm Any rail gun
Damage: from 1d4x10 to 2d6x10 MD
R.O.F: burst
Range : 3000 feet to 6500 feet
Payload: solid slug type standard ammo 500 burst
Type: Under forearm battle rifle pick one weapon systems three : pick one for each arm 20 MM Conventional M.D.C rounds this looks like submachine gun look above right arms Weight: gun system 125 pounds only ,ammo for every 400 rounds weight 75 pounds so 2500 standard rounds total 469 pounds!!!(Dame!!)
Mega-Damage: 20 MM Conventional M.D.C rounds 1 generation auto-cannon standard rounds 1d4
M.D.C Per round 2 generation auto-cannon standard rounds 5d4
M.D.C Per round Burst 1 generation auto-cannon standard rounds Five rounds burst short round 5D4 M.D.C
Ten round medium burst round burst 1D4X10 M.D.C
20 rounds long burst 2D4X10 M.D.C
40 round extended long burst 4D4X10 M.D.C
80 full melees burst 4D8X10 M.D.C
Burst 2 generation auto-cannon standard rounds Five rounds burst short round, 1D10X10 M.D.C
Ten round medium round burst 5D4X10 M.D.C
20 rounds long burst 5D8X10 M.D.C
40 rounds extended long burst 6D6X10 M.D.C
80 full melee burst 8D6X10 M.D.C
Rate of Fire: five round burst short round , ten round medium round burst, 20 round long burst , 40 round extended long burst , 80 full melee burst
Effective Range: standard range 4 miles
Payload: 2500 rounds
Note: it was learn that damage drops due to gravity of round and speed is lowered of rounds , reloads x6 for each submachine gun that’s 60,000 rounds ;total weight 5.9 tons
Type of round L.E.A.P: Light explosive amour piercing rounds bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too, weight for rounds drops by 75% total weight 8 tons !!!!
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius A.S.A.S.P bonus as above but critical 15
A.I systems look for any type of missiles mini missiles to long range missiles with submachine gun , to shot missiles + 4 to strike while pilots dodge ,roll or try to take a hit the systems kick in but can change to attack mode due pits control, but pilots use weapon systems , can switch from tank commander to gunner if need be.
Optional weapon systems can be dual barrel ,man or remote control Under forearm battle rifle pick one weapon systems four: pick one for each arm ATL-7 Anti-Tank Laser Rifle (New Babylon). Optional weapon systems This was one-shot weapon that releases all the energies contained in a normal E-Clip in one single shot! The shortcomings of this powerful weapon are that it must be reloaded by hand (takes two melee actions to reload after firing), and that it's so heavy (the barrel is thick with insulation to protect against the heat) that it takes two normal humans to carry it (cyborgs and power armor troopers can use it as a rifle without trouble). Also, they use up E-Clips so fast that only large organizations or wealthy characters can afford to equip themselves with it. Now adding it own nuclear powered systems and vehicles it can be mounted as a heavy weapon systems.
Mega-Damage: 3D6x 10+20 M.D. per shot!
Rate of Fire: Single shot only. Each shotempties an entire E-Clip! Later 3 per melee
Range: 6,000 feet (914 m)
Payload: 1 shot per robot vechiles or vechiles with nuclear powered hand to hand
Pilot's suit : Was design to go act as all in one combat unit. Able to fight in small area where the Heavy Exosuit cannot go . As the Heavy Exosuit act as decoy to defend mode to search and destroy situations heavy infantry is need to cover each other and work as one. Many are seen as ghost engage when you have to knocking down the door at the enemy gates to recon, surveillance to heavy cyber warfare taking control of IFV , tanks, APC to robots make it look like an accident.
http://fc03.deviantart.net/fs71/i/2012/ ... 5ld6qq.jpghttp://km33.deviantart.com/art/Soldier- ... -338218082 left to right standard combat unit add 20 M.D.C to all location, middle close quarter combat and tactical unit for recovery of any type of package ,on the right side ECM /Cyber warfare combat unit are truly the most feared in any combat situation taking over from a weapon systems making look as it malfunction and used against the enemy troops or a major distraction
Features numbers 1 to 25 modification all will work even when in M.D.C Flex suit
Note on the following range drops by half and AI systems is on M.D.C Flex suit .
Combat computer: add +2 strikes rail gun, +3 auto cannon ,+8 dodge when in flight at max, also add +1 attacks, +3 to dodge in ground waking only
Self-Destruct systems fission block 6d6x10 rest the same
Electro-Adhesive Pad: add 50% to clinging ,look like running on side of the walls !!!
