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Re: ARM TECH

Posted: Fri Apr 12, 2013 11:29 pm
by Spinachcat
ZINO wrote:5. M.D.C Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table


This confuses me. Why would Arm Tech make a MDC beanbag? If I fling a MDC material at high velocity, won't it carve through a SDC target?

ZINO wrote:14. M.D.C H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too


If its "high explosive" and "armor piercing", why does it not have any bonus effect vs. armor outside of an 18-20? I like the use of the Knockdown table though. Seems to me that the HEAP is only effective 25% of the time so why doesn't its job normally. AKA, if you hit on a 5+ and crit on a 18+, then its 4 out of 16 so 25% effectiveness.

Armor Piercing is tough one to simulate with Palladium's ablative armor system. The concept of an Armor Piercer is not that a whole lot of the armor is chopped up, but a single small hole is driven through to the gooey center of the target. Maybe the 18+ crit is the best way to emulate that. I don't know.

Re: ARM TECH

Posted: Sat Apr 13, 2013 5:49 pm
by ZINO
Spinachcat wrote:
ZINO wrote:5. M.D.C Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table


This confuses me. Why would Arm Tech make a MDC beanbag? If I fling a MDC material at high velocity, won't it carve through a S.D.C target?

first sorry to confuses you and to many other I know you are not the one
Now M.D.C Rubber bullets, plastic bullets, and beanbags were first design as a quick knock down target
heavy S.D.C target ,example a heavy S.D.C blast door and has 2,000 S.D.C( or 20 MD ) and and need to move fast so
M.D.C Rubber bullets, plastic bullets, can be used to take down the door with it massive impact but not making the door a giant grenade , more than enough to remove the target and/or anything on or next to and doing a massive knock down but no damage , the round doing the damage can be XXDXX is used to open the door and not anything else this happen a lot in the middle east ,Africa ,South/North America for law enforcement agency and special force this is call quick breaching
the old way
https://www.youtube.com/watch?v=t9PACYuQv-4
ARM Tech way Future Weapons :- The Simon Door Breacher look at video below but instead of a human doing it a rounds been fire
https://www.youtube.com/watch?v=KwO1NGE0Upc
but what if a real moving human target
well a good example it when a spy was able to get into the cockpit of an experimental jet fight
the spy knew to damage the experimental jet fight and was inside the experimental jet fight the cockpit glass was made of advanced materials and large S.D.C glass like materials it had 1,000 ( or 10 MD) the quick breaching rounds use were more than enough to destroy the cockpit glass and do the effect to the knock down spy dazed and confuse and say how on earth they were able to pull this stun and doing damage only minor damage and capturing the spies involved to steal the the experimental jet fight that was the US military working on call the grey falcon experimental attack jet

now imagine the knock table working against M.D.C body armed on normal ( beanbags time )humans ,( Rubber bullets, plastic bullets, time here ) vehicles , light cyborgs and light powered armored ,and even heavy robot vehicles been hit with these rounds
or knock anything that fly out of the sky


does this help with the first explanation Spinachcat
will post on the second later I feel sick today
thank U so much for you question and post

Re: ARM TECH

Posted: Sat Apr 13, 2013 6:10 pm
by ZINO
Little Snuzzles wrote:

Zino, hats off for an excellent job. Excellent attention to detail, good breakdown of descriptions, and the dmg seems very reasonable. Great work. You've inspired me; I'm going to do several organizations over the next few weeks. Thank you.

Rock on, brother. :crane:

I am humble by your words and by the artist help could NEVER reach where WE are at thank you so much if you know others to take a look and vote plz let them know thanks

Re: ARM TECH

Posted: Sun Apr 14, 2013 10:07 am
by ZINO
ZINO wrote:
Spinachcat wrote:
ZINO wrote:5. M.D.C Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table


This confuses me. Why would Arm Tech make a MDC beanbag? If I fling a MDC material at high velocity, won't it carve through a S.D.C target?

first sorry to confuses you and to many other I know you are not the one
Now M.D.C Rubber bullets, plastic bullets, and beanbags were first design as a quick knock down target
heavy S.D.C target ,example a heavy S.D.C blast door and has 2,000 S.D.C( or 20 MD ) and and need to move fast so
M.D.C Rubber bullets, plastic bullets, can be used to take down the door with it massive impact but not making the door a giant grenade , more than enough to remove the target and/or anything on or next to and doing a massive knock down but no damage , the round doing the damage can be XXDXX is used to open the door and not anything else this happen a lot in the middle east ,Africa ,South/North America for law enforcement agency and special force this is call quick breaching
the old way
https://www.youtube.com/watch?v=t9PACYuQv-4
ARM Tech way Future Weapons :- The Simon Door Breacher look at video below but instead of a human doing it a rounds been fire
https://www.youtube.com/watch?v=KwO1NGE0Upc
but what if a real moving human target
well a good example it when a spy was able to get into the cockpit of an experimental jet fight
the spy knew to damage the experimental jet fight and was inside the experimental jet fight the cockpit glass was made of advanced materials and large S.D.C glass like materials it had 1,000 ( or 10 MD) the quick breaching rounds use were more than enough to destroy the cockpit glass and do the effect to the knock down spy dazed and confuse and say how on earth they were able to pull this stun and doing damage only minor damage and capturing the spies involved to steal the the experimental jet fight that was the US military working on call the grey falcon experimental attack jet

now imagine the knock table working against M.D.C body armed on normal ( beanbags time )humans ,( Rubber bullets, plastic bullets, time here ) vehicles , light cyborgs and light powered armored ,and even heavy robot vehicles been hit with these rounds
or knock anything that fly out of the sky


does this help with the first explanation Spinachcat
will post on the second later I feel sick today
thank U so much for you question and post

can anyone see what I means ? with this

Re: ARM TECH

Posted: Sun Apr 14, 2013 1:17 pm
by slade the sniper
Well, two things...First, this is a lot of work and I like the effort and the ideas behind it. I like the ARM idea and a lot of the equipment and backstory. The bad thing is...it is a bit confusing and I had to read through it a few times to make sure I was getting it. All it all, if you put it all together, cleaned it up a bit and made it as one big post...I would definitely download it and use ARM in my games for PCs.

-STS

Re: ARM TECH

Posted: Sun Apr 14, 2013 11:22 pm
by wyrmraker
Overall, I really like this a lot. It covers a lot of angles and technological revisions. But I have a couple of minor twitches.
First is the double-barrelled .30 sniper rifle. While the extra barrel would add stability via extra weight, the second barrel would not be appropriate for sniping.
Second is that remember that modern tanks can fire a kinetic kill penetrator at a speed on par with the Glitter Boy's Boom Gun, at a range of over 3 miles. Said kinetic penetrators would also mass far more than the boom gun's flechette canister, therefore doing more damage. Writer's fiat is all the keeps the boom gun at the top of the list in terms of performance.

Re: ARM TECH

Posted: Mon Apr 15, 2013 5:07 pm
by ZINO
thank U
thank U
I am glad you like it so far
Spoiler:
but there's more will post the rest in Rifts®: Dimension Books thread can their be a smart gun in rift P.W? it too will be revamp


wyrmraker wrote:Overall, I really like this a lot. It covers a lot of angles and technological revisions. But I have a couple of minor twitches.
First is the double-barreled .30 sniper rifle. While the extra barrel would add stability via extra weight, the second barrel would not be appropriate for sniping.

OK i agree we can see this been phase out later down the road

wyrmraker wrote:Second is that remember that modern tanks can fire a kinetic kill penetrator at a speed on par with the Glitter Boy's Boom Gun, at a range of over 3 miles. Said kinetic penetrators would also mass far more than the boom gun's flechette canister, therefore doing more damage. Writer's fiat is all the keeps the boom gun at the top of the list in terms of performance.

can you give more detail like if that the case ( my head is spinning here my head hurts big words little ME brain :lol: :lol: )
well I am going to show 20 MM to 200 MM heavy caliber it a lot of detail

Re: ARM TECH

Posted: Wed Apr 17, 2013 10:07 pm
by Alrik Vas
ZINO wrote:
ZINO wrote:
Spinachcat wrote:
ZINO wrote:5. M.D.C Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table


This confuses me. Why would Arm Tech make a MDC beanbag? If I fling a MDC material at high velocity, won't it carve through a S.D.C target?

first sorry to confuses you and to many other I know you are not the one
Now M.D.C Rubber bullets, plastic bullets, and beanbags were first design as a quick knock down target
heavy S.D.C target ,example a heavy S.D.C blast door and has 2,000 S.D.C( or 20 MD ) and and need to move fast so
M.D.C Rubber bullets, plastic bullets, can be used to take down the door with it massive impact but not making the door a giant grenade , more than enough to remove the target and/or anything on or next to and doing a massive knock down but no damage , the round doing the damage can be XXDXX is used to open the door and not anything else this happen a lot in the middle east ,Africa ,South/North America for law enforcement agency and special force this is call quick breaching
the old way
https://www.youtube.com/watch?v=t9PACYuQv-4
ARM Tech way Future Weapons :- The Simon Door Breacher look at video below but instead of a human doing it a rounds been fire
https://www.youtube.com/watch?v=KwO1NGE0Upc
but what if a real moving human target
well a good example it when a spy was able to get into the cockpit of an experimental jet fight
the spy knew to damage the experimental jet fight and was inside the experimental jet fight the cockpit glass was made of advanced materials and large S.D.C glass like materials it had 1,000 ( or 10 MD) the quick breaching rounds use were more than enough to destroy the cockpit glass and do the effect to the knock down spy dazed and confuse and say how on earth they were able to pull this stun and doing damage only minor damage and capturing the spies involved to steal the the experimental jet fight that was the US military working on call the grey falcon experimental attack jet

now imagine the knock table working against M.D.C body armed on normal ( beanbags time )humans ,( Rubber bullets, plastic bullets, time here ) vehicles , light cyborgs and light powered armored ,and even heavy robot vehicles been hit with these rounds
or knock anything that fly out of the sky


does this help with the first explanation Spinachcat
will post on the second later I feel sick today
thank U so much for you question and post

can anyone see what I means ? with this


I see what you are saying. The idea is to use a material that will damage a specific target area but not destroy the target entirely. You mentioned breeching the old fashioned way, and this is what he's getting at. The bad part is RPG's don't do these sorts of situations very well.

Re: ARM TECH

Posted: Thu Apr 18, 2013 7:40 am
by ZINO
now you why I add this ,I been in time where sometime you need to limit the damage as much as possible to just one area
AKA SWAT or Special Forces or fire fight
This has been handy sooo many times and it ok IF RPG forget tats why we are here for thank U :D
Alrik Vas

Spinachcat I hope a reply from you man U ok?????

Re: ARM TECH

Posted: Thu Apr 18, 2013 7:10 pm
by Spinachcat
I get your explanation for the MDC less lethal, but that requires assuming that MDC material react the same way as SDC materials. Which is fine if that's how you want the physics to work in your world. I am unsure if I am good with a material that is immune to fire and normal weapon attacks is going to behave the same way. AKA, wood, plastics and metals all react differently to applications of force so it seems to me that MDC material would have its own physical properties.

Also, if a low velocity round causes knockdown, wouldn't a high velocity round cause even more knockdown? The high velocity round is bringing far more power. But now we are talking about issues with the entire system.

However, I very much like the idea of devices which are used for breaching MDC doors.

Re: ARM TECH

Posted: Fri Apr 19, 2013 12:21 am
by Alrik Vas
Higher velocity may not "knock down" at all, really. Lighter objects tend to travel faster, sometimes so fast they just pass through and don't take you with them. Heavier objects, going slower speeds tend to knock you down, on the other hand.

Re: ARM TECH

Posted: Fri Apr 19, 2013 7:36 am
by ZINO
Alrik Vas wrote:Higher velocity may not "knock down" at all, really. Lighter objects tend to travel faster, sometimes so fast they just pass through and don't take you with them. Heavier objects, going slower speeds tend to knock you down, on the other hand.

I agree with you on this but...hum ..... :erm:
That’s why we have M.D.C bean bags help
fast but not that fast as rounds would go right thru the door if it it SDC ( it will go right thru and can kill normal SDC beings hint hint )or MDC
M.D.C bean bags help taking the door down and the knock down help give as real world effect plus any idot behind the door with go fly not getting kill and getting the job done get in and fast

Re: ARM TECH

Posted: Fri Apr 19, 2013 8:23 pm
by Alrik Vas
Oh, certainly. My post was in response to Spinachcat.

Re: ARM TECH

Posted: Fri Apr 19, 2013 10:13 pm
by ZINO
Alrik Vas wrote:Oh, certainly. My post was in response to Spinachcat.

OPS sorry man :oops:

Re: ARM TECH

Posted: Thu May 09, 2013 5:21 pm
by ZINO
well been busy here
1)sick i get home sleep 2 to 3hours get up deal with kids and wife :D
2)got 520 for Robotech® RPG Tactics™ :D ( been working like a dog) cannot wait and play with my kids with this and later RPG games
3) getting two PC up and running to have our very first Lang party with the kids (taking forever man to set up) :(
4) my kids at work are soooo trying to make loss my mind with them which I understand I WAS HIGH SCHOOL MYSELF ( they are just special ed students ) ,i see my job as a hobby and not a jobs all theses years don't know why :)
5) still sick going to work sick not fun :o
6) feel like i am walking on eggs :(
7) been slow to type things up :(
8 ) a second shooting gallery in PW world will post later and try to post more Russian stuff in rifts earth as well not enough time man still trying
last and most important to thank you for asking

Re: ARM TECH

Posted: Wed Oct 16, 2013 9:50 am
by ZINO
Hi many have email to see what up
Since I fell of the map
Well the dame thing happen my pc lost it
Mother board
Then my C and D and F drive fail
Now it seems again the Mother board
Or the graphic card
Every time I use the web browser
My PC freezes up check foe virus and other malware and found nothing
Took it to geek squad twice
Lost all data for RPG
So now you know guys

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

Re: ARM TECH

Posted: Tue Dec 10, 2013 9:04 pm
by ZINO
http://th04.deviantart.net/fs70/PRE/i/2 ... 6t4tod.jpg
http://nomansnodead.deviantart.com/art/ ... -411731005

artist comment Handbrake!by NOMANSNODEAD
Digital Art / Drawings & Paintings / Sci-Fi©2013 NOMANSNODEAD
Basic concept is a tank that can walks. Before going with some scribbles a friend request popping in and i thought it is pretty good to use his cool idea, so then i decide it's going to be the Russian T series.
It's not so bad to make a little drama in it so i put some dirt, sky, and a little Antonov Mriya up there just for dropping this so called "tank”. cheers!


Description Russian T series

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

Features

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add giant size robot .

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

9. Voice actuated locking systems

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

11. thermos
Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons giant size robot . man size 100 pounds

12. Nuclear powered for Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons giant size robot . man size 200 pounds

13. [strike] Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons giant size robot . man size 100 pounds[/strike]

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

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


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

17. Flare/Chaff Launchers (2) -A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 2400
Weight add: 1 tons

18. Basic EVA systems (back up)

M.D.C
Main body 250
Special reactive amour: 100
Head/Main turret 225
Upper Legs (2) 100
Lower Legs (2)225
Feet (2)100
Reinforce cockpit compartment: none
External tanks (4) 25 each
Main gun 125
20 MM rapid fire auto cannon turret 75
Side mounted grenade 55
Long range 12.5 MM Heavy M.D.C machine gun lower body area 45
Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body 45
Claw arm 100 (1)
Rear engine 200
Anti missiles target acquisition systems 35
*Depleting the M.D.C.
of the main body will shut the robot down completely, rendering it useless. Going into the negative -1d4x10 M.D.C., then blow up if the robot or powered armored/suit giant size 2d6x10 man size 2d4x10. If Head/Main turret goes to zero the following weapons are blow away Main gun 125 ,20 MM rapid fire auto cannon ,Side mounted grenade , crew will be expose now ,and venerable form enemy fire. Special reactive amour rules apply first Special reactive amour: able to deflect any physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to ANY PART OF THE VEHICLE . On the second hit is 95 M.D.C and third hit 90 M.D.C and the firth hit 85 and so on!!! Any weapon M.D.C that does 20 MM OR LESS DO NO DAMAGE ,BUT RAIL GUN OF ANY KIND DO NORMAL DAMAGE , Depleting Rear engine shut down robot , Depleting External tanks automatic blow doing 1d4x10 MDC ( there are four ) to engine and then half damage if Special reactive amour if not reach zero, if there no Special reactive amour left fully damage to man body.