Sound filtration system: add +50% to prowl
Nuclear powered U.S Special Forces none look below
Rifts® World Book 33: Northern Gun™ One Alternative Fuel Systems pages 101 to 102Solid Oxide Fuel Cells . info
Standard Solid Oxide Fuel Cells weight 42 lds duration 1400 hours or 58 days
M.D.C shell 15 MDC
Heavy-Duty Solid Oxide Fuel Cells for tanks, power armor, combat robots, heavy energy weapons systems weight 221 pounds each unit duration 700 hours or 58 days
M.D.C shell 30 M.D.C
Dangers and Limitations MUST READ THIS BUY THE BOOK
Weight 31 POUNDS, duration 96 hours or 4 days for robots and heavy vehicles 144 hours for 6 days for any man size power armor, hover cycles, rocket bikes and light vehicles
However the jet pack runs on Nuclear powered
Special reactive amour: look below
Flare/Chaff Launchers (4) none
Basic EVA systems M.D.C Flex suit (back up)
Special medical unit in M.D.C Flex suit RMK Robot Medical Kit or "Knitter": A unique medical kit, developed with the mastery of Nano- technology, in which a half hundreds of tiny robots, about the size of a shirt button, are released and automatically seek out cuts in the skin. One sprays the wound with disinfectant, another sprays antibiotics, a third cuts away dead or infected flesh, while the other three surgically suture the cut closed. When the units are done, they simply turn off and are naturally flushed from the body (average life is one hour). They are reusable. Each IRMSS holds 500 surgical robots for 40 uses. Any cut is repaired, the tiny 'bots return to their carrying unit, refill their supplies and wait till activated again. Equal to a doctor suturing skill of 99%. Even effective against internal injury, broken bone, or severe wounds. But great for cuts, bruises, bullet and stab wounds.
cloaking system98% roll
When the cloaking system is engaged there is still a 5% chance of locating the suit on radar and there is a distortion area like a blurry silhouette of the suit which can be seen by the naked eye. This is
especially true in close combat: 60% of suit being seen and attacked when within 1 feet , 19% chance within 10 feet (61 m), 10% chance within 300 feet (91.5 m) or beyond. It is virtually invisible to fast moving (100+ mph) aircraft even when flying at tree-top level.
Reduce range by half when underwater. Note: Add +5% to being seen by the naked eye when the bot is
Moving, fighting or in smoke or grit filled air — the sound of movement, fighting, and movement of vegetation and objects as the suit passes by them helps to reveal its nature and location. Add an additional-10% at night, (no night penalty when standing motionless). It is also invulnerable to infrared and thermo-imaging, motion detection, and sonar,. However, against many of the supernatural
Monsters that plague the islands, the cloaked systems are beyond detection except at close range. +6 on initiative when invisible, add to 3 to all range attack, + 4 for any melee attacks
pre-Rifts measures used to control sound pollution. A sound emitter is built alongside the skin of the suit . The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the suit , neutralizing them. Human ears cannot sense the sounds; additionally, special rubber soles and joints contribute to the reduced sound: the common prowl penalty is eliminated when using these two systems!
Underwater Propulsion: Similar to the jet thruster system, the bionic legs or lower back can have a propulsion system installed for underwater use. The system operates in the same manner as the Underwater
Propulsion Pack but has a fairly limited range unless the suit is also outfitted with an internal energy supply. Maximum Speed: 50 mph (80 km). Engine: Electric battery supply back up in legs or nuclear engine
H.U.D. Visor: An easily removable face-plate with visor that attachesto the head of the suit . The visor blocks all regular vision but is attached to a multi-optics camera that relays visual data, equal to normal vision, directly to the visor. The visor has several split screens that can display, in addition to the camera generated view, radar information, compass direction, current time, pressure/depth, oxygen levels, floor plan grids, and maps.
Internal IV Feed: A device implanted in the suit torso of the character that
supplies liquid nutrients directly into the bloodstream. The individual has complete control over the flow of nutrients. Most recipients of the IV feed implant will be full conversion cyborgs or special
forces troopers. These characters will use the liquids for survival, when they are unable to stop to hunt for food. While the system holds only enough nutrients for 3 days, the trained soldier can
stretch that amount to last for a week to ten days, twice that time for suit. Note that the individual will be able to function but they will be uncomfortable from lingering hunger pains. After the 7-10 days
are over, the character will start suffering from the effects of starvation.
Maximum Depth: Suit depth tolerance of up to 800 feet(224 m).