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

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

Weapon summery
Mark I sold to mercenary troops
• Main gun 100 tank rifle MM or 125 MM tank rifle
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50
Mark II sold to allies nations
• Main gun 100 tank rifle MM or 125 MM tank rifle side mount Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50
Mark III defense unit army
• Main gun 100 tank rifle MM or 125 MM tank rifle one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Had to hand combat claw PS 30 , legs 50
MARK IV main battle robot tank paratrooper support unit
• Main gun 100 tank rifle MM or 125 MM tank rifle , one on each side Heavy M.D.C 12.5 MM Heavy M.D.C machine gun
• 20 MM rapid fire auto cannon
• Side mounted grenade
• Long range 12.5 MM Heavy M.D.C machine gun lower body area
• Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
• Optional single barrel or dual barrel Heavy M.D.C 12.5 MM Heavy M.D.C machine gun or grenade launcher system on main turret can be man or remote control
• Had to hand combat claw PS 30 , legs 50


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

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

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

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

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

type:
Long range 12.5 MM Heavy M.D.C machine gun lower body area
12.5 MM calibers
Damage:
3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F:
burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
range : 3miles
Payload: 800
NOTE: N.A.A.T Multi-Optic
(rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

type:
Heavy M.D.C 12.5 MM Heavy M.D.C machine gun for pilot in main body
Mega-Damage: look above
Rate of Fire: look above
Effective Range: 6000 feet
Note: located in main body
Payload: look above

Re: ARM TECH

Posted: Wed Dec 25, 2013 1:48 am
by ZINO
http://th07.deviantart.net/fs71/PRE/i/2 ... 6xfoqo.jpg
http://km33.deviantart.com/art/Heavy-Ex ... 9231&qo=78
Heavy 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 one
Short-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.jpg
http://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 102
Solid Oxide Fuel Cells . info
Standard Solid Oxide Fuel Cells weight 42 lds duration 1400 hours or 58 days
M.D.C shell 15 MDC
Heavy-Duty Solid Oxide Fuel Cells for tanks, power armor, combat robots, heavy energy weapons systems weight 221 pounds each unit duration 700 hours or 58 days
M.D.C shell 30 M.D.C
Dangers and Limitations MUST READ THIS BUY THE BOOK
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 Arrowheads
9. 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 Arrowheads
Although 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 Arrowheads
All 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

Re: ARM TECH

Posted: Wed Dec 25, 2013 6:21 pm
by Spinachcat
Overall, I feel the tech is almost too good for Chaos Earth or pre-Rifts tech. It works fine for Phase World tech though.

I am aware of the limitations of the tech in the core book, but in my view, that tech is the top of the line. Anything better than that would be experimental prototypes that haven't been fully field tested. I like the Exosuit design and feel its excellently detailed, but as a player, its an easy choice between your Exosuit and most of the stuff in the core book. Your stuff seems much better at first glance.

Have you playtested them in some combats?

Also, I don't know where the exact definition of Exosuit ends and Small Mech begins. Based on the image and the description of its size, I personally view this as a Mech. 25 feet tall is almost a 2 story house. I view Exosuit as personal powered armor. Maybe its just me.

Again, I think this is a solid rough draft for an ARM Tech article in the Rifter. My suggestion as usual is to make sure you playtest the tech toys, paying close attention to your tech in comparison to the core book.

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


I don't understand this. Why would gender have any effect on a machine's efficiency. I can see the benefit of a borg who melds with the machine.

Re: ARM TECH

Posted: Thu Dec 26, 2013 3:27 am
by ZINO
Again, I think this is a solid rough draft for an ARM Tech article in the Rifter. My suggestion as usual is to make sure you play test the tech toys, paying close attention to your tech in comparison to the core book.


thnak U will try my best ,for i see myself and rookie here

Have you playtested them in some combats?


we played test and well it had so advantage but when drop in the middle of of India ,china and Russian area well help never a few steps away and
two see that this test was ahead of it time make ideal combat robot vehicle
three in the US can not maintain these vehicles and limited to a point till the SAMAS and GB make experimental stage

I don't understand this. Why would gender have any effect on a machine's efficiency. I can see the benefit of a borg who melds with the machine.


four female trained in these area have a better hand and eye coordination than male (i hate to admit this and it a science fact where science can help them in an edge of combat )
five partial Borg have better connection man and machine but as you become a full Borg you start to lose these connection and become nullify

Exosuit ends and Small Mech begins.

if you read some books the level of tech merger to the point that confusion for power armor to robot combine to one are lost due to the advances been made rifts source book 1 I believe tell us how mankind was getting to the level of phase world in a few decades or 100 years so it very possible to reach a certain level and still fall with in Chaos earth

plz post if you disagree or if you agree as well post thank you so much I am humble by your post
:)

if I may ask did you vote ?
like
dont like
other (plz reply)

Re: ARM TECH

Posted: Thu Dec 26, 2013 6:16 pm
by Alrik Vas
I love the reactive armor, zino. i'd love to run that on any mechanized vehicle. I like your vision of chaos earth tech, a lot of it is more advanced, which I think is proper. Good work.

Re: ARM TECH

Posted: Thu Dec 26, 2013 8:38 pm
by ZINO
Alrik Vas wrote:I love the reactive armor, zino. i'd love to run that on any mechanized vehicle. I like your vision of chaos earth tech, a lot of it is more advanced, which I think is proper. Good work.

thank you man
for a minute i thought it was an over kill
the over kill version or mark II in rifts N.A.A.T in rifts earth
Also remember these are special forces with regular units come in support , they end up in very deep covert ops ,search and destroy, or deep search and rescue , and seem out number

Re: ARM TECH

Posted: Thu Dec 26, 2013 8:49 pm
by slade the sniper
ZINO,

1. First off, if you are the inspiration behind that sweet mecha/tank, WOW. I like the way it looks, it has a very hard-tech and angular…I much prefer my mecha to have that look than most other types of smooth edged anime. I LOVE the fact they are air droppable! That is cool!

The T Series are pretty well designed, but not too sure about the +4 to dodge while in flight, it would seem that the bonus would be “+4 to dodge when using jump jets” since it is jumping waaaay out of the way.

Also, not too sure why you would need a self-destruct system. A catastrophic kill will pretty much destroy the entire vehicle. Granted, if you were worried about the tech getting into enemy hands, that is one thing, but I don’t think it is necessary.

The accuracy of these things is pretty phenomenal, with the combat computer giving a +2/+3, laser targeting giving an additional +1 and the thermal systems giving an additional +2/+3, that is one accurate mecha!

The reactive armor works, but being reduced by only 5 MDC per hit seems a bit low. I would say that it would reduce by 10 MDC per hit… Also, this is more ablative armor than reactive. But, it works (games mechanics wise).

The weight is a bit low…I would say it looks about 35 to 40 tons just on first impressions. Also, 3 million black market value is a bit low, especially fully loaded. 5 million would be more agreeable.

I like the weapon systems, but the Heavy MD MGs do as much damage on a long burst as the 125mm HEAT rounds (or more for the 12.5mm HMG) Also, you can put other ammo types for the 100mm/125mm cannons like APFSDS-DU and make the damage 1d4x10 MD for the 100mm and 1d6x10 for the 125mm.

The 20mm Autocannon is absolute death! 4d8x10 MD…wow. I am guessing that it is putting 80 rounds in a very tight group? Scary. The 2nd Gen is 8d6x10 MD…I want those weapons retrofitted to every mecha I use!

2. The Heavy Exosuit looks fantastic!

I like the write up a lot, especially the history of the US Elite Robot Pilots! I am confused about the +4 attacks granted by the combat computer…is that in addition to mecha piloting or in lieu of the mecha piloting skill?

As for the reactive armor, I think it would be a bit harder to have explosive reactive armor on a mecha than a tank due to the parts that might be in the way of the explosion. Of course if you are using electrical reactive armor, it is a moot point…if so, I like it.

Not too sure why female pilots or borgs are better at piloting this mecha…

The ECM/ECCM system is nice! I like it.

The damage ratings are a bit high, and I would say that using a 100mm or 125mm cannon on a 5 ton powered armor is a bit problematic. The recoil would likely damage the suit…and 50 rounds is a lot, even for a tank…I would think that you could use the tank cannon as an over the shoulder system like the Barrett M82A2 with a built in recoil compensation system and a magazine capacity of 5 or so…the rounds weigh about 40 pounds each.

3. The Pilots Suit is very, very cool. I like it, a lot, but it really makes the Coalition, NGR and even Robotech look pretty anemic in comparison. I would scrap whatever powered armor I was equipped with to get a set of this stuff.

4. The nanotech rail gun is pretty spectacular.

5. The MOS lists you have are pretty well balanced and nicely specialized.

All in all, I am going to second Spinachcat…your stuff makes the book legal stuff look weak. That can be easily explained in game by making these items the literal best of the best of the best while the rest of the world has lower tech stuff. The T series is just about perfect, however and I will be using them in my Robotech game as the EBSIS prototype battloid design.

-STS

Re: ARM TECH

Posted: Fri Dec 27, 2013 1:37 am
by ZINO
wow you just blow my head off
wow thank u so so much for this comment really like ...love thanks man :)

now let start
The T Series are pretty well designed, but not too sure about the +4 to dodge while in flight, it would seem that the bonus would be “+4 to dodge when using jump jets” since it is jumping waaaay out of the way.


this due built thrust systems design to over obstacle and avoid been to tankish ( IF their such a word for it ) or more like tank with legs ,this was unexpected design in the system, and the first true jump jet But also founds out it limited flight powers!!!!

The weight is a bit low…I would say it looks about 35 to 40 tons just on first impressions. Also, 3 million black market value is a bit low, especially fully loaded. 5 million would be more agreeable.


the alloys allow to lower it real weight and cost for this vehicle and it really will be mass produce in many theater of battles


I like the weapon systems, but the Heavy MD MGs do as much damage on a long burst as the 125mm HEAT rounds (or more for the 12.5mm HMG) Also, you can put other ammo types for the 100mm/125mm cannons like APFSDS-DU and make the damage 1d4x10 MD for the 100mm and 1d6x10 for the 125mm.

this is so true and when you think of it the more rounds does range the greater the damage to a target, and been pepper to dead is not the way you want to go,also this help give even more combat endures


The 20mm Autocannon is absolute death! 4d8x10 MD…wow. I am guessing that it is putting 80 rounds in a very tight group? Scary. The 2nd Gen is 8d6x10 MD…I want those weapons retrofitted to every mecha I use!
read above dido LOL
20 mm CAN BE DANGEROUS BUT LOOK AT SATS AGAINST 20 MM ROUNDS !!!


I like the write up a lot, especially the history of the US Elite Robot Pilots! I am confused about the +4 attacks granted by the combat computer…is that in addition to mecha piloting or in lieu of the mecha piloting skill?


Thank U for bring this up , during game play make sure you don't mix AI systems like strike ,parry or dodge only in skills like E.C.M warfare and piloting skills and related to AI systems skill,remember they wok as a team

Not too sure why female pilots or Borgs are better at piloting this mecha…

female pilots or light Borgs have a better connection and sensitive that male do not have , and this is a scientific fact women are better in hand and eye coordination especially in combat train situation but we western see women been in the back of combat role as support all this changing now and seen how efftive a well train female solider can be among other things to he he he he

The damage ratings are a bit high, and I would say that using a 100mm or 125mm cannon on a 5 ton powered armor is a bit problematic. The recoil would likely damage the suit…and 50 rounds is a lot, even for a tank…I would think that you could use the tank cannon as an over the shoulder system like the Barrett M82A2 with a built in recoil compensation system and a magazine capacity of 5 or so…the rounds weigh about 40 pounds each.


yes damge is a little to high due to better equipment the US military has look at G,A,W Abrams battle tank stats ,still the use is put it egg in one basket for now and getting better war heads or better tank rounds look in rifts west 1d6x10 MD burst for SAMAS rail gun compared to the knock off coalition SAMAS rail gun 1d4x10 burst tanks is a good example I hope ???
also it a single shot round fire it cannot fire or or more rounds in one attack ,just one round single shot
MG got to look at stats again now thanks for this part

The Pilots Suit is very, very cool. I like it, a lot, but it really makes the Coalition, NGR and even Robotech look pretty anemic in comparison. I would scrap whatever powered armor I was equipped with to get a set of this stuff.


you can lower the Pilots suit down by 50% was think of that and remember do the Pilots Suit and heavy Exo-suit are a blur in tech area and are well ahead of it time , and this me hold off ont he second generation of ammo technology
Coalition will not be at this level of thinking
But
NGR and even Robotech would easily can match it and ay of think IMHO

As for the reactive armor, I think it would be a bit harder to have explosive reactive armor on a mecha than a tank due to the parts that might be in the way of the explosion. Of course if you are using electrical reactive armor, it is a moot point…if so, I like it
.
stop using those PSI power on me you know what I am taking about :lol: :lol: :lol:
you hit it right in the nail could remember the name of that electrical reactive armor AKA better known as smart armor ....i think :?:

I am going to second Spinachcat
who what now ????what you mean ???? need brain .....dead now need brains NOW........... hungry ..............brains
:?: plz explain :?:

your stuff makes the book legal stuff look weak.
how that so .......HUM i don't get it still most of rules ,skills are close to the rules i found n the books
The T series is just about perfect, however and I will be using them in my Robotech game as the EBSIS prototype battloid design.

i have to thnak the artist for their help would never had made this far and I humble that you like it playing and play testing was big time fun TOO!!!!

Re: ARM TECH

Posted: Fri Dec 27, 2013 2:23 am
by ZINO
update for to add this

http://th07.deviantart.net/fs71/PRE/i/2 ... 6xfoqo.jpg
http://km33.deviantart.com/art/Heavy-Ex ... 9231&qo=78
Heavy Exosuitby KM33 artist comments :Titanfall inspired


Heavy exo suit Hand to Hand Bonuses from Combat Training
Three 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.
Body block/tackle/ram — 2D4 M.D. plus a 90% chance of knocking opponent down (this will cause the victim to lose initiative and one attacks that melee). Counts as TWO attacks.
Kick attacks
+4 to strike hand to hand in addition to ANY OTHER bonus
+ 3 range weapons (machine gun ,rail , beam weapons only )
+ 3 to parry arms
+5 shield weapon pods
+ 2 to dodge ground
+ 2 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 five.
One additional hand to hand attack at level ten.


forgot to post this

in additional add the following
Combat computer:
add to pilots +2 strikes rail gun, +3 auto cannon ,+8 dodge when in flight at max speed , also add +4 attacks, -1 to dodge in ground when waking only ,

Laser targeting
add to pilots +1 to all weapons systems
Thermo-imager:/ Infrared Optic System:/Ultraviolet Systems Optic /Night Sight /Adjustable Color Filters /Conventional Binoculars add to pilots range 3 miles
+ 2 to strike in day operation /night time adds +3 to strike giant size robot . man size +2

Amplified Hearing:
Bonuses: +1 to parry, +2 to dodge, +6 on initiative.

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

cloaking system
+2 on initiative when invisible, add to 3 to all range attack, + 4 TO ALL for any melee attacks

NOTE IMPORTANT THIS APPLIES ONLY WHEN PILOTS IN HEAVY SUIT AND ONLY THIS ,DO NOT ADD Pilot's suit

Pilot's suit : THAT WHEN HE OUT SIDE THE HEAVY EXO SIUT


These US military can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack!
In the alternative, the two-gun attack can be divided between two different targets visible to the shooter and within his range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The shooter must roll two separate times to hit each target (roll to strike for each) and the bonuses to strike each are reduced by half.

Note:
Parrying is not possible when two handguns are being used as paired weapons, but the character can dodge (which uses up one of his attacks) and counter by shooting.
this what makes them famous

Re: ARM TECH

Posted: Mon Jan 06, 2014 12:37 am
by slade the sniper
ZINO wrote:
slade the sniper wrote:I am going to second Spinachcat
who what now ????what you mean ???? need brain .....dead now need brains NOW........... hungry ..............brains
:?: plz explain :?:



I was saying that I was agreeing with what Spinachcat had said:
Spinachcat wrote:Overall, I feel the tech is almost too good for Chaos Earth or pre-Rifts tech. It works fine for Phase World tech though.

I am aware of the limitations of the tech in the core book, but in my view, that tech is the top of the line. Anything better than that would be experimental prototypes that haven't been fully field tested. I like the Exosuit design and feel its excellently detailed, but as a player, its an easy choice between your Exosuit and most of the stuff in the core book. Your stuff seems much better at first glance.


I think that your stuff if good, but is beyond what is in the core Chaos Earth book.

V/r

-STS

Re: ARM TECH

Posted: Thu Jun 19, 2014 12:52 pm
by ZINO
not feeling
:puke:
well TY for asking MAY post something on Thursday or after

Re: ARM TECH

Posted: Sat Mar 05, 2016 4:52 pm
by ZINO
I want thank for so many email and other way of contacting me with just ever since RRT came have to dedicate almost 100 % ,family ,job ,illness have taken a toll on me ,still i look here and there, still the roboetch tactics has taken most of the time and to sit down and do this takes time .IT HAS COST ME OVER 3000 USD !!! why to get painted by professionals and that wave one still waiting for wave two should cost less . i cannot assemble my damage right hand ,it starts to shake like hell due to a special ed student on job injury related. And so that why i am no longer around as i used too .miss it yes ,still love the robotech miniatures even more , and hoping for the second wave. i hope i can show off to those war hammer players or battletech players table tops !!!!yes i said it so don't lock this thread please

so now for ARMTECH
i wanted to be as much possible information ,and used a lot of information from PB , I hope you enjoy this
as i did .please be advise the amount the only thing are the numbers stop doing campaign for a few years now

one thing i was ask to do a ARMTECH ,WHEN the fall man came and how powerful ARMTECH was and how it help the last few humanity, it was a worldwide pick me up clean stopping gap use old and new technique to use ,recycle and later updated so many world weapon systems and also manpower .while it main base of operation was USA , it set each continent on earth ,set shop in the Americas which was able to save hundreds of thousands of civilian, but at a terrible cost get lost in time in the America's, Africa, Asia, middle east and Pacific as well .however in Europe it was merger traix industries ,or military, they decedents are in (now) traix industries ,or military, and very small company with it just a shadow of what it was post chaos earth .ARMTECH was made to act for the second cold did ,well almost this why as so important during Chaos earth many at the time called it chaos march ,either join merger with N.E.M.A or opposed it in the America, as for Africa,Asia, middle east and Pacific thing last the best the could till they fall for XYZ reasons, to Europe it was merger traix industries ,or military,

Group Participation Design ARMTECH Chaos earth


At the Game Master's option, the players can put together their own agency using the following point system. This saves the GM time and assures the players that their agency is satisfactory.
If the group designs the agency it should be by consensus, with everyone agreeing to the way the points are distributed. Use Rifts World book 19 Australia, Rifts Sourcebook Merc Ops, Rifts Sourcebook four Coalition Navy, Rifts Sourcebook Mercenaries, Rifts Sourcebook MercTown. Rifts - Chaos Earth, Core Book, for law enforcement use Palladium - Dead Reign - Zombie Role-Playing Game, Heroes Unlimited book , Rifts - World Book 06.South America book 2 pages 180 to pages 182 , Rifts - World Book 07 – Undersea pages 133 to pages 137 , pages 120 to pages 125 , page 127, pages 115 to pages to 118 and Palladium Books - Book of Compendium of Contemporary Weapons .You can use GAW , S.D.C weapons and The exact number of points available depends on the GM. Here are some possibilities.

ROLL A 6 SIDED DICE
1. ARMTECH School and Offices
A campaign based largely on conflicts between training martial artists will have fairly limited organizations. Usually run on a shoestring, these "agencies" will have very few resources and even less political power. 100 POINTS
2. ARMTECH Law Enforcement Agency.
F.B.I and PMC (Private Military Organization) training working for Home land security like N.E.M.A an organization dedicated to fighting common criminals and underworld crime gangs. 200
POINTS are available.
3. ARMTECH International Espionage Agency.
Mainly C.I.A or related to U.S Military pick any or joint operations. And PMC (private Military Organization)
This group is involved in the contest between the world's superpowers (the U.S. and the U.S.S.R.). The "war in the shadows" between national spies and counterspies should be the group's major concern.300 POINTS are available.
4. ARMTECH C.I.A Agency.
The player characters' main enemies are villains with extraordinary devices and/or skills. Because of this, the organization is generously funded and equipped. 470 POINTS are available. . And PMC (private Military Organization)
5. ARMTECH Mainly CIA ,N.E.M.A and related to US Military pick any or joint operations
C.I.A and F.B.I and allied foreign government And PMC (private Military Organization), NA.T.O OR United Nations support . An agency of this size and power indicates that the role-playing world is extremely dangerous. Most, if not all, of the bad guys also belong to agencies with lots of points. And the opposition will have plenty of skills and powers to test the mettle of the player characters. 700 POINTS are available
6. ALL OF THE ABOVE COMBINED!!!
Note add 100 for And PMC (private Military Organization)


FEATURES

A. ARMTECH Outfits
Utility Outfits.
The agency has a standard uniform for all its employees. This is typically a one-piece coverall, with insignia patches and shoes also provided free. The agency has plenty of replacements, in standard sizes, and also pro-vides free laundry service. Agency Cost: 2 Points.

1.Open Wardrobe.
A complete range of civilian clothes, including disguises and foreign uniforms, is available to any agent of the organization. Quality is comparable to the stuff found in a discount department store or in a cheap mail-order catalog. This only S.D.C items civilian use and not even seen as law enforcement and equivalent to what's available in clothing stores. Agency Cost: 5 Points

2.Specialty Clothing.
Standard armor ( This only S.D.C items, use Compendium of Contemporary Weapons: Super-Sourcebook for All Game Systems), protective clothing, pilot outfits, SCUBA gear, plus any other standard outfits, are available. In addition, the civilian clothing is fairly classy, equivalent to what's available in expensive clothing stores. Agency Cost: 10 Points

3.Specialty Clothing.
Standard armor (light M.D.C 4d6 ), protective clothing (light MDC 2d6 ), pilot outfits(light MDC 3d6 , SCUBA gear, plus any other standard outfits (light MDC 4d6 ) , are available. In addition, the civilian clothing is fairly classy (This only S.D.C items), equivalent to what's available in clothing stores. Agency Cost: 15 Points

4.Unlimited Clothing.
As number 3 If employ by a agency offers any and all clothing Gimmicks for any standard protective clothing (light M.D.C 2d6 ), uniforms or specialty outfits(light MDC 4d6 per section), . Any quality level is available, and the world's top designers are on call to specially make appropriate outfits for any agent. Agency Cost: 20 Points




B. ARMTECH Equipment

This describes all the equipment and supplies provided free of charge by the agency. Replacement of any lost or damaged, agency-issued equipment is automatic. SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured equipments. For example, by spending 15 Points, an agency would provide both Ninja (#3) and Electronic (#4) equipment as de-scribed below
replacing their own equipment. Agency Cost: None

1. None.
The characters are responsible for buying and replacing their own equipment. Agency Cost: None
2. Cheap Gear.
(This only S.D.C items civilian) Each character has up to 500 credits worth of equipment available for each mission. Note that replacement costs, at the completion of a mission, are subtracted from the amount available for the next mission. Agency Cost: 2 Points
3. S.D.C Equipment.
(This only S.D.C items civilian) An unlimited amount of Ninja and Martial Arts equipment is available. Agency Cost: 5 Points USE Rifts Sourcebook MercTown

4. Electronic Supplies.
Up to 5,000 credits worth of sensory and communications equipment is available for each agent. No other equipment is available. Agency Cost: 10 Points from civilian , law enforcement and Military use

5. Medical Equipment.
First-aid and paramedic type equipment and pharmaceuticals are available. Includes antibiotics, painkillers, anesthe-tic, protein healing salve, sodium pentothal (truth serum), dosimeter, E.K.G. and E.E.G. machines, portable lab, bio-scan, oxygen, all com-monly available robot medical kits (RKM, IRMSS, Compu-drug dis-penser, etc.) and two basic life support units. Plus a budget of 2,750,000 for emergencies requiring hospitalization and cybernetic organs or prosthetics. Company Cost: 10 Points.

6.Medical Clinic.
The company is equipped with full medical facilities equal to a small medical clinic. A full-time doctor (M.D. or Holistic) and one psychic healer are on staff and assisted by four nurses and two paramedics. In addition, the company has an emergency medical budget of 1D4X10 + 2 million credits for cybernetics and hospitalization. There is also a small veterinary facility for any combat, riding or work animals. Replacement of lost or damaged equipment is automatic, but the total amount of medical equipment can never exceed 10 million credits. Company Cost: 20 Points

7. Gimmicked Equipment.
Each agent has a budget of 300,000 credits for any and all equipment issued at any one time. Replacement of lost or damaged equipment is automatic, but the total amount of agency supplied equipment can never exceed 30o,000 credits. Agency Cost: 30 Points from civilian , law enforcement and Military use
8. High-Tech Augmentation (Bionics, Juicers, Crazies):
This company's emphasis is on high-tebh augmentation. 30% will be either full conversion borgs or juicers, 20% will be headhunters or partial recon-struction borgs and 10% will be crazies, juicers or other high-tech creations (including mutants, D-bees/aliens or foreign technology). Company Cost: 40 Points

9. Unlimited Equipment. Characters can take any equipment, with any gimmicks included, without a budget limit. Note that this does not include clothing or weapons. Requests around half a million dollars or more may be subject to review and final approval. Agency Cost: 50 Points

10. Psionic and Magic Operatives.
Magicians and psychics are used as scouts, spies and saboteurs. Likely candidates for this position can include the line magic user or wizard, and other practitioners of magic , mind melters , Agency Cost: 60 Points

C. ARMTECH Weapons.
This includes all the weapons issued from the agency's armory. Any agency-issued weapons come with an unlimited supply of ammunition(SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured ). Any expended ammo or damaged weapons are replaced automatically. Use Rifts Sourcebook Merc Ops, Rifts Sourcebook four Coalition Navy, Rifts Sourcebook Mercenaries, Rifts Sourcebook MercTown
1. None.
The characters must buy their own weapons and ammunition. No automatic replacement. Agency Cost: None
2. Ammunition.
The agency provides ammunition for character weapons. Agency Cost: 2 Points (This only S.D.C items civilian) M.D.C made weapons but fire S.D.C civilian to militia
3. Armed Agents.
Each agent is issued one (1) weapon, with a maximum value of credits 10,500 . Ammunition is provided free. Agency Cost: 5 Points from civilian , law enforcement and Military use
4. M.D.C Ancient Weapons are provided Melee systems.
(good example vibro blades ) This includes swords, bows, spears and the like. Ammunition is restricted to arrows, shufiken, slingshot pellets and so forth. Agency Cost: 10 Points from civilian, law enforcement and Military use
5. The Arsenal.
Each agent is allowed to choose up to 50,000 credits worth of weapons, with all appropriate ammunition included. Agency Cost: 30 Points from law enforcement and Military use
6. Unlimited Weapons.
Characters belonging to the agency can take any and all available weapons and gimmick weapons, as they are needed. Agency Cost: 50 Points from law enforcement and Military use from S.D.C to M.D.C weapons.


D. ARMTECH fire Power .
This includes all the weapons issued from the agency's armory. Any agency-issued weapons come with an unlimited supply of ammunition(SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured )this a major manufacturing and helps Distribution of the area and what they have . Any expended ammo or dam-aged weapons are replaced automatically. Right now no robots Use Rifts Sourcebook Merc Ops, Rifts Sourcebook four Coalition Navy, Rifts Sourcebook Mercenaries, Rifts Sourcebook MercTown
1. None.
The characters must buy their own weapons and ammunition. No automatic replacement. Agency Cost: None
2. Ammunition.
The agency provides ammunition for character weapons. Agency Cost: 2 Points (This only S.D.C items civilian)
3. Armed Agents.
Each agent is issued one (1) weapon, with a maximum value of 1,500 credits. Ammunition is provided free. Agency Cost: 5 Points, law enforcement and Military use
4. M.D.C powered Ancient Weapons
are provided (good example vibro blades ). This includes swords, bows, spears and the like. Ammunition is restricted to arrows, shufiken, slingshot pellets and so forth. Agency Cost: 10 Points
5. The Arsenal.
Each agent is allowed to choose up to 50,000 credits worth of weapons, with all appropriate ammunition included. Agency Cost: 30 Points will have M.D.C weapons and able to use S.D.C weapons
6. M.D.C Weapons.massive cache
Characters belonging to the agency can take any and all available weapons and gimmick weapons, as they are needed. Agency Cost: 50 Points
Own vehicle can Use N.E.M.A . vehicles, BUT The vehicles are of high quality, but are limited to standard production line versions. Agency Cost: 20 Points CAN USE Rifts Sourcebook Mercenaries AND Rifts Sourcebook MercTown
7. Specialty Vehicles.
Unmodified vehicles are available in unlimited quantity and can be fairly expensive. Currently available sports cars and luxury cars are also available. Each agent's car may have up to 500,000 credits worth of modifications EACH!!!!!. Agency Cost: 60 Points YOU CAN USE Rifts Sourcebook Mercenaries, Rifts Sourcebook Merc Ops
8. Unlimited Vehicles.Extensive Weaponry:
Any existing vehicle is available, including rare and expensive models (I'll take a 1928 Duesen-berg, Model SJ.) Any and all modifications, including one "conversion" per vehicle, are available. Agency Cost: 80 Points, can use N.E.M.A , Rifts Sourcebook Mercenaries AND Rifts Sourcebook MercTown
High-quality energy weapons are issued to all personnel, including 1D4 grenades, energy rifle, and energy sidearm (pistol or other). 40% have heavy weapons including missile launchers, rail guns, particle beam and plasma weapons, etc. 30% of the group will be issued powered armor suits (50% if very cheap suits are used). At least a company of 3D6 + 6 assault robot vehicles or tanks will be on service with full crews, or one fighting vehicle for every 5 line soldiers, whichever is greater. NO Techno-wizard and yes to alien/D-bee equipment may also be available. All weapons are of the highest quality and damaged or lost items are immediately replaced or repaired. E-clips are recharged as quickly as possible and ammunition is readily available (35 million credit budget). Company Cost: 40 Points
Unlimited Vehicles. Any existing vehicle is available, including rare and expensive models (I'll take a 1928 Duesen-berg, Model SJ.) Any and all modifications, including one "conversion" per vehicle, are available. Agency Cost: 50 Points, can use N.E.M.A , Rifts Sourcebook Mercenaries AND Rifts Sourcebook MercTown

E. ARMTECH Communications.
This is a measure of how good the communications network and devices are in the agency area(SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured ). . Use Rifts Sourcebook Merc Ops, Rifts Sourcebook four Coalition Navy, Rifts Sourcebook Mercenaries, Rifts Sourcebook MercTown
1. None.
Characters must use no radio or no forms of Communications . Agency Cost: None
2. Basic Service
. The agency has telephones, two-way radios (walkies-talkies) and uses regular mail service. No scramblers or bug detectors available. Agency Cost: 2 Points this is public telephone systems to cell towers
3. Secured Service
. All the agency's telephones and radios are equipped with scramblers. Important messages go by bonded, private courier and armored M.D.C truck services. ( USE Rifts Sourcebook Mercenaries)Agency Cost: 25 Points
4. Computerized
. A computer network links up the various offices of the agency with the central HQ. In addition, all radio and telephone communications have sophisticated computer scrambling available. Special private couriers and armored truck services are also used. Agency Cost: 40 Points
5. Low level Satellite Network
. Instant communications provided through a system from ground-based, microwave transmitters and satellite Low level relay stations. Each and every individual agent is wired with a scrambled, private signal channel. Computer networks and other sophisticated services are employed. Agency Cost: 50 Points
6. Unlimited Communications
. The agency has a private satellite network with 12 dedicated Low level satellites back up covering the area they in and around , has it own private telephone network, and a private mail carrier system. Plus a data network serviced by a supercomputer at each main HQ. Agency Cost: 60 Points


F. ARMTECH Offices and Distribution.
Just how widespread the offices and personnel of the organization are(SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured )..
1. None.
All agency personnel, including the director, work out of her homes. There are no real offices connected with the agency. Agency Cost: None
2. Urban.
All the agency's offices are crowded into one building in one city. No remote offices. Mainly F.B.I or /and Law Enforcement Agency Cost: 2 Points
3. National.
The agency has offices and field agents in only one country. Offices are in every major city of that country, with field agents in every medium-sized community. Agency Cost: 5 Points Mainly F.B.I, PMC (Private Military Organization) or /and Law Enforcement
4. Regional.
The agency has offices in all the cities of its own country, and in all the major cities of all neighboring countries. Field agents cover all strategic areas in the home country and in any bordering countries. Agency Cost: 15 Points , Mainly F.B.I, PMC (Private Military Organization) or /and Law Enforcement
5. International.
Agency maintains major offices in every major city in the world. Have field agents in every capital city and in most strategic locations. Agency Cost: 25 Points , Mainly, N.E.M.A support ,C.I.A, PMC (Private Military Organization) U.S Military pick any or joint operations, allied foreign government, United Nations support, F.B.I, C.I.A
6. Ubiquitous.
Every city in the world has an office or a field agent representing the agency. This agency is everywhere, with their people covering every population center of 50,000 or more. Agency Cost: 50 Points as number


G. PART A , ARMTECH Military Power.
The amount of military force that the agency can command directly and not be confuse with fire power letter c . Note that directly means just that; the agency can order around the unit without needing permission or authorization from any other source(SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured ).
1. None.
The agency's main security force is composed of its "own" agents. No additional support is available. Agency Cost: None Note: S.D.C weapons
2. Security Guards.
A few hired security guards with revolvers, are all the agency has. Agency Cost: 3 Points no robot vehicles or power armor
3. Militia.
The agency can call directly on a 150 man force of national guardsmen. They have access to standard military weapons and equipment. Agency Cost: 10 Points Mainly PMC (Private Military Organization) or /and Law Enforcement, no robot vehicles or power armor
4. Private Army.
A small unit of 200 experienced mercenaries and combat veterans. They come complete with weapons and equipment. Constantly on duty and ready to be mobilized. Agency Cost: 20 Points Mainly, PMC (Private Military Organization), C.I.A F.B.I, allied foreign government, United Nations support
5. Strike Force.
One of the country's commando battalions, with up to 450 soldiers, is ready to be airlifted to anywhere in the world at a moment's notice. Includes infantry weapons, eight tanks, and four artillery pieces, plus three armed helicopters. Agency Cost: 30 Points PMC (Private Military Organization), U.S Military pick any or joint operations, United Nations support
6. Major Strategic Force. The agency directly commands a 5,000 soldier force complete with vehicles, aircraft, artillery and shipping. Agency Cost: 50 Points Mainly F.B.I, PMC (Private Military Organization) or /and Law Enforcement, C.I.A,. roll one from below
1)F.B.I, fire support add Cost: 50 Points
2)P.M.C (Private Military Organization) Cost: 60 Points
3)Law Enforcement, Cost: 20 Points
4)C.I.A, fire support Black site operations Cost: 70 Points
5)Military roll 1d6 from below Cost: 40 Points
1. Air force security
2. Army security
3. Navy security
4. Marine security
5. U.N support training
6. U.N support P.M.C
6) Allied nation P.M.C roll 1d8 Cost: 70 Points
1. Foreign Air force security
2. Foreign Army security
3. Foreign Navy security
4. Foreign Marine
5. Foreign U.N support training roll personal 1d4 times bigger
6. Foreign U.N support P.M.C 1d4 times bigger
7. Foreign presidential security 1d4 times bigger
8. Foreign allied figure head security
7) U.S combat veterans P.M.C helping troops due to shrinking armies replace by NEMA Cost: 45 acting with N.E.M.A later turn to militia or old home land security
8 ) Training mercenaries for C.I.A or U.S military 1d6 times bigger
1. Air force security
2. Army security staff 1d6 times bigger
3. Navy security staff 1d6 times bigger
4. Marine security staff 1d6 times bigger
5. C.I.A staff 1d6 times bigger