Maneuvering Jets: A dozen tiny maneuvering jets can be activated to give the diver better control and speed while in thearmor, making the swimming penalty only -10%.
Backpack System: ( under water operations ) Allows for the attachment of additional oxygen tanks (48 hours per tank; two tanks maximum), and watertight storage container.
Special-Ops Breathing Tank: ( under water operations ) A backpack style oxygen tank and rebreathe designed to fit securely with mountings on the back of the armor suit. When the rebreathe is engaged, it provides breathable air for up to 48 hours (which includes the
Suit’s standard 48 hour supply) and does not leave bubbles! The pack has 40 M.D.C.
MDC Hands 25 each (2)
Arms(2) 100
Legs(2) 180
* Head : combat unit 35, close quarter combat 40 , ECM /Cyber warfare combat 75
Main Body (all) 225
Under armored (all)175
M.D.C Flex suit 100
Pack has 40 M.D.C (under water operations)
Built-in Backpack System air and sea systems 100
Reinforced Pilot's Compartment (1) 125
M.D.C Flex suit will be immune to 20 MM or less no damage to the M.D.C Flex suit however rail gun do full damage and any M.D missiles As well.
The hands are small and difficult target to hit. Thus they can only be hit when a character makes a called shot and even then the attacker is -3 to strike standing still , moving normal no combat -4, -9 in combat mode . To exo suit Any conventional M.D.C from 40 MM or les no damage, and any conventional M.D.C from 41 MM to 100 MM do half damage however rail gun do full damage and any M.D missiles As well .
If Main Body goes to zero all system will work till you hit M.D.C Flex suit that where all critical systems are and best to run hid at this point .
Height: Width: Length Add 12 inches
Weight add 10 inactive systems
Cargo: rifle , can hold on suit up 500 pounds ,this reduce by speed by 45% but will
Power System : look above
Cost: unknown
Black Market Costnone
Speed : Running: combat unit, close quarter combat, E.C.M /Cyber warfare combat,
40 mph (64 km) maximum. Note that the act of running does tire out its operator, but at a fatigue rate 20% less than normal, thanks to the robot exo-skeleton.
Leaping: The integrated jet pack enables the power armor to leap great heights and distances. A height of approximately 15 feet (4.6 m) straight up or lengthwise is possible unassisted by the thrusters. A jet thruster assisted leap from a stationary position can propel the unit up to 100 feet (30.5 m) high and across without actually attaining flight or requiring a running start.
Power Jumping and travel: Getting a running start will enable the individual to leap up to 300 feet (91.5 m) lengthwise. The height of the leap is controlled by the pilot and generally ranges between 20 to 50 feet (6 to 15 m), with 20 or 30 feet of height being the norm. By leaping, landing, and continuing to run a few
dozen yards/meters, and power leaping again, the pilot can attain and maintain, an impressive ground speed of 170 mph (272 km), even though light forest (speed should be reduced 40% through dense vegetation or hazardous terrain to avoid accidents).
Directional control is nearly total, but engaging the jet pack to avoid a collision or bad landing may slow one's speed. Also, the flight capabilities enable the pilot to stop in mid-air if necessary.
Flying: The rocket propulsion system enables them to hover stationary up to 200 feet (61 m) or fly. Maximum flying speed is 200 mph , but cruising speed is considered to be around 60 mph (96.5 km). Maximum altitude is limited to about 200 feet (61 m).
Flying Range: The nuclear power supply gives the armor a decade of life, but the jet rockets get hot and need to cool after a maximum of 240 hours of continuous flight. Remember, traveling by power jumps cans Sensor Bonuses: +1 to strike is applicable to long-range weapon combat only. Hand to hand: +1 to parry and dodge, automatically + 2 to dodge while traveling by means of power jumps.
See Power Armor Combat Training in the Robot Combat section for other bonuses.
Weapon systems summary medium exo suit be aware of weight limit 500 pounds
1.Robotic PS 30: Inflicts 1D4 M.D. on a restrained punch, 1D6 on a full strength punch, 2D6 M.D. on a power punch (counts as two melee attacks). Kicks do 1D6 M.D. and leap kicks 2D6 M.D.
2.Blades add Robotic PS 30
3.
M.D.C Pump Rifle 4.
M.D.C Pump pistol 5.
Pump Grenade Launcher 6.
Neural Stick 7.
Particle Beam Rifle (1): 8.
High-tech Arrowheads9.
Fire-breath System :
10.
Nano Rail Gun 11.
M.D Satchel Charge 12.