G. part B secret BASE Operations

The ARMTECH company that has a permanent secure base for the company will select numbers 2-6. Many companies have no permanent base and are , traveling around the continent looking for work.
1. None.
The group has no permanent home or fortification to retreat/ go home to or hide out at. They travel around and stay in temporary camps (NOTE: the security in these temporary camps can be as high as the company wishes it to be; see "G" above). Company Cost: None.
2. Partial Headquarters.
The ARMTECH company has a semi-permanent base of operation located on land that they own/claim or have purchased or leased from a nearby community. This facility can be as little as some office space and a few apartments, or several acres of land where vehicles are kept and tents are pitched. The only permanent structures are likely to be a few storage shacks and a run-down looking barracks building. Personnel can stay at this simple facility to recover from wounds, illness, to await their next assignment, or just to relax and rest. Likewise, the characters can engage in training, teaching, recruiting, etc. The entire compound can only hold a maximum of 20% of the total troops at any one time; most of the company is on the road and away from the partial HQ. Company Cost: 2 Points.
3. Headquarters.
The ARMTECH company owns a large tract of land, usually close to a friendly town or city, where the whole organization can establish camp. There are a few permanent facilities built in the area, such as a saloon, a few sturdy barracks, some storage buildings and a field hospital (none are likely to be mega-damage structures; if they are, they'll have light M.D.C.). The land is primarily a safe place to park one's vehicle and pitch a tent when the company is not involved in a campaign. The government of the nearest civilized area (farm, village, town, city, etc.) is usually friendly and sells supplies and equipment to the troops. Company Cost: 10 Points.
4. Fortified Headquarters.
A permanent headquarters with several permanent buildings, including barracks (enough for half the troops), shooting range, garage (for vehicle and bot repair), meeting hall also with smaller conference room(s), several storage buildings, commissary and arsenal (at least half are light to medium M.D.C. structures). The place is surrounded by a wall or fence, and has a security equivalent to Internal Security #4, above (this applies only to the headquarters, and not to the company when it is on the road). The location can house 80% to 100% of its troops and has enough supplies to last a twelve-month siege. Company Cost: 20 Points.
5. Company Town.
The company owns a whole town! This is usually true only of the larger mercenary companies. The town's facilities are mostly dedicated to serving and entertaining the mercenary company (70% of all town trade is related directly to meeting the company's needs; the remaining revenues may be made up in smuggling, slave trade, weapons manufacturing, tourism and other businesses). The town is heavily fortified. In many cases, all or part of the town is fortified and may be enclosed by protective walls and have several clock, bell or obvious watchtowers during the fall (as well as radar dishes and communication towers on the roofs of buildings). A permanent home guard equal in size to 40% of the total company force; this guard is not expected to join the mercs on most campaigns and may be made up of former mercenaries or other ex military/PMC /law enforcement as well who want a (relatively) peaceful billet.


H. Sponsorship.
Exactly who is controlling the agency, providing them with their leadership and their real source of funds?
1. Secret.
The player character agents have no idea who is really behind the organization or what hidden motives there might be in their assignments. Agency Cost: None
2. Military.
The agency is run by a unit of the military that is specifically concerned with military goals. Spying on enemy armies, stealing military secrets, and national security are always top priorities. Agency Cost: 4 Point Mainly, C.I.A, U.S Military pick any or joint operations, allied foreign government, United Nations support
3. Private Industry.
The agency was set up by a private company that expects the organization to show a profit. Indus-trial espionage is important, as well as gaining information on international trade. May also offer its services (agents) for hire. Agency Cost: 6 Points Law Enforcement or /and PMC (Private Military Organization)
4. Government. C.I.A, U.S Military pick any or joint operations, allied foreign government
, This kind of agency is sponsored by an official government and is covered by the government's legal framework. The group's emphasis can range from fighting crime to internal security (ferreting out moles and traitors in government departments), to external investigation (interna-tional spying). Agency Cost: 10 Points Mainly F.B.I, PMC (Private Military Organization) or /and Law Enforcement
5. International Organization. Sponsored by an international body C.I.A, U.S Military pick any or joint operations, allied foreign government,
the agency is free to set its own policies and to wage war against internationally distributed networks of criminal activity and terrorism. Agency Cost: 20 Points Mainly C.I.A, PMC (Private Military Organization) or /and Law Enforcement, allied foreign government, United Nations support
6. ARMTECH Sponsored. The ARMTECH themselves control the agency, and can set policy and choose whatever goals they like. Agency Cost: 50 Points all above


I. ARMTECH Administrative Control.
This determines just how much freedom the agents have. Roll twice one bore the chaos earth and one after
1. Rigid Laws.
All agents must always abide by the letter of the law or face prison. Agency Cost: None, will work with N.E.M.A
2. Loose Laws.
Agents can get away with minor violations (traffic offenses, littering) but must avoid committing any serious offenses, like kidnapping, murder, assault, blackmail, etc. Agency Cost: 5 Point, STILL WORK WITH N.E.M.A But will be look down upon ,not a good team player
3. Free Hand.
Characters are free to break most laws in the pursuit of official agency goals. Still liable for damages (can be sued) and will be held accountable for any accidental deaths. Agency Cost: 15 Points WORK WITH N.E.M.A But will avoids at all cost to stay under the radar
4. Agency Protection.
The agents will be protected by the agency at all costs, shielded from any legal suits or prosecution. Agency Cost: 25 Points WORK WITH N.E.M.A But will have disagreement on how to go about operations and will conflicts if agent is innocent
5. License to Kill.
Each agent is specifically authorized to break any and all laws in execution of their duty. Murder, assassination, theft and illegal interrogation are all allowed. Agency Cost: 35 Points WILL NOT WORK WELL WITH N.E.M.A But THERE WILL BE CONFLICT EVEN ARMED CONFLICTS ,WILL ONLY UNDER THE MOST EXTREME SITUATION
6. Above the Law.
The agency is given authority above the laws of its country. Agents can do anything they wish. Not possible in the U.S., or most Western democracies, but definitely an option in communist, most oriental and third world countries. Agency Cost: 50 Point WILL NOT WORK WELL WITH N.E.M.A But THERE WILL BE CONFLICT EVEN ARMED CONFLICTS AND MAYBE SEEN AS RIVALS


J. ARMTECH Internal Security.
This is the level of internal infiltration that the agency is vulnerable to. Note that this is the only thing that prevents spies from already having been placed in the organization. It varies according to the agency's security measures. Enemy agents, moles, "turned" employees, and other unreliable can only be prevented with high levels of internal security(SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured )..
1. None.
No security. Anyone can walk in or out, and employees are not screened or given security background checks. 25% chance of each and every employee being an infiltrator. Agency Cost: None
2. Lax.
A security guard at each entrance checks visitors in and out. Identification is simply printed and signed (no pictures or fingerprints). 15% chance of each employee being an infiltrator. Agency Cost: 5 Points
3. Tight.
Alert security guards, electronic/alarms, and electronic picture I.D. cards are all part of the agency's security system. A rigid check of prospective employees reduces the chance of infiltrators to 10%. Agency Cost: 10 Points
4. Iron-Clad.
Every entrance and exit is under constant video monitoring. Everyone entering is checked for fingerprints signature, subjected to a metal detector and must be personally recognized. Only a 5% chance of finding a mole in any office. Agency Cost: 25 Points
5. Paranoid.
Everybody entering is strip searched, and no one can so much as enter a bathroom without surveillance. Multiple checkpoints and constant personnel checking reduce infiltration to less than a 3% chance in each office. Agency Cost: 30 Points
6. Impregnable. An insanely complicated barrage of tests, signs and countersigns, searches, and (choose one) either X-ray Checking (comparing skeleton/dental patterns to make positive ID), Retinal Scans, or Biochemical (checking a per-son's blood type and genetic markers for positive identifica-tion) for each and every person entering any office of the agency. Only a 1% chance of an infiltrator being found any-where in the agency. Agency Cost: 50 Points



K. ARMTECH External Infiltration.
A measure of how well the player characters' agency has infiltrated and corrupted enemy organizations/gangs /or area they are in . There are even attempts at infiltrating friendly or allied agencies (just in case). An important side benefit of external infiltration is that captured characters may be provided with "accidental" opportunities to escape by friendly infiltrators(SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured ).
1. None.
The agency has no infiltration. Agency Cost: None
2. Rare Minor Traitor.
The agency occasionally manages to pay off some low ranking persons in other organizations. These are usually janitors, clerks or technicians who rarely have any idea of what is really happening where they work. At best, they can give clues. 10% chance in each office of each enemy agency. Agency Cost: 5 Points
3. Information Source.
A critical person who is privy to the enemy agency's secret communications is an agent of the group's agency. This agent is usually a secretary or communications officer who sees about half of all the secret messages. A 12% chance of an agent in each major office of each enemy agency. Agency Cost: 10 Points
4. General Infiltration.
The agency has placed infiltrators and moles throughout the enemy agency's structure. There is a 5% chance that each employee of each enemy agency is working with the player characters. Agency Cost: 25 Points
5. Blanket Infiltration.
Every enemy agent encountered is 5% likely to be secretly working for the group's agency. Agency Cost: 35 Points
6. Major Infiltration.
Not only is the structure of all enemy organizations filled with informers, but the high ranking ( sleeper cell with ) of the opposition has at least one mole among them. Of course, this mole can only be used once, so it's likely that he/she will not be exposed for anything short of global catastrophe. Agency Cost: 50 Points
7. Extraordinary . this is as #66. Major Infiltration. actual leadership 55% , right hand man with a massive chain and sleeper cell working in case cut of extremely hard to root out

L. ARMTECH Agency Credentials.
Just what is the reputation and authority of the ARMTECH in the area? The credentials determine just how much respect the characters' agents can command.
1. Hunted.
The agency is assumed by the public to be a group of criminals, outlaws, vigilantes, or terrorists. Agency Cost: None
2. Unknown.
No one has even heard of the agency. They get no cooperation and receive no attention. Agency Cost: 3 Points
3. Faceless.
The group is regarded as just another bunch of government employees sponging off the taxpayers.
Cooperation from authorities, particularly police, will be slow and reluctant. Agency Cost: 5 Points
4. Known.
The agency is known as an effective and loyal government agency. Police and local authorities will help in matters that are in their jurisdiction. Agency Cost: 10 Points
5. Recognized.
Agents are known as "good guys" who deserve all the help they can get. Police, foreign governments, and bureaucrats will all help and cooperate fully with any investigations and operations. Agency Cost: 30 Points
6. Heroes.
Characters are known as bigger-than-life heroes fighting against evil. Any official, and any citizen, will jump at the chance to risk their lives helping the character's agency. They always receive favorable press and are swamped with fan letters. Agency Cost: 50 Points




M. ARMTECH Agency Salary.
The amount of money received weekly by the player characters. Check the character's O.C.C. for the base salary (it's listed under Income).before the fall and for each ARMTECH Agent
1. None.
Ignore the base salary; the character must get a day job and work for the agency as a volunteer. Agency Cost: None
2. Pittance.
The agency is strapped for money. Agents get just one half of their base salary. The agency runs a 5% chance per week of experiencing a labor strike. Agency Cost: 2 Points
3. Freelance.
Agents are paid at the completion of each assignment. Price can vary, but generally it's 3 times the base salary per job. Agency Cost: 5 Points
4. Civil Servants.
Characters receive exactly their base salary. The job doesn't pay well compared to private industry, but job security is solid. Will often get a 1D4 x 100 bonus for a successful or profitable assignment. Agency Cost: 10 Points
5. Excellent.
Characters get nine (9) times their base pay. They can afford to dress well, eat well, and live upper-class lives. Agency Cost: 40 Points
6. Outrageous.
Characters get twenty (20) times their base pay. Want your characters to hang around with Jackie and Princess Di and the rest of the jet set? This feature pays them twenty times their base salary. Agency Cost: 70 Points


N. ARMTECH Magic
ARMTECH Magic is usually required to combat magic and monsters. This category is required if the ARMTECH is to be magically aware, even the slightest bit (many are not). The more under-standing there is, the less superstition there will be, and the better prepared the community will be to defend against magical and supernatural threats.
1. None.
No one in the ARMTECH settlement can cast spells, nor knows about ley lines (other than that they are strange, scary places that attract monsters), or has any understanding about magic or the supernatural. Superstition is high and even Aborigines are viewed with awe and/or fear. These people are likely to regard practitioners of magic as mysterious, frightening, dangerous and probably inhuman or the servants of demons. Cost: None.
2. Vague Understanding.
Magic is accepted as being real and ley lines, are known to be places of magic, spirits and supernatural monsters. One or two of the more educated people in town know a few basic truths about magic (magic and Songline lore) as well as a thing or two about the supernatural (like vampires are burnt by the sun, demons can be killed with powerful enough weapons, and the Kwarla are actually a friendly race — all part of demon & monster lore). Still, true spell casters, magical beings and even Aborigines are viewed with a certain amount of mystery, awe and fear. Cost: 25 points.
3. Good Knowledge. MILITARY PERSONAL. AND SECURITY FORCES ONLY knows magic is real and that it is a resource that can be used for good or evil, to destroy or build. Most don't fear it, but respect it as a formidable and dangerous power. Likewise, they understand that the world has become a place with magic and deadly supernatural beings. They know enough to take precautions and stay out of danger from the average supernatural menace, but the average person is still ill-equipped in truly dealing with magic or the super natural Cost 50
10. Vast Knowledge.
The people of this ARMTECH community have a strong understanding of magic and the supernatural, and respect the study and practice of magic.
It is likely to have 1D6+1 low level (1D4) spell casting residents, and a small library or starting guild of supernatural study (either physical books and records, or mentally, in the form of wise men, scholars, and sorcerers, or otherwise knowledgeable people). In addition, there is likely to be one master sorcerer (1D4+5th level Line Walker, Mystic, any), as well as 1D4 3rd to 5th level practitioners of magic, and a few (1D6) low level beginners (1st & 2nd level) among the town defenders, particularly to fight against supernatural dangers. Such a community is usually also accepting of Aborigines, psychics, and friendly creatures of magic. Cost: 15 points

O. ARMTECH Racial Tolerance
Racial tolerance can enrich and help a community, especially in the Outback, but infighting and prejudice is commonplace.
1. Zero Tolerance.
Everybody in town is human, and there is a definite prejudice against all other races, including the MAGIC USER (although human, they are seen as strange mystical people or as primitive savages who have abandoned the ways of civilized men). The only use they have for nonhumans is as slaves, and some communities won't tolerate their presence even then. Cost: None.
2. Disapproving & Suspicious.
human variations (mutants) are tolerated, D-bees and the more un-usual and monster races are hated and discriminated against. A human's word always has more clout, while nonhumans are regarded as dirty, smelly, untrustworthy, thieving, dangerous, lazy, and dumb, yet cunning and treacherous. The only use they have for nonhumans is as slaves or the lowliest, misused and abused workers (given the worst and hardest jobs). Cost: 1 point.
3. Reasonably Tolerant.
Fairly accepting of nonhuman races who are attractive and human-like, but less tolerant and accepting of alien and monstrous beings. Although they are not likely to find slavery acceptable, most nonhumans, especially alien and monstrous ones, are treated like second-class citizens. Cost: 5 points.
4. Tolerant.
The people of the settlement are of mixed blood, and are accepting of other races, even monstrous D-bees, aliens and many creatures of magic. This leads to diversity and a more advanced and open community. They would never con-sider enslaving any being and try to treat nonhumans as equals. Cost: 7 points.
5. Extremely High Tolerance.
Fundamentally the same as #4 above, but the community has gone a step or two further to become tolerant of even extremely alien looking D-Bees, friendly monster races and supernatural beings. True "demons," including vampires, will always be feared and hated; as they should be. Cost: 12 points

P.refugee / community Trade
This represents the willingness and ability to trade with other survivors and perhaps even major player. Power bloc of the area . This will raise the wealth, resources and diversity of equipment the community has available to it, some of which may be quite exclusive. Note these are the refugees NOTE ARM TECH
1. None.
Although the occasional item, service or bit of in-formation may be sold or traded to a passing traveler or neighbor, there is no type of formal or organized trade operation. This community can either barely support themselves, or are self-sufficient isolationists who want nothing to do with outsiders. Cost: None.
2. Internal.
Trade of goods and services goes on only within the community. Money and trade goods actually have meaning to the people within the settlement, but they seldom trade with the outside world. This community is usually self-sufficient, but afraid of the outside world and keeps contact to a minimum, has little of value that outsiders might want, or is geographically iso-lated in a remote or inhospitable (or inaccessible) place. On the other hand, the people may be isolationists who want nothing to do with outsiders. Cost: 2 points.
3. Limited.
The community does have one or more trade goods or services they are willing to trade with others, espe-cially nearby settlements, but nothing of great significance or tremendous value. Just enough basic things to keep avenues to resources they don't have themselves and communication open to the outside world. Cost: 10 points.
4. Established Trade.
This settlement encourages trade and has well established trade operations and/or trade routes. They trade with other settlements and travelers alike, and may send agents, buyers and sellers hundreds of miles away to find needed and desired items. At least 33% of their revenues and re-sources come from trading. Cost: 15 points
5. Barter
Such trading posts make 75% (sometimes more) of their living from buying, selling and trading goods and services. Most Barter Towns will sell or trade anything that isn't nailed down, and will sell to most anybody unless they share a prejudice against nonhumans. Such places often attract a rowdy and dangerous clientele including adventurers, mercenaries, hunters, Aborigines, gangers, raiders, thieves, smugglers and all sorts of criminals and roughnecks. They rarely have any sort of formal alliance and like to keep themselves relatively "neutral" when it comes to politics and money. In addition to goods and services, Credits , "dollars" and some even take Universal Credits.
In addition, most will have information about the region, trade with other settlements, and offer a surprising array of goods and services from girls, gambling and booze to mechanics/repairs, medical services, and M.D. weapons. Prices are usually higher than book price for most rare ( items, including vehicles, M.D.C. armor, M.D. weaponry, E-Clips and ammunition, magic items and fuel. Meanwhile, the exchange rate for "trading goods for goods" is roughly about 40-50% of its book value, while flat out payments in dollars or credits is usually 10-20%, sometimes a bit higher for rare items. Cost: 35 points.

6. refugee / community Industrial Boom Town.
A town that has found old, pre-Rifts technology and/or 1D6 rebuilt manufacturing plants/factories. The products can be almost anything, but weapons (S.D.C. and M.D.), armor, vehicles, tools, and raw materials are the most needed. The sale and trade of manufactured goods or tech-services (mechanics, electronics, advanced medicine, etc.) represents 60-85% of this community's resources. Cost: 45 points.

Q. Skill Levels & Professionalism
Highly skilled people are prized. They become key personalities within a wilderness community, as their skills make life easier, and are often a valuable resource. They can also teach others and help the community to grow.
In all cases, the community is assumed to have enough of these individuals (between one and five) to meet its demands. You may purchase more than once from this category.
1. Doctors/Healer (extra if already has good medicine). Cost: 12 points.
2. Mechanics. Cost: 10 points.
3. Electronics. Cost: 10 points.
4. Building/Fortifications. Cost: 10 points.
5. Pilots/Driver. Cost: 7 points.
6. Scholars or Scientist. Cost: 6 points.
7. Scout. Cost: 10 points.
8. Raiders/PMC . Cost: 20 points.
9. Trader/Merchant. Cost: 10 points.
10. Warrior/Grunt. Cost: 5 points.
11. Law enforcement . Cost: 10 points.
12. Historians or Teachers. Cost: 5 points.

R. The Community/refugee Overall (buy only one):
1. Poor:
Predominantly unskilled laborers; little if any formal education 5-10% are literate. Technology level is low. Cost: None.
2. Average:
Hard workers and some skilled professionals. Approximately 15-30% of the people have training in a particular trade; 20-30% are literate. Technology level is moderate. Cost: 5 points
3. Good:
Skilled. Most people have some degree of educa-tion, 50% are literate, 35-50% are skilled, and most have some respectable trade. Technology level is typically middling. Cost: 10 points.
4. Excellent:
Highly Skilled. Most people have had some measure of higher education or a respectable trade. Literacy is high at 60-80%, and there are many scholars, teachers, and skilled professionals. Technology level is usually good to high. Cost: 20 points



S. refugee / community Shelter
The actual number and condition of the buildings within the settlement,when under attack
1. None.
People camp out under the stars. Dangerous and ex-posed. Cost: None.
2. Poor.
Tents, shabby huts, and makeshift buildings clus-tered together. Cost: 2 points.
3. Good.
Simple but solid buildings that are reasonably sturdy. Typically made of wood and/or mud bricks, with the oc-casional stone, concrete or composite structure. 1D4 buildings will be made of M.D.C. material with 4D4x10 M.D.C. Cost: 7 points.
4. Excellent.
Comparatively modern buildings made from a mix of materials. At least 10% will be made of M.D.C. materials (1D4x100 M.D.C.) and may be a restored pre-Rifts structure. There may also be utility buildings, defensive fences and/or walls, and perhaps some underground M.D.C. shelters/bunkers as well. Cost: 12 points.
5. Fortified.
Many buildings have an A.R. of 15 and have a minimum of 3D6x1,000 S.D.C. (equal to 3D6 M.D.C.), and 1D6x10% are M.D.C. structures ranging from 100 to 500 M.D.C. There are at least 1D4 large M.D.C. community buildings and 2D4 bunkers (3D4x100 M.D.0 per each build-ing/bunker). Plus there is an outer wall (1D6x10 M.D.C. per 20 square feet) protecting at least 2D4x10% of the community, 1D4+2 lookout towers or fortified positions, and the rest of the area is protected by light M.D.C. fence, dirt mounds/berms and similar light fortifications (1D6 M.D.C. points per 50 square feet). Cost: 30 point

T. Power/Energy
Power is required to run lights, machines, medical facilities and many other advanced machines common to daily life. Power may be generated from many different sources — fire, steam, methane gas, solar cells, a hydroelectric generator, rare geothermic power plant (pre-Rifts), fossil fuel generators, bat-teries that require a recharging generator, E-clips, etc. Power is also one of the most difficult commodities to find and keep in the Outback. roll two one armtech and the second for the settlemet !!!
1. None.
The settlement is without any power other than the use of fire and perhaps steam. Back to nature! Cost: None.
2. Low.
Crude gas, coal, wood and/or petroleum powered generators, and furnaces provide about several hours of lighting at night and the energy to run light to medium machines. Fire and steam power may also be used. Having sufficient fuel is al-ways a problem. They may also be used to power other ma-chines. Cost: 6 points.
3. Good, Solar & Fuel Burning Power.
Solar energy panels and the use of fuel powered generators and machines are the main source of power. They can also be used to charge batteries. The towns batteries are enough to provide about 8 hours per day of artificial lighting. Cost: 12 points.
4. Good, Hydro-Electric Power.
Generators driven by the flow of water are used as the primary means of generating power. May use back-up fuel powered generators and/or wind-mills, as well as fire and steam. Cost: 20 points.
5. Good, mixed.
Any combination of windmills, solar, meth-ane-run generators (fueled by the waste of livestock), batteries, and other fuel powered generators and machines. May also have a few high-tech nuclear batteries and power packs (the latter are either pre-Rifts artifacts or City creations). Cost: 25 points.
6. Excellent, Mixed.
A little bit of everything: Solar systems, windmills, fire and fuel burning systems, perhaps even hy-dro-electric and/or high-tech nuclear batteries, power packs, and generators, or a small power plant (the latter nuclear sources are pre-Rifts artifacts or City creations). Cost: 35
7. Excellent, High-Tech and High-Powered System.
The town actually has access to a running nuclear power plant, major hydro-electric plant or rare geothermic plant. Energy is abun-dant with plenty to spare. Super rare. Cost: 50 points

U. Special Features
These are some of the notable special facilities or advantages that can make a big difference in the lives of wilderness people. More than one of the following can be purchased, and the same Special Feature (with cumulative effect) can be selected as often as three times, but each selection costs points.
1. A simple garage with basic repair equipment and rudimentary facilities. Cost: 6 points.
2. A large, advanced garage with full facilities to effect re-pairs, weld, make major modifications and build, tear down and rebuild large vehicles and heavy equipment.Cost: 10 points.
3. A large aircraft hangar, with space for a few small aircraft, or one or two big ones. Cost: 6 points.
4. Electronics Lab, with computers, diagnostic equipment, and basic tools and facilities for repair, modification and testing. Cost: 10 points.
5. Library, which may contain many valuable, pre-Rifts books, magazines, microfilm, video discs, and similar historical and scholarly material. Cost: 15 points — 25 if 30-50% are pre-Rifts artifacts.
6. Science Lab, with basic testing and research equipment, chemical analysis, etc. Cost: 15 points.
7. Communications Suite, possibly including long-range ra-dio transmitter/receiver (500 miles/804 km), scrambler, multiple channels, plus short-range radar equipment (25 miles/40 km). Cost: 10 points.
8. Country Maps, either detailed, pre-Rifts maps, or up-to-date maps, the latter probably drawn by hand. Cost: 3 points.
9. Hydroponics, allowing food to be grown in the worst of conditions. Cost: 5 points.
10. Cellars, to be used as storm (or monster) shelters and hid-ing places as well as simple storage or refrigeration. Cost: 4 points.
11. Processing Plant or Manufacturing plant (varies by re-sources). Cost: 10 points.
12. Landing Strip, in decent condition, kept relatively clear. Cost: 14 points.
13. roads, attractive to travelers and bandits alike. Cost: 4 points.
14. Harbor with 1D4+2 docks and piers. Cost: 12 points and is limited by geographic locale.
15. Robotics Workshop, with advanced repair and testing equipment. Cost: 15 points.
16. Aeronautics Workshop, with basic repair and testing equipment. Cost: 12 points.
17. Limited Computer Equipment. Cost: 12 points.
18. SCUBA gear and Underwater Workshop/Repair Facilities. Cost: 5 points.
19. Old M.D.C. materials salvageable for body armor and building materials (3D4x10 M.D.
20. 1D4 large pre-Rifts M.D.C. bunkers with 1D4x1000 M.D.C. Cost: 10 points.
21. Old M.D.C. ruins that can be fixed up as homes, commu-nity buildings and/or bunkers (each has 3D6x1000 M.D.C.); 3D6 total buildings (exact size — could be skyscrapers or a two story home or business — is left to the G.M.). Cost: 10 points.
22. Pre-Rifts underground complex or catacombs. Typically and underground garage, one a series of basements (easily con-nected with tunnels), subway tunnel or similar underground structure. The walls are sturdy M.D.C. structures and are ideal for use as secret hiding places, underground bunkers, storage and even living quarters or prison cells. Cost: 15 points.
23. Pre-Rifts weapon Massive cache (old weapons of any or all kinds; G.M.'s discretion), 4D6x100 total, plus 2D4x100E-clips. Cost: 15 points.
24. Pre-Rifts cache of 3D6x10 salvageable ground light to medium M.D.C. vehicles (100-300 M.D.C. each). Cost: 15 points.
25. Nonhuman allies (D-Bees, creatures of magic, supernatu-ral beings; or if the G.M. allows it, a loose alliance

Re: ARM TECH

Posted: Wed Apr 20, 2016 10:02 pm
by ZINO
wow 600 view and no comment what am i doing wrong ???i wonder

Re: ARM TECH

Posted: Thu Apr 21, 2016 8:11 pm
by say652
Just spotted the thread, I will definitely check it out.
The things I have read so far seem pretty legit.

Re: ARM TECH

Posted: Thu Apr 21, 2016 8:18 pm
by ZINO
say652 wrote:Just spotted the thread, I will definitely check it out.
The things I have read so far seem pretty legit.

THANK U LOOK FOR UR INPUT

Re: ARM TECH

Posted: Thu Apr 21, 2016 8:20 pm
by say652
ZINO wrote:
say652 wrote:Just spotted the thread, I will definitely check it out.
The things I have read so far seem pretty legit.

THANK U LOOK FOR UR INPUT

I voted Like.

Re: ARM TECH

Posted: Sun May 28, 2017 7:43 pm
by ZINO
http://img12.deviantart.net/8450/i/2017/148/8/c/heavy_combat_arm_tech_apc_by_unspacy-dbarrwa.jpg?1

MORE later NEMA is unaware of these model

Re: ARM TECH

Posted: Mon May 29, 2017 11:50 am
by ZINO
IF THEY ARE NOT FOR SALE IF NEED BE REMOVE I WILL IN A HEART BEAT LET ME KNOW ASAP!!!
http://unspacy.deviantart.com/art/Heavy ... -683219962
APC urban combat series
http://unspacy.deviantart.com/art/ARM-T ... -683328850
Medium combat APC
http://unspacy.deviantart.com/art/ARM-T ... -683329405
Heavy combat APC
http://unspacy.deviantart.com/art/ARM-T ... -683329595
Heavy Strike APC
http://unspacy.deviantart.com/art/ARM-T ... -683330451
Heavy Support Combat APC AKA the beast

Re: ARM TECH

Posted: Mon May 29, 2017 12:09 pm
by ZINO
I Have over 25966 views plz vote i don't if dot like it plz vote and thank you

Re: ARM TECH

Posted: Mon May 29, 2017 12:32 pm
by ZINO
ARM TECH Demon Hunter & Witch Hunter O.C.C. Special Demon & Witch Hunter O.C.C. Skills
Monster Hunting.

Knows the habits, foibles, weaknesses, vulnerabilities and ways to fight and kill most (historically) well known (and some little known) witches, demons, monsters, undead, werebeasts, spirits and gods. Fascinated by the subject, the Demon & Witch Hunter is constantly studying the supernat-ural to learn more, and will commit to memory (and often a written journal) firsthand experiences and observations. Also see the Lore: Demons & Monsters skill.
Arcane Knowledge. Has a good understanding of magic and the supernatural, but fears, loathes and rejects it, giving the DW Hunter greater resistance to it. The character recognizes compo-nents and symbols used in magic, signs of evil, and magic rituals/ceremonies, as well as spell scrolls, simple magic weapons and devices, and enchantment and possession (36% +2% chance per level of experience).

Bonuses:

+1 to save vs magic,
+3 to save vs possession,
+4 to save vs Horror Factor,
base P.P.E. of 3D6 +P.E. attribute number.

Think like the demonic enemy. Like any good man-hunter, the DW Hunter starts to think like his prey, giving him or her insight to profile and predict the enemy's behavior, haunts and targets. This gives the DWH gut intuition and hunches that, more often than not, prove to be correct. Some Para-Arcane has suggested that these "hunches" are more like psychic flashes or even a loose link to the supernatural, a hypothesis that the DWH emphatically dismiss. Whatever it is, it works. Game Masters, play this ability just the way it sounds, by telling the character things like, "you're on the right track, you know it," "something's not right here," "they're wrong, this isn't done yet," "there's another one, you know it," "it wants you to follow it, this could be a trap," "something's wrong, they don't give up that easy," "no, that's the wrong way — what's in the basement (or down the hall or in the corner room, etc.)," "something tells you, you want to look down (or up or the other way, etc.)," and so on.
Bonuses: +1 to save vs magic, +4 to save vs possession, +3 to save vs Horror Factor, and has a base P.P.E. of 3D6 +P.E. at-tribute number. Psionics: About 35% of both male and female DW Hunters have Minor (2) or Major (6-8) psychic abilities. Determine I.S.P. and powers as usual. Psychic and magic characters for Chaos Earth® shall be presented in a future sourcebook. In the meanwhile; use the psionics and magic found in the Rifts® RPG and sourcebooks.

Demon & Witch Hunter O.C.C.

Alignment: Any
Attribute Requirements:
I.Q. 11 and P.E. 11 or higher. A high M.E. and P.S. are helpful but not required. Half are women.
O.C.C. Skills:

Math: Basic (+10%)
Computer Operation (+15%) Language, Native: Standard. Literacy, Native: Standard. Lore: Demons & Monsters (+30%)
Lore: Magic (+15%)
Lore: Mythology (+15%)
Lore: Religion (+20%)
Lore: One of choice (+10%).
Pilot: Motorcycle +10%;
Pilot: One of choice (+5%).
Radio: Basic (+5%) Land Navigation (+10%)
Tracking (+10%)
Climbing (+5%)
Aerobic Athletics or General Athletics (pick one)
W.P. Two Ancient of choice (sword, blunt and Archery are most common).
W.P. Automatic Pistol or Revolver
W.P. Automatic or Bolt-Action Rifle
W.P. Energy Pistol or Energy Rifle (pick one)
Trained ARM TECH
W.P. Two Ancient of choice (sword, blunt and Archery are most common).
W.P. Automatic Pistol and Revolver
W.P. Automatic and Semi-Automatic Rifles
W.P. Energy Pistol and Energy Rifle
Pick any two W.P.
Hand to Hand: Expert, which can be changed to Martial Arts (only Assassin if Anarchist or evil)
Trained ARM TECH Martial Arts (only Assassin if Anarchist or evil)

O.C.C. Related Skills:

Select five other skills and one Physical skill at level one, and two additional skills at levels four, eight, and twelve. All new skills start at level one proficiency.
Communications: Any.
Domestic: Any.
Electrical: Basic Electronics only.
Espionage: Any (+5%).
Horsemanship: Any.
Mechanical: Automotive and Basic Mechanics only.
Medical: First Aid only.
Military: None.
Physical: Any, except Acrobatics, Gymnastics and Boxing. Trained ARM TECH : any
Pilot: Any, except military vehicles, robots and power armor. Trained ARM TECH Any, except robots and power armor.
Pilot Related: None. . Trained ARM TECH any.
Rogue: Computer Hacking, Concealment, Gambling, Palming and Streetwise only.
Science: Any (+5%). Technical: Any (+10%).
W.P.: Any, except Heavy Weapons, Heavy Energy Weapons or Sharpshooting.
Wilderness: Any (+5%).
Secondary Skills:

The character gets one Secondary Skill at levels 1, 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All start at the base skill level and normal restrictions apply.