Modular, Interchangeable Forearm Units•
Forearm Vibro-Blades: •
Extends Vibro-Blade: •
Mini-Missile/Torpedo ( under water operations )
•
Triple-Barrel Spear Gun ( under water operations ):
•
Single-Barreled Forearm Laser ( under water operations ):
•
Double-Barreled Utility Laser: ( under water operations )
•
Plasma Torch: •
Plasma Ejector: •
Stun Blaster: M.D.C Pump Rifle The pump rifle is a new concept in mega-damage assault rifles that uses projectiles rather than energy blasts. Some have called the
M.D.C Pump Rifle is a glorified grenade launcher or shotgun, but regardless of its dissenters, the weapon has become increasingly popular as the Triax Corporation becomes an ever growing force in the weapons market. The rifle fires high explosive pellets/bullets which are much smaller than the conventional grenade, but packs a wallop. Through high technology and Nano- miniaturization, these explosive rounds are fired at a great velocity, providing long range, and the comparatively tiny shells contain a powerful explosive charge. The blast is very concentrated, about one foot (0.3 m)or can go to 3 feet per round ( rules apply on the ground or air burst ), unlike a grenade launcher which affects an area five to twelve times larger. The
M.D.C Pump Rifle is a bit heavy, but well balanced and dependable in combat. Later 300 years NGR will have remade these weapon systems . Has built in silencer systems to reduce noise and must under perception roll 15 or better .
Weight: 21 Ibs (9.45 kg)
Mega-Damage: 4D6 M.D., 1d4x10+8 two round burst , 2d4x10 +16 four burst
Rate of Fire: Standard, burst .
Maximum Effective Range: 1600 feet (488 m)
Payload: 16 rounds; loaded manually, one round at a time. A speed loader will load eight (8) rounds in four seconds (one melee action) or long clip 32 rounds or drum 64 or belt 128 rounds .
The
M.D.C Pump pistol is a version of the pump rifle. Has built in silencer systems to reduce noise and must under perception roll 15 or better .
Weight: 5 Ibs (2.25 kg)
Mega-Damage: 4D6 M.D. or 1d4x10+8 two rounds burst only
Rate of Fire: Standard, burst .
Maximum Effective Range: 800 feet (224 m)
Payload: 8 rounds; loaded manually, one round at a time. A speed loader will load all five rounds in four seconds (one melee action) or extend clip 12 rounds .
Pump Grenade Launcher A RAPID FIRE pump-action grenade launcher with a laser. The weapon is somewhat reminiscent of the Coalition States' C-14 "Firebreather" and the TX-16 pump rifle 300 years later but weaker damage . It can fire a variety of grenades and is in wide service both in the military nations and by police units. The launcher can take a lot of punishment but still delivers rounds right on target. The range, damage and area of effect vary with each cartridge. Has built in silencer systems to reduce noise and must under perception roll 15 or better .
Weight: 10 Ibs (4.5 kg)
Mega-Damage: Grenade: look above . Laser: 1D4X10 M.D.
Rate of Fire: Laser: Standard. Grenade Launcher: one aimed, or burst fired in rapid succession (burst or spray).
Maximum Effective Range: Grenade Launcher: 1200 feet (365 m). Laser:
2000 feet (610 m)
Payload: Laser: 30 shots per standard E-clip, 12 rounds for grenades
Neural Stick (1):
A built-in neural stick and a sidearm as well , typically a stun-gun, laser pistol or vibro-katana (3D6 M.D. with beam added 6d6 M.D ), are attached to the inside of the lower armor plates or with a belt.
Neural Stick Physical
Damage: 1D6 S.D.C. plus P.S. attribute bonus (if any) when used a clubbing weapon. The stick can parry S.D.C. and M.D. weapons like vibro-blades.
Stun Damage: Victims struck by the neural stick must roll to save vs non-lethal poison/attack and need a 16 or higher to save. A successful save means the victim loses one melee action from the jolt but is otherwise
unimpaired. A failed roll to save means the character is stunned: -7 on initiative, -5 to strike, parry, and dodge, and reduce melee actions/attacks, speed and skill performance by half. The character must save
each time he or she is struck.
Stun Duration: 2D4 melee rounds. The duration and penalties are increased 2D4 melee rounds for every hit by the stick, plus a cumulative chance of 15% per each subsequent hit that the character will be rendered unconscious for 1D4 minutes.
Limitations: The stick is ineffective against environmental M.D.C. body armor, power armor, and full conversion borgs, but is effective against M.D half suits, or body armor without a helmet (not fully environmental without the helmet attached). Partially reconstructed borgs, juicers and crazies are all +1 to save and the stun effect lasts half as long. No effect against robots, androids, and most supernatural beings and creatures of magic.