Standard Equipment:

Independents start with a suit of light (probably riot control) M.D.C. body armor, M.D.C. energy rifle and one weapon for each corresponding W.P., 4 extra clips for each, six flares, silver plated dagger (1D6 S.D.C.) or sword (2D6 S.D.C.), conventional hand axe (1D6 S.D.C.), conventional pocket knife (1D4 S.D.C.), small mallet (1D4 S.D.C.), 6-8 wooden stakes, 1D6 cloves of garlic, a branch of wolfbane, a shaker of salt, an 8-12 inch wooden cross, a small silver cross, a canteen of holy water, canteen of regular water, disposable cigarette lighter, pocket mirror, utility belt, backpack, satchel or duffel bag, sleeping bag, notebook and two markers, a box of white chalk, a couple pieces of char-coal, air filter & gas mask, walkie-talkie, portable computer, pocket flashlight, and night vision goggles.
NEMA DW Hunters begin with an M.D.C. long coat (32 M.D.C.), vest (25 M.D.C., usually worn under the coat), and helmet (70 M.D.C.), energy rifle with 3 extra E-Clips, an S.D.C. side arm of choice (typically a NEMA automag, 5D6 S.D.C. per bullet) with 144 conventional rounds and 144 silver coated bullets, Vibro-Knife, six flares, silver plated dagger (1D6 S.D.C.), conventional pocket knife (1D4 S.D.C.), small mallet (1D4 S.D.C.), 6-8 wooden stakes, a clove of garlic, a branch of wolfbane, a shaker of salt, an 8-12 inch wooden cross, a small silver cross, a canteen of holy water, canteen of regular water, disposable cigarette lighter, pocket mirror, utility belt, backpack, satchel or duffel bag, sleeping bag, notebook and two markers, a box of white chalk, a couple pieces of charcoal, air filter & gas mask, walkie-talkie, portable computer, pocket flashlight, night vision goggles, NEMA uniform and I.D., small wardrobe, and a few personal items. Vehicle typically fits one of the character's Piloting skills.
Trained ARM TECH Look below ARMTECH AND P.M.C O.C.C


Money:

NPCs, villains and lone-wolfs start with 2D4x100 cred-its and whatever they can scrounge, trade for or take from the enemy (Anarchist and evil characters may steal from NEMA and others). They are on their own which is why they may establish a small underground or brotherhood organization of fellow DW Hunters and typically befriend and associate with militia groups and support networks of sympathizers and like-minded civilians. Most paranoid vigilantes and paranoid survivalists consider DW Hunters to be welcomed and exalted allies and traveling judges and heroes.
Under the circumstances, they get limited access to NEMA equipment, supplies and services as well as a safe roof over their head, food, clothing, and all other basics provided free, plus limited access to military facilities. Pay is a meager 350 credits a month ARM TECH 2000 , mainly as an incentive for morale, but the consultant also enjoys the protection and camaraderie of the soldiers and the respect and glory of being a member of, which more than make up for the pitiful salary. The character starts off with two 2D4x100 credits in savings.
Cybernetics: Typically starts with none and keeps it that way.

Re: ARM TECH

Posted: Mon May 29, 2017 12:32 pm
by ZINO
plz vote i don't MIND if don't like it
plz vote and thank you

Re: ARM TECH

Posted: Mon May 29, 2017 12:39 pm
by ZINO
USA /CANADA Militia

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

USA /CANADA Militia

Attribute Requirements:


A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders.
O.C.C.
Bonus from Genetics Engineering Augmentation: Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join NEMA or the US /UN military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice.
IF ROLL A 11,22,33 AND SO ADD ONE TIME EXTRA ROLL

O.C.C. Skills:

Math: Basic
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Military Etiquette (+5%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing or Spelunking (+5%)
Running
Swimming (+10%)
W.P. Knife (includes Vibro-Knives)
W.P. Automatic Pistol
W.P. Revolver
W.P. Automatic and W.P. Semi-Automatic Rifles
Hand to Hand: Expert only


Trained Militia


O.C.C. Skills:
Math: Basic
Language, Native: Standard.
Language, Foreign: One of choice (+10%).
Literacy, Native: Standard.
Military Etiquette (+5%)
Radio: Basic (+5%)
First Aid (+10%)
General Athletics
Aerobic Athletics
Climbing or Spelunking (+5%)
Running
Swimming (+10%)
W.P. Knife (includes Vibro-Knives)
W.P. three Ancient of choice (sword, blunt and Archery are most common).
W.P. Automatic Pistol and Revolver
W.P. Automatic and Semi-Automatic Rifles
W.P. Energy Pistol and Energy Rifle
Pick any two W.P.
Climbing (+5%)
Spelunking (+5%)
Martial Arts (only Assassin if Anarchist or evil)
O.C.C. Related Skills:

Select
1 Ancient W.P.,
1 Modern W.P.,
Twelve other skills.


12 select one additional skill at levels
ADD 3,4, 8, 10,12, and 15. All new skills start at level one proficiency.
But skills plus required skills added
Communications: any.
Domestic: Any
Electrical: Any
Espionage: None.
Horsemanship: Any,
Mechanical:Any
Medical: Any
Military: Any.
Physical: Any.
Pilot: Basic vehicle types only (+5%), NO power armor, robots or no jet aircraft.
Pilot Related: Any.
Rogue: Any .
Science: Any, .
Technical: Any (+5%).
W.P.: Any
Wilderness: Any (+5%).

Secondary Skills:


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

Standard Equipment:


Trained Militia

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

militia

Khaki fatigues for a uniform, M.D.C. armored vest (full overall 30 M.D.C. , ), standard helmet 25 M.D.C., with visor and air filter (70 M.D.C.), NO NEMA energy Rifle BUT P.M.C conventional S.D.C./ M.D.C., M.D.C assault rifle, and any approved weapon from the volunteer's own collection, two smoke grenades, two flares, one Vibro-Knife or Neural Mace, survival knife (1D6 S.D.C.), utility belt, canteen, First Aid medical kit, flashlight, disposable cigarette lighter, air filter & gas mask, walkie-talkie, and some personal items. Additional weapons, heavy weapons, explosives, gear and vehicles may be made available for special and specific assignments.

Money:

Trained Militia

get paid, though they may enjoy the perks of free meals and medical treatment (the latter for them and their family members), and the occasional item given to them as a favor/reward. For most, the opportunity to fight alongside or against NEMA or to fight to defend their homes is payment enough. Character starts off with 5D6x100 credits.
M.O.S add 50%
Cybernetics:NONE

Re: ARM TECH

Posted: Mon May 29, 2017 12:39 pm
by ZINO
plz vote i don't MIND if don't like it
plz vote and thank you

Re: ARM TECH

Posted: Mon May 29, 2017 1:33 pm
by ZINO
ARM TECH /P.M.C and militia weapons



ARM TECH /P.M.C and militia : Neural Mace


A hand-held weapon used by NEMA, and other military and police for riot control and special operations. The Neural Mace is effectively a stun weapon that releases an energy charge that temporarily short-circuits the nervous system.
Damage: Nonlethal; the victim who is stunned is -8 to strike, parry, and dodge plus the character's speed and number of at-tacks per melee round are reduced by half.
The accumulative effect on the nervous system of the body being repeatedly struck and stunned may knock the victim un-conscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2D4 melee rounds. When he recovers, he will suffer the stun penalties described under Damage for 1D4 minutes. Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. Note that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described Physical damage from the mace is 2D4 S.D.C. plus any applicable P.S. attribute bonus. However, the mace is made from M.D.C. materials and can be used to parry M.D. attacks from Vibro-Blades, cyborgs, power armor and tooth and claw attacks from monsters and demons.
Duration of Stun Effects: 2D4 melee rounds. The duration of the impairment is increased 2D4 melee rounds), hit from the mace in which the character does not save.
Save vs Neural Mace: 16 or higher; the same as saving against non-lethal poison. The character must save each time he or she is struck. A successful save means the character loses initiative and one melee attack/action that round but is otherwise okay.
Note: The mace is ineffective against environmental, M.D.C. body and power armor, but is effective against characters in half suits or body armor without a helmet (not fully environmental without the helmet attached). Most mortal alien beings suffer the same penalties and effects as humans. Lesser supernatural beings, dragon hatchlings and minor creatures of magic (like Faeries and Pixies) suffer half the usual penalties for half the du-ration. Major supernatural beings, Elementals of all kinds, en-ergy beings, adult dragons, some alien beings, most powerful Mega-Damage creatures (have more than 150 M.D.C.) and powerful creatures of magic are completely impervious to this weapon.

Vibro-Blades &Other Hand Weapons[center]



Vibro-Blades are a very recent creation specifically developed with NEMA in mind. These unique, relatively small and lightweight blades serve as both a tool and a close-combat weapon, but were initially conceived as "tools" enabling rescue teams to slice and chop through dense, hard S.D.C. materials and M.D.C. structures to get to victims trapped under or in them. A NEMA rescuer can, for example, cut through a heavy metal girder or concrete pillar with two to five strokes of a Vibro-Knife (depending on the size) and one or two strokes from a Vibro-Fire Axe or Vibro-Sword. Likewise, Vibro-Blades can hack through dangling wires, metal grating, security fencing, and similar debris barriers with a single stroke, like using a machete to slice through vines and vegetation in a jungle. Large blocks and walls of concrete can also be hacked into smaller, more manageable pieces, locks and sliding bolts sliced like butter, and even escape routes chopped through walls, floors and ceilings, though the latter can take several minutes. Consequently, every official NEMA operative has a Vibro-Knife, officers a Vibro-Knife and Sword (typically a Saber), and those who specialize in Rescue or Special Operations, a Vibro-Knife and a Vibro-Fire Axe or large Vibro-Sword. The military applications are obvious. Select officers and trusted rescue or medical personnel in the volunteer forces and militia who have proven themselves in the field may be given a Vibro-Knife and occasionally a Vibro-Fire Axe but nothing else.

Medical applications:
The cut from a Vibro-Blade, when done correctly, can amputate a limb, even a leg, with a single stroke. The cut is so quick and clean that the patient feels only the slightest sensation of pain and medical personnel can immediately work to tie off arteries and seal the wound with an instant spray-on bandage to have the patient ready for transport in a matter of minutes. Some can even be evacuated on crutches under their own power. Unfortunately, the Vibro-Knife is as small as available technology can make a Vibro-Blade. Before the Apocalypse, several technology firms were working on developing a Vibro-Scalpel, though (ARM TECH ) they were years away from perfecting one.
Note: All Vibro-Blades are weapons surrounded by an invisible high-frequency energy field that gives them Mega-Damage capabilities.
Vibro-Fire Axe:
Axe Blade: 2D6+2 M.D. or 3D6 S.D.C. when used as a conventional blade weapon. Studded Handle: 2D4+2 (or 1D10) S.D.C., Spiked Handle (end): 2D4 S.D.C. for stabbing attacks, and Blunt Handle Strike: 1D6 S.D.C.; add P.S. attribute and/or Hand to Hand combat skill damage bonuses (if any) to S.D.C. based attacks.
Vibro-Knife: 1D6 M.D.
Vibro-Saber (short sword): 2D4 M.D.
Vibro-Sword (larger, one-handed sword): 2D6 M.D.
Vibro-Sword (larger, two-handed sword): 3D6 M.D.
Giant-Sized Sword: 4D6 M.D.; sometimes used by oversized power armor suits.
Vibro-Forearm Claws: 2D6 M.D., usually two or three hooked blades sometimes attached to a forearm gauntlet or protective plate. Great for parrying and slashing. Typically used by military Special Forces, not NEMA.
Note: The corresponding ancient Weapon Proficiency skills (W.P. Knife, W.P. Sword, W.P. Axe) and bonuses from those skills apply to both conventional S.D.C. weapons and to Vibro-blades. Claws fall into the W.P. Knife category.
Cost & Availability: Exclusive to NEMA and the military ARM TECH . Any Vibro-Blades outside of NEMA were found or stolen and sell for upwards of 10,000 credits or equivalent in trade; double for the larger weapons.

Laser Scalpe

A medical tool designed for surgery of all kinds. At a quick glance it looks like a thick, high-tech pen or some kind of a laser pointer. Some models have a conventional scalpel blade on the other end.
Weight: 6 ounces (170 grams).
Damage: The scalpel has several settings for under one S.D.C./Hit Point of damage and can inflict as much as 2D4 S.D.C./Hit Points. It is not intended as a weapon.
Range: Two feet (0.6 m) maximum; usually inches.
Payload: Two hours of surgery without an additional external battery pack or the equivalent of twenty 2D4 S.D.C. energy blasts. 24 hours with an E-Clip or cell phone-sized battery pack; wireless, but the energy pack must be within six feet (1.8 m) of the scalpel. It is usually worn by the surgeon in a pouch attached to his belt or strapped to the shoulder.
Cost & Availability: 36,000 credits for the laser scalpel, 10,000 for the wireless battery pack. Poor availability even within NEMA; fair to good at hospitals, but quantities Laser Torch (tool)
An advanced welding and cutting tool that resembles a small, snub-nosed gun. S.D.C. models could use the new wireless battery technology, but M.D.C. energy levels cannot be transmitted without burning the operator, so Laser Torches with Mega-Damage capabilities are attached to a hip battery pack the size of a canteen with a thin, flexible cord. Military versions (NEMA/ ARM TECH has both) are powered by two standard E-Clips, the same kind as used in many of the energy weapons. Used by NEMA for both rescue operations and mechanical repairs.
Weight: One pound for the gun-like torch (0.45 kg) and 2.3 pounds (1 kg) for the battery pack.
Damage: The Laser Torch has several settings:
S.D.C.: 1D6, 2D6, 3D6, 6D6 and 1D6x10 S.D.C./Hit Point damage.
M.D.: 1D4, 1D6, 2D4, 3D6 and 4D6.
Range: 10 feet (3 m) maximum; usually inches to a foot or two (0.3 to 0.6 m).
Payload: Commercial S.D.C. version can use the wireless battery same as the Laser Pen, providing 20 minutes of constant use without an additional external battery pack or 20 3D6 or less damage energy blasts or ten 6D6 S.D.C. blasts (1D6x10 not possible). 10 hours with an E-Clip or cell phone-sized wireless battery pack, but the energy pack must be within six feet (1.8 m) of the laser torch. It is usually worn by the operator in a pouch attached to his belt, stuck in a boot or strapped to the shoulder or chest.

Heavy Industry and Military Grade Mega-Damage


Laser Torch is attached to a hip-pack battery capable of 24 hours of S.D.C. level use or two hours of continuous M.D.C. level use. Capable of firing 100 energy blasts that do 2D6 M.D. or less, or 40 that do 3D6 or 4D6 M.D., but range is a pathetic 10 feet (3 m); never intended to function as a weapon.
Cost & Availability: 40,000 credits for the S.D.C. torch with wireless battery pack, and 68,000 for the M.D. torch and attached battery. Fair availability outside of NEMA / ARM TECH for the com-mercial S.D.C. variety, poor availability of the M.D. torch outside of NEMA.
Plasma Torch (tool)
An advanced Mega-Damage welding and cutting tool that resembles a larger, heavy version of the Laser Torch with a heavier cable and large, backpack-sized battery. Used by NEMA/ ARM TECH, the Military and manufacturers of Mega-Damage armor, robots, vehicles and materials. Used by NEMA for both rescue operations and mechanical repairs. A Plasma Torch can cut through even the hardest and densest S.D.C. materials like a hot blade though soft plastic and is essential for cutting through Mega-Damage armor and materials used by the military and as construction materials in the most advanced buildings. Furthermore, in the Chaos Earth setting, a Plasma Torch is also a useful defense against supernatural be-ings vulnerable to heat and fire, often inflicting double damage. Unfortunately, its limited range as a tool makes its effectiveness as a weapon suitable only in close combat situations.
Weight: 1.6 pounds for the gun-like torch (0.72 kg) and 12 pounds (5.4 kg) for the battery pack.
Damage: The Plasma Torch has several settings:
S.D.C.: 1D6x10 and 2D6x10 S.D.C./Hit Point damage.
M.D.: 1D4, 1D6, 2D6, 4D6 and 6D6.
Range:
For welding and cutting, six inches to two feet (0.15 to 0.6 m), a concentrated precise point of energy. As a ranged weapon, the Plasma Torch can fire a flamethrower like blast up to 50 feet (15.2 m); can be an S.D.C. or M.D. energy blast of any magnitude indicated under damage.
Payload: Capable of 60 hours of S.D.C. level use or five hours of near continuous M.D.C. level use. Capable of firing 400 S.D.C. energy blasts (either) or 100 2D6 or less M.D. blasts or 50 of 4D6 or 6D6 M.D. energy blasts.