Particle Beam Rifle (1): This is standard equipment stolen from for the Japanese SAMAS in pre rifts chaos earth . It is incredibly powerful, accurate, and lightweight for a heavy P-beam rifle (some would say cannon).
A pair of cables connects the weapon to the armor's nuclear engine, giving it an effectively unlimited payload! If the power cords are severed (each has 6 M.D.C.), the gun holds 3D4 charges before it is
Empty, however, a conventional E-clip can be used in an emergency, providing 10 shots per clip. Of course rail guns and other weapon scan be substituted as desired or necessary.
The item that looks like a targeting scope is actually a short-range laser (the power armor has special optics so a scope isn't required).It is used as an alternative to the lethal pounding that the P-beam gun provides.
Weight: 42 Ibs (18.9 kg)
Mega-Damage: Particle Beam: 1D6xlO M.D. per blast. Laser: 1d4x10 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks (usually4-6). Each blast counts as one melee action. The laser and P-beam can be fired simultaneously.
Maximum Effective Range: P-beam: 6000 feet for both
Payload: Effectively unlimited when connected to power supply by cables. BUT 10 shots per standard E-clip.
High-tech ArrowheadsAlthough not too popular, there is a certain market demand for special arrow heads. Crossbows and bows and arrows are predominately used by scouts and military specialist, and others for espionage assignments and special missions. The crossbow and bow and arrow have a couple advantages. One, the firing mechanism requires no artificial energy supply. Second, the weapon is entirely silent. Third, it is extremely accurate in trained hands. Lastly, the weapon can be made by hand (carpentry skill is needed), if necessary.
Types of ArrowheadsAll are suitable for either crossbow or conventional arrowheads.
Light Explosive: lD6x 10 S.D.C.
Medium Explosive: 1D6 M.D.C
Heavy Explosive: 2D6 M.D.C .
High Explosive: 3D6 M.D.C
Gas: Arrowhead shatters on impact, releasing a toxic gas that fills a ten (10) foot area (3 m). Tear gas costs 100 credits, tranquilizer gas (sleep/knockout for 1D6 minutes , paralysis gas (a nerve toxin, causing temporary paralysis for 1D6 minutes) . Everybody in the gaseous area must roll to save versus harmful drugs(15 or higher).
Smoke: No damage; creates a smoke screen covering a 20 ft (6m) area. comes in four colors: yellow, red, grey and black.
Flare: Emits a bright, sparking light; burns for 60 seconds.
Neural Disruptor: Works like a neural mace. See Rifts, page 205. ; Rechargeable and reusable 1D6
Times before breaking. Inflicts no other damage.
Tracer Bug: Transmits a radio signal that can be followed up to 8 miles (12 km) away. Battery powered, with a limited life of 72 hours of constant transmission. Arrow must stick into the target or fall on top of the object (without falling off). There is always a chance that the tracer bug arrow will
become dislodged and fall off (roll once for every half hour; 1-32% chance). Cost: 200 credits each. Inflicts normal one S.D.C. arrow damage.
Weight: Average 2 to 6 Ibs (0.9 to 2.7 kg)
Damage: Varies with type of weapon and arrowhead. See Rifts, page 32, W.P. Archery & Targeting for S.D.C. damage and effective ranges.
Rate of Fire: 2 to 8; see W.P. Archery & Targeting.
Effective Range: Varies with bow type; maximum is 700 ft (213m)
type of bows Typical short bow:
Typical long bow:.
Typical modern composite bow: .
Typical traditional crossbow: .
Typical crossbow pistol: .
Typical modern crossbow: Note: The modern bow weapons are products of high technology and are generally made of man-made materials, lightweight (2or 3 pounds), are very durable and accurate.
Modular, Interchangeable Forearm Units Forearm Vibro-Blades: Each of the forearms has a large Vibro- Blades for slashing and parrying. CAD close assault and defense
Extends Vibro-Blade: Extends from forearm, does 2D6 M.D. add beam tech 4d6 CAD close assault and defense
Mini-Missile/Torpedo ( under water operations ) : Forearm launcher, one missile or torpedo, range one mile (1.6 km), typical damage is 5D6 M.D. or1D4X10M.D.
Triple-Barrel Spear Gun ( under water operations ): Range 200 feet (61 m), 2D6 S.D.C. or explosive or special spearheads (see the previous spear gun description for options). Additional spears may be carried and loaded by hand.
Single-Barreled Forearm Laser ( under water operations ): Blue-green laser, range: 1200
feet (366 m), 2D6 to 6d6 or 1d4x10 M.D., effectively unlimited payload, tied to armor's power source.
Double-Barreled Utility Laser: ( under water operations ) One barrel is a blue-green weapon laser( under water operations ), range: 1200 feet (366 m), 2D6 M.D., effectively unlimited payload, tied to armor's power source.
The second, smaller barrel is a precision laser tool that can be adjusted to inflict
1, 2 or 1D6 M.D., or 4D6, 6D6, or 1D4xlO S.D.C or . M.D; range: 20 feet (6 m) maximum. A pull out laser scalpel and flashlight are part of this package. .
Plasma Torch: ( under water operations ) A cutting tool that resembles a pistol. The large
Nozzle is the plasma torch. It can be adjusted to inflict 2D6, 4D6 or 6D6 M.D. cutting power; range: 10 feet (3 m) maximum. The small opening above it is a laser that can be adjusted to inflict 1,
2 or 1D6 M.D.; range: 60 feet (18.3 m). A light is built into the handle.
Fire-breath System :
A unique weapon consisting of a plasma discharge built into the suit mouth! An E-clip (in body compartment; can be easily replaced) powers the weapon. The plasma is discharged through the mouth, inflicting 1D4xlO M.D. (range: 500feet/152 m). (Horror Factor of 9)
Plasma Ejector: Mega-Damage: 4D6 M.D. per single blast, dual blast inflicts 1D4xlO M.D.
Maximum Effective Range: 200 feet (61.0 m).
Payload: Battery has energy for 20 single blasts. Effectively unlimited with nuclear power supply.
Stun Blaster: S.D.C. Damage: 6D6 S.D.C. per single blast,1D6xlO S.D.C. per dual blast. (See AT-23 Police Stun Gun description in the weapon section).
Maximum Effective Range: 500 feet (152 m).
Payload: Battery has energy for 50 single blasts. Payload is unlimited when used with nuclear power supply.
Nano Rail Gun Nano Rail Gun was spent years and huge sums of money in research of rail gun technology. Their goal has been to develop a weapon light enough to be used by regular infantry soldiers as well as SAMAS and cyborg troops. The
Nano Rail Gun is their latest breakthrough in pre rifts earth by the US military , a rail gun that retains its knock-down power and damage capabilities, but is lighter and
More compact. Even the rounds for the weapon are made of lighter materials to reduce overall weight. The result is a squad support weapon which can be used by anyone with a P.S. of 10 (or higher). The main weight limitation remains with the multi-round ammunition container, so it is still often used as a one -man weapon; one carries and uses the gun, the other carries additional ammunition and assists in setting up the weapon. Thus, like all rail guns, it is most effective as a vehicle or bunker mounted weapon or placed in the hands of cyborg or power armor. Again ArmaTech will discover this weapon systems in rifts Japan book.
Weight: Gun: 28 pounds , rucksack 40 pounds , short clips 7 Ibs (3 kg), light ammo drums 20 Ibs , and heavy ammo drums 40 Ibs .
Mega-Damage: A burst of 10 rounds does 1d4x10 M.D.
Rate of Fire: Bursts and wild only.
Maximum Effective Range: 3000 feet
Payload: A short clip holds 300 rounds . A light ammo drum holds 600 rounds . A heavy drum, like those built into the PR-3 rucksack, holds 2400 rounds of ammo ! Reloading a drum takes three minutes for the untrained, or one minute (4 melees) by those trained in the use of rail guns. A strength of 20 is required to handle the drum
M.D Satchel Charge The standard issue explosive charge for the military is a 1 pound block of plastique with attached detonator packed in a canvas M.D satchel. The flip of a switch activates a 3 minute delay for the charge.
M.D. Damage: 3 D4xlO M.D. (blast radius of 30 feet/9.1 m).
Maximum Effective Range: The satchel charge is not very aerodynamic, but can be thrown a distance of 2D4xlO feet
Hand to Hand Bonuses from Power Armor suit Elite Combat Training Two hand to hand attacks per melee (plus those of the pilot).
Body flip/throw: 1D4 M.D. plus victim loses initiative and one attack that melee. Possible only in battloid mode. Body block/tackle/ram: 1D6 M.D. plus a 70% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as TWO attacks.
Kick attack.
Leap kick; counts as two attacks.
+ 2 to strike. Hand to hand in addition to ANY OTHER bonus,note using
cloaking system and using prowl and melee combat only double the attack and strike,roll, -6 parry , while in
cloaking system+ 2 to parry.