Mega-Damage Explosives


Fusion Blocks

A fusion block is a little square case about the size of a hand-held computer. On top of the block is a small key pad for programming the time of detonation. An automatic 30 second delay is built into each fusion bomb as a safety feature to avoid instant detonation.
Mega-Damage: There are three types of fusion block bombs.
Light: 1D4x10 M.D.; cost: 1000 credits.
Medium: 2D6x10 M.D.; cost: 3000 credits.
Blast Radius: Each has a contained blast radius of 10 feet (3 m).
Range: The blocks are made for placement, not throwing or shooting, however one can try throwing the explosive, typical range is 1D6x10 feet (3 to 18 m); fusion blocks are not aerodynamic.
Cost & Availability: Listed with damage, above. Exclusive to NEMA and the / ARM TECH military, virtually unknown to the civilian popu-lation.

Smoke Grenades:
This type of grenade releases a thick cloud of smoke that cover a 20 to 40 foot (6 to 12 m) radius. The smoke obscures vision in and through the cloud from those on the outside of it. Infrared cannot penetrate a smoke cloud or be used inside a smoke cloud. Those inside the cloud will be blinded and have trouble breathing while inside it. Those who are not protected by environmental suits or gas masks and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud are shooting wild. Note that passive night scopes will work in a smoke cloud. Cost: 40 cred-its.

Hand Grenades
Smaller explosive canisters designed for throwing and exploding.
Fragmentation: 2D6 M.D. to a 20 foot (6 m) area. 0 te FIJI 2
/Light High Explosive: 3D6 M.D. to a 6 foot (1.8 m) area. 7-Heavy High Explosive: 4D6 M.D. to a 6 foot (1.8 m) area. Plasma: 5D6 M.D. to a 12 foot area (3.6 m)
Effective Range Throwing a Grenade: About 40 yards/meters (120 feet/36 m).
Cost & Availability: 200 credits for fragmentation, 150 credits for light high explosive, 250 credits for heavy high explosive, and 300 credits for plasma. Exclusive to NEMA and the / ARM TECH military, poor availability to the civilian population.

Stun/Flash Grenade:

This riot/anti-terrorist weapon is de-signed to disorient and confuse criminals who are holding hos-tages in confined places. The grenade makes a loud exploding boom and emits a bright flash followed by a shower of white-hot sparklettes and some white smoke. The flash, burning sparks, and smoke should blind and startle any character without environmental armor or protective goggles. The victims of a stun/flash grenade are -8 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative. Cost: 75 credits.

Tear Gas Grenades:

The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and water profusely, causing great discomfort and making clear sight impossible. The gas also makes breath-ing difficult and irritates exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6 m) cloud dissipates in about five min-utes unless blown away by wind (dissipating more quickly in 1D4 minutes). The victims of tear gas are -10 to strike, parry and dodge, -3 on initiative and lose one melee attack/action for each of the next 1D6+1 melee rounds. Those in environmental armor are completely safe and not affected. Cost: 100 credits.

NEMA / ARM TECH Automag (AMT) Pistol
M.D OF Automag (AMT) Pistol 20


A heavy-duty, all-purpose M.D/ S.D.C. weapon made of plastic and lightweight materials. The reduced weight and precision balance make skilled shooters more accurate. A standard side arm for officers and police operations in non-Mega-Damage situations.
Weight: 1.6 lbs (0.72 kg).

Damage:

S.D.C.
5D6 S.D.C. per single shot or 1D6x10 S.D.C. per four round burst (one round typically misses or grazes the target). May substitute rubber bullets for riot control which do 1D4 damage per round or 2D4 per three round burst; reduce range by 30%.

Mega-Damage:

Notes/SINGLE ROUNDS.44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3 M.D Single shot
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D Single shot
5D10 X10 S.D.C OR 5 M.D Single shot


Rate of Fire: Single shot to four round burst, one melee attack though the burst is less accurate.
Maximum Effective Range: 200 feet (61 m).



Hand-Held Flare:
This is the type of item truck drivers and road patrols use to signal for help or to warn others of an acci-dent or danger. The flare burns for 20 minutes. Cost: One credit each.
Parachute Flares: This pyrotechnic device usually comes in a hand-held, throw-away launch tube. Three seconds after launching, the flare ignites into a bright sparking light that slowly drifts back down to earth. While in the air, the flare burns for 60 seconds and illuminates an area of roughly 150 feet (45.7 m) in diameter. Cost: 10 credits each. Note: This is NOT a weapon, but if shot into a person, the flare does 6D6 S.D.C. each melee round for one minute (four rounds). There is also a 50% chance of causing combustibles to catch fire. Automag (AMT) Pistol
A heavy-duty, all-purpose S.D.C. weapon made of plastic and lightweight materials. The reduced weight and precision balance make skilled shooters more accurate. A standard side arm for officers and police operations in non-Mega-Damage sit-uations.
Weight: 1.6 lbs (0.72 kg).
Damage:
5D6 S.D.C. per single shot or 1D6x10 S.D.C. per three round burst (one round typically misses or grazes the target). May substitute rubber bullets for riot control which do 1D4 damage per round or 2D4 per three round burst; reduce range by 30%.
Rate of Fire: Single shot or three round burst,
one melee attack though the burst is less accurate.
Maximum Effective Range: 1000 feet (61 m).
Hand-Held Flare:
This is the type of item truck drivers and road patrols use to signal for help or to warn others of an accident or danger. The flare burns for 20 minutes. Cost: One credit each.

Parachute Flares:
This pyrotechnic device usually comes in a hand-held, throw-away launch tube. Three seconds after launching, the flare ignites into a bright sparking light that slowly drifts back down to earth. While in the air, the flare burns for 260 seconds and illuminates an area of roughly 1500 feet (45.7 m) in diameter. Cost: 10 credits each. Note: This is NOT a weapon, but if shot into a person, the flare does 6D6 S.D.C. each melee round for one minute (four rounds). There is also a 50% chance of causing combustibles to catch fire.


Firearms



NEMA / ARM TECH 5.56 mm Assault Rifle
A heavy-duty, all-purpose M.D /S.D.C. weapon made of plastic and lightweight materials. The reduced weight and precision balance make skilled shooters more accurate.
Weight: 6 lbs (2.7 kg).
Damage:
S.D.C. ROUNDS

5D6 S.D.C. per single shot or 1D6x10 S.D.C. per three rounds burst. May substitute rubber bullets for riot control which do 1D6 damage per round or 3D4+1 per three round burst, reduce range of rubber bullets by 30%.
M.D.C. ROUNDS
MAINLY P.M.C

Metric equivalent 5.5mm, 5.56mm, 5.7 mm
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D PER ROUND
M.D.C. ROUNDS
MAINLY ARM TECH

Metric equivalent 7.65 mm
Typical bullet diameter0.309 - 0.312 in
Common cartridges.32 ACP, .32 S&W, .327 Federal Magnum ,AK - 47
Notes/SINGLE ROUNDS
Mega-Damage:
5D6X10 S.D.C OR 3 M.D PER ROUND
5D8X10 OR 4 M.D OR 1D4 M.D PER ROUND

Caliber.50 call warlord
Mega-Damage:

5D6X10 S.D.C OR 3M.D PER ROUND
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D PER ROUND

Rate of Fire:

Single shot or THREE OR FOUR round burst, either counts as one melee attack though the burst is less accurate. Can increase rate of fire by 2 rounds the max 10 rounds with large ammo capacity

Maximum Effective Range:

1400 feet (427 m).

Payload:

Standard 48 round clip or 144 round drum. Belt feed 260 ,ammo back pack 400 rounds Bonuses: +1 to strike on an aimed/called shot only. bonus+1 to for bursts and wild shooting.
Market Cost: 6,000 credits for the rifle and 75 credits per box of 144 rounds. Poor availability outside NEMA.
Note: Quick learners, NEMA/ ARM TECH is manufacturing silver coated rounds for both the automag pistol and assault rifle.
Payload:
18 round clip. / ARM TECH 30 OR 60 round clip
Bonuses: +2 to strike on an aimed/called shot only. No bonus for bursts and wild shooting.
Market Cost: 3,000 credits for the gun and 45 credits per box of 144 rounds. Poor availability outside
Type of M.D.C Materials
ARM TECH/pmc /militia



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


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

Incendiary rounds
add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. M.D.C Heavy Plasma
same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and in night as well . if small target 10% making additional fires under 6 feet , over 6 feet like vehicle of any type add 50% starts small MDC fire!!!!!! GM be careful with this it bite Me in the rear end as GM you can use hero unlimited major power fire it works better
17. M.D.C A.S.A.S.P
bonus as above but critical 15

Modifying Weapons World Book 19 - australia


Because weapons are status symbol and necessity of survival amongst most of those who own them, they have been modified, copied and manufactured (often built by hand) in various makeshift
workshops across the country. As such, players may apply the following modifiers to their weapons with their characters' starting money.
Options Available:

Extended Barrel
(pistols and SMGs only): Adds 50 feet (15.2 m) to the effective range.
Speed Loader (revolvers only):
Not a modification, but an accessory. Bullets are held in a dummy barrel that speeds reload time to 1 melee action, as opposed to the time that revolvers would otherwise take to reload (one full melee round or four actions, whichever comes first).
Customized Grip (available for all guns):
Adds +1 to strike, but only for one individual, -1 to strike for others who use the gun. If the character buys a weapon that has had its grip modified for someone else in the past,
Sawed Off (shotguns only):
. Cut the range in half. If using buckshot, subtract 1D6 from damage, but add +2 to strike. The G.M. may also allow the user to strike multiple targets with one shot (with buckshot), if they're close together.
Extended Magazines
(guns with magazines only, i.e. no revolvers, shotguns or weapons with cylinders or internal magazines): So a gun that originally held 12, would hold 18 bullets, for example.
Full-Auto Capacity
(automatic pistols only): By cutting firing pins and re configuring venting, a pistol can be modified to fire in full-auto mode (i.e. fires half its payload with every press of the trigger). This is not a common modification, as ammo is too precious.
Full-Auto Trimming
(any weapon capable of bursts and sprays): Most wise will usually have this done to their weapons. The modification changes the weapon into single shot or volley capacity only, therefore reducing the chance of wasting bullets.
Flash Suppressor (any rifle):
A muzzle that reduces the flash and flare caused by a round being fired. Really only visible at night, muzzle flash can easily give away a sniper's position. The key word here is flash suppression. It's still there, simply the angles from which the flare can be seen are reduced.
Silencer
ALL : These reduce the noise a round makes when fired.
Improved Balance (any ):
Through better venting, better balance and so forth, a gun is made to be more accurate. +1 to strike, even when fired Wild.








ATA "Super 10" Shotgun rifts Rifts - World Book 19 - australia

Also known as the "Doorbuster," a potent firearm, and a favorite of bodyguards and Police. It fires a tight shot cluster that maximizes damage while minimizing the spread of the shell. It stops an unarmored opponent dead, and is likely to knock an armored person flat. It also has a high intimidation factor. Can use S.D.C. load or M.D.
Weight: 8 Ib. (3.6kg).
Damage:
6D6 S.D.C.
or
5D6 M.D.;
01-50% chance of knocking an opponent weighing up to 300 Ibs (135 kg) off his feet (lose initiative and one melee attack) with either round.

Rate of Fire:
Each blast counts as one melee action.

Range:
60 feet (18.3 m) at its most effective, but good for up to
100 feet (30.5m).

Payload: 8 shells in an internal magazine and optional external clip 8,12, 20,30 , but must use one type of ammo or the other. An S.D.C. and M.D. mix is not possible.

Bonuses: +1 to strike when within 60 feet (18.3 m) or less.
.


NEMA. / ARM TECH Grenade Rifle

Effective Range
Plasma bolt: 1800 feet (548.6 m). Mini-Missile: One mile (1.6 km).
Payload:
10 single blasts or 3 bursts per standard E-Clip, 21 using an E-Canister (can use both an E-Clip and an E-Canister for a combined 31 shots), or 147 single blasts or 49 bursts using a power pack (168 or 56 bursts when combined
Bonuses from Laser Targeting & Optics:
Comes standard with laser targeting, thermo-imager, telescopic and passive nightvision scope, which adds +1 to strike on an aimed shot, but only when the laser targeting system is functioning. Bonus is not applicable to burst or wild shooting.
Availability:
Exclusive to NEMA ARM TECH /P.M.C Militia. Any heavy M.D. weapon outside of NEMA was found or stolen and sells for up-wards of 60,000 credits or equivalent in trade.





The Thunderer
is a rapid-fire, heavy weapon originally designed as an anti-armor and anti-fortification weapon, but is versatile enough to be used for riot control (firing heavy rubber shells doing 2D6 S.D.C. damage or gas and smoke grenades). Since the Coming of the Rifts, this weapon has proven ideal against demons, monsters and attacks by drones and animated dead attacking en masse. Best suited for cyborgs and augmented humans with a P.S. of 20 or higher. Its big drum holds 60 rifle grenades that can be fired one at a time or in bursts of three

Weight:
36 lbs (16.2 kg) fully loaded; 7 lbs (3 kg) without the grenades and ammo drum.
Mega-Damage:
A single explosive grenade does 3D6 M.D. to a blast area of 12 feet (3.6 m), but a triple round burst does 1D6x10 damage to a 16 foot (5 m) diameter. Explosive rounds may be substituted with rubber shells or smoke or gas grenades, typically used in riot control. 1 0 14 P6.- a /5 3
Rate of Fire:
Single shot or burst, with either one counting as one melee attack.
Effective Range:
1600 feet (488 m).
Payload:
60 grenades. One or two additional loaded drums are usually carried in a satchel or backpack. Individual grenades can be carried in any number and in any variety loose in a bag, backpack, satchel or carrying case
Availability:
Exclusive to NEMA / ARM TECH ,P.M.C. Any heavy M.D. weapon outside of NEMA was found or stolen and sells for up-wards of 60,000 credits or equivalent in trade.

Re: ARM TECH

Posted: Mon May 29, 2017 1:33 pm
by ZINO
plz vote i don't MIND if don't like it
plz vote and thank you

Re: ARM TECH

Posted: Mon May 29, 2017 3:02 pm
by ZINO
Armored Long Coat M.D.C.
The exact color and design varies to distinguish one division from another division, but the coat is basically the same underneath. It is a flowing long coat/trench coat style that ends just midway between the knee and the ankle. It is made of an M.D.C. fabric that combines spider's web with certain man-made miracle fibers and strategically placed super Ultra lightweight padding and M.D.C. plating.
Class:
LF-20 Light Armored Coat. Size: Human equivalent.
Weight:
6 pounds (2.7 kg).
Mobility:
Very good to excellent; -5% to climb, prowl, swim, acrobatics and similar physical skills/performance.
M.D.C. by Location:
Helmet 30 M.D.C./70 M.D.C.
Main Body/Chest and upper torso (only) 30 M.D.C. , ARM TECH heavy 60 M.D.C. same for arms ,legs
Armored Long Coat adds either 10 M.D.C, ARM TECH 20 M.D.C to 30 M.D.C.
Knee, elbow pads add 10 M.D.C, ARM TECH 15 M.D.C. 20 M.D.C.
Note: An additional M.D.C.
vest can be worn underneath (BODY ARMROD ) for additional protection (30 M.D.C.). Use of the a helmet from the standard armor is highly recommended to protect the head and face, and to filter the polluted air. Special Weapon Systems or Features: None other than color coded by division. There are also departmental and combat patches that may be worn on the uniforms, coats and armor.
ARM TECH
Power Armor Division: Light blue and silver/puce. Robot Division: Dark Navy blue and silver/puce.
ARM TECH
Peacekeepers/Combat Division: Royal blue and light grey.
ARM TECH
Fire & Rescue Division: Yellow and tan.
ARM TECH
Intelligence Division: Black and grey.
ARM TECH
Military Specialists/Special Ops: Completely black.
ARM TECH
Para-Arcane (volunteers): Red and black.
ARM TECH
Demon-Hunter Division (volunteers): Red and Grey.
ARM TECH
Militia Volunteers:
get an M.D.C., armored long coat; Use M.D.C. military and M.D.C. Police surplus.
Cost & Availability:
Exclusive to NEMA and the ARM TECH /P.M.C Militia /military. Any long coats found outside military were found or stolen and sell for upwards of 20,000 credits or equivalent in trade.