+ 2 to dodge in normal combat; +6 to auto dodge flying.
cloaking system +9 auto dodge
+ 3 to roll with punch, fall or impact (explosion), reducing damage by half.
Critical strike, same as pilot's hand to hand.
One additional hand to hand attack at level six.
One additional hand to hand attack at level eleven
Don’t combine both Hand to Hand Bonuses from Power Armor suit Elite Combat Training And Heavy exo suit Hand to Hand Bonuses from Combat Training while pilots in Heavy exo suit N.A.A.T Elite’s Robot Pilots AKA THE Elite’s, or ACE robot pilots Later N A AT Elites Robot Pilots AKA THE Elite, or ACE robot pilots in rifts earth
Type: man at arm
Setting: rifts chaos earth or phase world
U.S Elite’s Robot Pilots AKA THE Elite’s, or ACE robot pilots Many rogue nations and many other nations said it was a myth, to the Many rogue nations it was a joke. But that all changed when they face U.S mechanized special forces , and those who attacks them are to be afraid of these pilots . They have seen to attack up three targets, there tactics are simple hit two targeted with gun or beam combine as well, while waiting to hit the third target with missiles systems with mini-missiles , short range missiles , medium range missiles to long range missiles. When first seem in action it made Many rogue nations’ s to see then as special forces /anti amour / robot fighter gave a new meaning fear of god. That was a mouth full , and frozen Many rogue nations pilots know that fight was over for them , this was a terror to any with heavy Mecha weapons , robots , power amour even techno – wizards are afraid in combat even cyber warfare shutting down from robot , cyborgs and tanks . But something was also learn the hard way ,they will fight in groups of three to six and when their target is disable , or surrender , they go to the next target to finish mission A.S.A.P and even avoid conflict to hit targets . Many are learn by the barrel of a gun or rail gun there several types of robot elite’s fight in that area ( which is too late by that time). They will take any advantage in the fog of war, even if cost their lives if need be . but this was a false illusion leaving behind the mech and blowing up as if several cruise missiles hit these mechs .They have taken target more powerful like army unit of all types ( tanks, IFV ,APS even infantry units ), to large mercenaries company and have come on alive (but heavy damage thank to the drones of the time ). Something that is common to the Robot Elite’s Pilots is that they don’t show of or get cocky disposition. They will act like a regular robot pilot, and will only show what they do in combat. They saying is” action specks louder than words” and keep their principles. This has confuse Many rogue nations robot pilots, they are tough but are gentleman at all times, and something different from other been identify for there well matter and dress very well which has help their appearance and other situation. Which help talking with the opposite sex or making deals or getting the dates .these man and women are the true US elites . but are heavy costly to maintain run and even train but were need till the glitter boy power suit came to life but were still around .
General skills Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
O.C.C skills add 1d4x10% one-time only
Camouflage 20%+5% per level
Radio basic 45%+5%
Navigation: Land, Air, Water 40%+5% per level
Weapon systems 40%+5% per level
Sensory Equipment 30%+5%
Sign Language 25%+5% per level
Wardrobe and grooming 50%+4% per level
Hand to hand expert
M.O.S ground robot only very common
Wilderness survival 30%+5% per level
Pick one below
Pilot pick 4 ground Mecha (single sweater) all (4) robot combat elite
ALL Robot combat basic for any flying robot other type one type man size only for rifts earth
or
Pilot pick 4 flying Mecha (single seater) all (4) robot combat elite
ALL Robot ground combat basic (flying only) other type one type man size only for rifts earth
Pick two any land vehicles
Force march
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons
M.O.S ground robot only very common
Wilderness survival 30%+5% per level
Pick one below
Pilot pick 4 ground Mecha (single seater) all (4) robot combat elite
ALL Robot combat basic for any flying robot other type one type man size only for rifts earth
or
Pilot pick 4 flying Mecha (single seater) all (4) robot combat elite
ALL Robot ground combat basic (flying only) other type one type man size only for rifts earth
Pick two any land vehicles
Force march
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons
Pick one MOS Roll one time 4d6% add for MOS
M.O.S Air very common
Pilot 3 flying mecha (single seater) any fly robot combat elite pick two any land vehicles
Robot combat basic (land only) other type
Robot combat flying Robot elite
Force march
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons
M.O.S space for rifts space or Phase world
Pilot 3 flying Mecha (single seater) any fly robot combat elite pick two any land vehicles
Robot combat basic (land only) other type
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons
Zero G combat
M.O.S Sea Rift under the sea or south America ,rifts Japan ,few in North American
Pilot 2 sea Mecha (single seater) all robot combat elite
pick one Robot combat basic (land only) other type or Robot combat basic (land only) other type
zero G combat
Swimming 50%+5% per level
SCUBA 50%+5% per level
W.P harpoon & Spear Gun
W.P handguns
W.P energy pistol
M.O.S Giant/heavy for Phase world/ OR NGR ,coalition
Pilot 1 OR 2 (G.M CHOICE) giant/ robot combat elite
Pick one Robot combat basic (land only) other type or Robot combat basic (land only) other type man size for both
Wilderness survival 30%+5% per level
Pick two any land vehicles
Force march
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapon
M.O.S specialized unit for Phase world/ OR NGR ,coalition or US military
this is used for heavy exo-suit and powers armed suit This train on three Robot combat full training any
Radio Basic (+ 10%)
Robot Combat: Elite pick three
Navigation (+15%)
Read Sensory Equipment (+15%)
Weapon Systems (+15%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
W.P. of choice
O.C.C related skills 6 and add 1 at level 3,6,8,10,15 (ADD 5d6%)
Communications: any +15%
Cowboy: general only +15% land or air only
Domestic: any
Electrical: None
Espionage: any
Mechanical: any
Medical: None
Military: any
Physical: any
Pilot: by MOS only, any conventional only
Pilot Related: any
Rogue: any
Science: None
Technical: any
WP: any
Wilderness: MOS land or MOS air are allowed
Secondary Skills 4 Abilities • NOTE All get the following :Modify their Mecha(s)/robot(s) if they don’t have a weapon system on both sides in forearms , shoulder and hips, or backs as well in wing add 100 M.D.C to 200M.D.C To Main body and to arms , legs ,head, and to reinforce cockpit compartment and to main wings ( fins)100 M.D.C plus 30 % to all M.D.C locations,plus add a NGR force field of 100 M.D.C recover in 24 hour if depleted ,if not depleted recovers 10 MDC PER 30 minutes
• Abilities All get the following: if they stay in their filed of MOS and have to pilot a robot different, they get only +1 to all and weapons training. However if get on air to ground MOS they-3 to all .they will not black out, get dizzy, or loss sense of direction (where up or down).Immune to all type unknown mecha or techno mecha related. Will any do thing to improved combat abilities even use magic up gear add on and know latest mecha in their field of MOS. They also get the following. Each M.O.S get certain abilities which is as follows. Must have a cider jack to do the following
• Abilities All get the following: Add+ 2to P.P, P.S, P.E, M.E, All get the following (this is their trade mark) able to attack two targets and a third target in one attack. this how it work any weapon system that is direct line of sight can fire at tow different at the same time but divided it strike rolls, the third attack comes from in direct attacks it missiles systems lock on to the third target no penalties on the (that why no one wants to be last) add 2 attacks .and a horror factor /awe 8 add 1 level 3, 6, 9, 12, at level 15 add 1d4+1 who know what he is N.A.A.T Robot Elite’s Pilots .
• Abilities All get the following: able shoot rail gun or any projectile at 50% furthered and missiles only
• Abilities All get the following: Battle rage add another +2 attacks , strike (all type),add +1d4+1 to horror factor , -2 to dodge , roll ,parry, add speed to Mecha 50% for 1d20 minutes , Add Mecha take 2d4x10 damages to legs for non-flying Mecha , for flying or sea Mecha damage does to propulsion systems
• M.O.S ground robot / M.O.S ground robot only Add +2 strikes or parry, can make power Amour move a 30% faster, but mecha take 6d6MDC damage in legs, due to push mecha beyond it limits
• M.O.S Air /light the face saying “death from above “ if shooting at the head add +3 to strike or on call shots add+2, add +2 to dodge in the air only, if pilot has a P.P 19 or higher they + 2 auto dodge and any other add Bounces ,make surprises attack from they air +3 initiative( must be declared buy player) can make power Amour move a 30% faster, but mecha take 6d6MDC damage in legs ,due to push mecha beyond it limits
• M.O.S Sea Add +2 strike or parry, can make power move a 30% faster, but mecha take 6d6MDC damage in legs and flight engines systems due to push mecha beyond it limits , sea attack up and go back in the water must have at least 12 feet deep+3 to strike or on a call shots add+2, if pilot has a P.P 19 or higher they + 2 auto dodge add Bonus must be in the water ,make surprises attack from they sea +3 initiative( must be declared buy player),
equipment varies with location , they always have a second unit ready in time of peace, but in military operation they have 1d4+1 ready go