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


Standard NEMA Body Armor ARM TECH /P.M.C Militia

N.E.M.A /ARM TECH /P.M.C Militia (USE RIFTS UNDER SEA)
armor is designed to provide maximum M.D.C. protection while affording good flexibility and mobility. The helmet is reinforced and padded, with a large poly-ceramic glass visor for clear line of vision and full peripheral vision. The visor is light sensitive, automatically darkening, like transition sun-glasses in bright light, and UV coated to protect the eyes. Targeting sights, coded messages, schematics, body armor system, damage reports, and other information is projected on the visor via the Heads Up Display (HUD) system. The built-in audio system with voice actuated radio makes hands-free communications easy and also provides a megaphone projection system to magnify the wearer's voice to address fugitives and criminals at a distance. Air filters and re-breather apparatus purge and clean the air. The overall helmet design is comfortable to wear.
The overlapping body plates are made of a new, lightweight, Mega-Damage material to provide lightweight maximum protection. The chest is reinforced and the abdomen is protected by a revolutionary flexi-plate system of armor that bends and slides to provide excellent mobility at the mid-section. The high armored collar protects the neck and the armor clips together like ski-boots, with Velcro strips and fasteners to hold pieces snugly in place. The armor is a clean, simple design of predominantly one color with a second color to denote trim and accents. The different colored armors simply denote different divisions within NEMA.
The armor offers Mega-Damage protection and complete environmental systems, making it a self-contained unit, like a spacesuit. Air filters, circulation and cooling, and independent oxygen supply (engages as needed) mean the wearer is protected from foul smells, toxic fumes, gas attacks, smoke, ash, pollutants and airborne particles. The suit is also radiation proof. The soldier becomes vulnerable only when the armored suit is breached or severely compromised. (Note: The armor's M.D.C. must be reduced to 5 points or less for a life threatening breach to appear and the environmental systems to fail. When the M.D.C. is reduced to zero, the armor is so battered and full of holes that it no longer offers Mega-Damage protection. At that stage it is equal to an A.R. 7, so even most S.D.C. attacks will penetrate and do damage direct to the body of the wearer.)
Class:
Environmental Body Armor. Unisex design, same for males and females. Opponents cannot distinguish males from females until close enough to see the face, though females have slighter builds, and tend to be a bit smaller and shorter. Roughly 38% of all troops are females, some divisions are 50/50 or close to it.
Size:
Human equivalent.
Weight:
12 pounds (5.4 kg).
M.D.C. by Location: elite
Head/Helmet — 70
Arms — 60 each
Legs — 80 each
Main Body — 120
Riot shield 60, heavy 220

P.M.C / Militia half M.D.C.
Mobility: penalties
Weight : half

Mobility:
Good; -5% to climb and -10% to prowl, swim, perform acrobatics and similar physical skills/performance. Cost & Availability:
Exclusive to NEMA M.D.C.. Any found outside
NEMA or ARM TECH /P.M.C Militia military equivalent was found or stolen and
sells for upwards of 50,000 credits or equivalent in trade.
Special Weapon Systems or Features:
• Complete environmental battle armor (EBA) suitable for use in all hostile environments including underwater, toxic clouds of gas and outer space.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much M.D.C. is remaining and
whether or not the armor has been breached.
• A computer controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Artificial air circulation systems, gas filtration, humidifier.
• Internal, voice actuated support computer and database. This secondary computer provides mathematical computations and serves as a database of basic military information, protocol, rules, laws and procedure. It also includes NEMA and military troop and vehicle recognition and identification based on verbal description or optical link (if it's not a friendly, it's probably an enemy). The computer can also read and do math for the soldier. This is done either by spoken word or with an optic link or multi-optic eye patch or bionic eye linked to the computer.
• Optional optic link attached to the armor, usually on the shoulder. This is a small camera about the size of digital camera or cell phone. It sends a constant live feed of everything the trooper sees and hears to a command post or mobile unit. Range of transmission is three miles (4.8 km), half that in or near ley lines due to dimensional and magical energy interference.
• Built-in loudspeaker; 80 decibels.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Internal cooling and temperature control.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, magic fires and Mega-Damage fire and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• The helmet can be completely removed whole or just the top bowl and visor, or just the lower jaw portions with the air filter, re-breather and radio.
• Ammo and supply waist belt, shoulder belts, and shoulder holsters are all standard issue. Pilots and officers have the choice of shoulder or hip holster.
• Special optic and nightvision goggles can be slid into place
over the helmet.
• Color: The different colored armor indicate different NEMA ARM TECH /P.M.C Militia
divisions.
Note: An additional M.D.C.
vest can be worn underneath (BODY ARMROD ) for additional protection (30 M.D.C.). Use of the a helmet from the standard armor is highly recommended to protect the head and face, and to filter the polluted air. Special Weapon Systems or Features: None other than color coded by division. There are also departmental and combat patches that may be worn on the uniforms, coats and armor.
ARM TECH
Power Armor Division: Light blue and silver/puce. Robot Division: Dark Navy blue and silver/puce.
ARM TECH
Peacekeepers/Combat Division: Royal blue and light grey.
ARM TECH
Fire & Rescue Division: Yellow and tan.
ARM TECH
Intelligence Division: Black and grey.
ARM TECH
Military Specialists/Special Ops: Completely black.
ARM TECH
Para-Arcane (volunteers): Red and black.
ARM TECH
Demon-Hunter Division (volunteers): Red and Grey.
ARM TECH
Militia Volunteers:
get an M.D.C., armored long coat; Use M.D.C. military and M.D.C. Police surplus.
Cost & Availability:
Exclusive to NEMA and the ARM TECH /P.M.C Militia /military. Any long coats found outside military were found or stolen and sell for upwards of 20,000 credits or equivalent in trade.




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

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

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

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

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

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

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

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






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

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


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

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

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

Re: ARM TECH

Posted: Mon May 29, 2017 3:03 pm
by ZINO
plz vote i don't MIND if don't like it
plz vote and thank you

Re: ARM TECH

Posted: Mon May 29, 2017 7:07 pm
by ZINO
additional armor

Combat Armor (SIMILAR TO RIFTS UNDER SEA BOOK )
This heavy body armor has some superficial similarities to 20th
Century helmets and flak jackets, but it has the addition of a face plate/mask, can be made airtight in an instant and has limited life sup-port, as well as a built-in radio, insulation and all features common to environmental body armor (as listed in the Rifts RPG, page 209).
Comes in olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. ARM TECH armor is manufactured at both bases (as are all energy weapons).
• M.D.C.: 85
• Weight: 21 lbs (9.5 kg)
• Good Mobility: -10% on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 2000 feet (610 m)
•Note arm tech can add additional M.D plates
10 M.D,15 M.D,20 M.D ,25 M.D,30 M.D plus look below can add one from below M.D Clothing
Base-4 Armored Clothing Rifts - World Book 19 - australia
By Ben Lucas & Kevin Siembieda

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

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

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

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

Armored Jump Suit City Police M.D.C Armored Jump Suit City Police wear a padded jump suit and boots made of Base-4 material with additional M.D.C. metal alloy or ceramic plates located in the chest, along the shoulders, arms, hips, knees, calves and head. The standard light helmet comes with a built-in radio communications system and gas mask and air filter, plus the helmet (50 M.D.C.) easily fits over the standard communications rigging and head protection.
Weight:
Approximately 15 pounds (6.75 kg).
Mobility Penalties:
-5% to climb, prowl, swim, perform acrobatics,
gymnastics and similar physical skills.
M.D.C. by Location:
Head with light protection — 28; non-environmental.
Head with full protective helmet — 50; environmental.
Arms — 22 each
Legs — 28 each
Main Body — 35
Note:
The addition of a full protective helmet seals the suit and makes it an environmental body armor system.
Note: Riot shield (120 M.D.C) is optional and does 1D6 S.D.C. M.D.C or damage when used as a blunt weapon to butt, push and strike. player must declare to GM


Body Armor (SIMILAR TO RIFTS UNDER SEA BOOK )
Made for Navy personnel are not safe even inside an armored juggernaut. To protect its people, the Navy has issued a version of the combat armor commonly used in pre-Rifts days. This body armor is lighter and more comfortable than the Marine's combat armor which is issued to all combat personnel, but it can mean the difference between life and death for a Navy sailor.
The armor consists of a fully padded body suit with a helmet; not re-quired on duty except while under threat of attack. The armor has special flotation devices that add +5% to swimming rolls and serves as a life jacket. It has all the features common to modern body armor (see Rifts RPG, page 209).
• M.D.C.: 45
• Weight: 11 lbs (5 kg)
• Excellent Mobility -5% on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 1000 feet (305 m); ruptures at greater depths.
•Note arm tech can add additional MD plates 10 M.D,15 M.D,20 M.D ,25 M.D,30 M.D plus look below can add one from below M.D Clothing
Base-4 Armored Clothing Rifts - World Book 19 - australia
By Ben Lucas & Kevin Siembieda

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

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

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

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

Armored Jump Suit City Police M.D.C Armored Jump Suit City Police wear a padded jump suit and boots made of Base-4 material with additional M.D.C. metal alloy or ceramic plates located in the chest, along the shoulders, arms, hips, knees, calves and head. The standard light helmet comes with a built-in radio communications system and gas mask and air filter, plus the helmet (50 M.D.C.) easily fits over the standard communications rigging and head protection.
Weight:
Approximately 15 pounds (6.75 kg).
Mobility Penalties:
-5% to climb, prowl, swim, perform acrobatics,
gymnastics and similar physical skills.
M.D.C. by Location:
Head with light protection — 28; non-environmental.
Head with full protective helmet — 50; environmental.
Arms — 22 each
Legs — 28 each
Main Body — 35
Note:
The addition of a full protective helmet seals the suit and makes it an environmental body armor system.
Note: Riot shield (120 M.D.C) is optional and does 1D6 S.D.C. M.D.C or damage when used as a blunt weapon to butt, push and strike. player must declare to GM

Re: ARM TECH

Posted: Mon May 29, 2017 7:08 pm
by ZINO
25979 views if vote plz vote :)


plz vote i don't MIND if don't like it
plz vote and thank you

Re: ARM TECH

Posted: Mon May 29, 2017 8:05 pm
by ZINO
Additional rifts weapon from ARM TECH, P.M.C AND MILITARY

Automatic Grenade Launcher rift under sea
This weapon resembles a bulky machine gun that fires grenades from either a magazine or a disintegrating belt. It is designed as a tripod, crew-serviced infantry weapon, or as a vehicle or turret-mounted weapon.
Note:
The knock off in pre-rifts earth:
A "rifle" model, the WI-GL21, is made for use with power armor and cyborg soldiers and is fundamentally the same as the GL20, except that the user must have a P.S. 22 or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.
Weight:
130 lbs/58 kg(150 lbs/68 kg with an ammo belt).
Mega-Damage:
Fragmentary: 4D6 M.D. to a blast area of 12 feet (3.6 m).
Armor-Piercing: 1D4 x 10 M.D. to a blast area of 3 feet (0.9 m).
A burst is 10 rounds! A burst of fragmentary grenades inflicts 2D6 x 10 M.D. with a blast area of 40 feet (12 m)! A burst of Armor-Piercing grenades does 3D6 x 10 M.D. with an 8 foot (2.4 m) blast radius.
Rate of Fire: Standard.
Maximum Effective Range:
3000 feet (914 m).
Payload:
40 round magazine or 200 round belt feed 300
Note
Weight: The original “rifle" model 45 lbs , The original “rifle" model must have a P.S. 11 or higher or higher, is —1 to strike and the rifle model cannot use the ammo-belt fed system.!!!!it will be lost in time during the second dark ages !!!!


M-20 Assault Rifle rift under sea
This pre-Rifts weapon was one of the last, non-energy weapons still in service when the Great Cataclysm struck the Earth. It resembles the M-16A1 with a semi-automatic grenade launcher. It is primarily an S.D.C. weapon although bursts of advanced armor piercing rounds can inflict minor mega-damage and the grenades can inflict mega-damage.
Weight:
10 lbs (5.4 kg) fully loaded.
Each ammo clip weighs one lb. (2.7 kg).

Mega-Damaged
Single normal round does 4D6 S.D.C.,
a single armor piercing (AP) round does 1D4x10 S.D.C.; a short burst of 8 normal rounds does one M.D. point of damage; AP rounds do three M.D.
There are three types on grenades, all are smaller and inflict less damage than the LAWS.
Fragmentation:
3D4 M.D. to a 10 foot (3 m) blast area,
Plasma/napalm:
4D6 M.D. to a six foot (1.8 m) blast area and sets flammable material on fire,
AP: 3D6 M.D.,
Smoke (no damage; creates a cloud of smoke that encompasses a 20 ft/6 m radius, last 2D4 minutest)
Rate of Fire:
Bullets :
One round or short bursts of two to ten rounds, automatically regulated by the weapon system for controlled bursts. A single shot or a controlled burst counts as one melee attack.

Grenades can only be fired one at a time; each grenade fired counts as one melee attack/action.

Laser Targeting Bonus: +4 to strike at targets within 1200 feet (366 m); no bonus for shooting without targeting enhancement or beyond 1200 feet.
Maximum Effective Range: 2000 feet (610 m) for rifle rounds; 1200 feet (366 m) for the laser guidance system and grenade launcher.

Payload: Four round grenade capacity (loaded by hand, takes about five seconds).
64 round cartridge magazine/clip. Replacing a clip counts as one melee attack/action and typically takes about three seconds.
Cost: 10,000 credits. Bullets cost about 30 credits a clip (64 rounds) for standard cartridges and 60 for armor piercing rounds. Grenades cost 100 credits each for fragmentation or 120 credits each for AP or plasma; 50 for smoke. This is one of the items commonly traded or sold to outsiders.

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


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

Incendiary rounds
add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. M.D.C Heavy Plasma
same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and in night as well . if small target 10% making additional fires under 6 feet , over 6 feet like vehicle of any type add 50% starts small MDC fire!!!!!! GM be careful with this it bite Me in the rear end as GM you can use hero unlimited major power fire it works better
17. M.D.C A.S.A.S.P
bonus as above but critical 15

Modifying Weapons World Book 19 - australia


Because weapons are status symbol and necessity of survival amongst most of those who own them, they have been modified, copied and manufactured (often built by hand) in various makeshift
workshops across the country. As such, players may apply the following modifiers to their weapons with their characters' starting money.
Options Available:

Extended Barrel
(pistols and SMGs only): Adds 50 feet (15.2 m) to the effective range.
Speed Loader (revolvers only):
Not a modification, but an accessory. Bullets are held in a dummy barrel that speeds reload time to 1 melee action, as opposed to the time that revolvers would otherwise take to reload (one full melee round or four actions, whichever comes first).
Customized Grip (available for all guns):
Adds +1 to strike, but only for one individual, -1 to strike for others who use the gun. If the character buys a weapon that has had its grip modified for someone else in the past,
Sawed Off (shotguns only):
. Cut the range in half. If using buckshot, subtract 1D6 from damage, but add +2 to strike. The G.M. may also allow the user to strike multiple targets with one shot (with buckshot), if they're close together.
Extended Magazines
(guns with magazines only, i.e. no revolvers, shotguns or weapons with cylinders or internal magazines): So a gun that originally held 12, would hold 18 bullets, for example.
Full-Auto Capacity
(automatic pistols only): By cutting firing pins and re configuring venting, a pistol can be modified to fire in full-auto mode (i.e. fires half its payload with every press of the trigger). This is not a common modification, as ammo is too precious.
Full-Auto Trimming
(any weapon capable of bursts and sprays): Most wise will usually have this done to their weapons. The modification changes the weapon into single shot or volley capacity only, therefore reducing the chance of wasting bullets.
Flash Suppressor (any rifle):
A muzzle that reduces the flash and flare caused by a round being fired. Really only visible at night, muzzle flash can easily give away a sniper's position. The key word here is flash suppression. It's still there, simply the angles from which the flare can be seen are reduced.
Silencer
ALL : These reduce the noise a round makes when fired.
Improved Balance (any ):
Through better venting, better balance and so forth, a gun is made to be more accurate. +1 to strike, even when fired Wild.






M-160 Assault Rifle
The M-160 is an ion pulse rifle that was the standard issue of the US Marines prior to the Great Cataclysm. The rifle fires energy "packets" that explode on contact with a solid object. The M-160s can be fired un-derwater without losing range or performance, and can inflict a great deal of damage with a short burst. Both the standard and long E-clips can be used with this weapon.
Weight:
7 lbs (3.2 kg)
Mega-Damage:
3D6 M.D. per single shot, or 1D6x10 M.D. multiple ion burst (three simultaneous shots).
Rate of Fire:
Standard.
Maximum Effective Range:
2000 feet (610 m)
Payload:
30 shots short E-clip

Rapid-Fire LAWS-3 Rocket Launcher rift under sea
series of ion discharging weapons. The M-2011 is a heavy ion blaster with slightly less range than a laser pistol but more stopping power and penetration. This is the standard sidearm of officers, pilots and vehicle crews. In terms of size and weight, it more closely resembles a ma-chine-pistol or small sub-machinegun than a regular pistol.
Weight:
5 lbs (2.25 kg).
Mega-Damage:
Two settings: 1D4x10 S.D.C. and 3D6 M.D. per single

Rate of Fire:
Standard
Maximum Effective Range:
800 feet (244 m)
Payload:
20 shots with short E-Clip, 30 shots with long E-Clip



This Light Anti-tank Weapon System (LAWS) rift under sea
fires rocket-propelled grenades from a six round, disposable clip. The LAWS rounds can be laser-guided (it has a laser designation built into the sight system) or fired without guidance/line of sight. The launcher has a rapid fire system that allows for automatic fire, enabling the rocketry to fire three round bursts. The disposable plastic clip ejects automatically when empty and can be reloaded in under three seconds by trained personnel (approx. six to 10 seconds for the uninitiated). Additional clips are usu-ally carried in a bandoleer slung over the shoulder (a bandoleer holds five clips) in a medium-sized ammo satchel (holds 8 clips) or attached to a belt, slung over the shoulder or hooked to a backpack. Two of these weapons are assigned to each ten man squad. The rockets can be either armor piercing warheads or fragmentation.
Weight: 9 lbs fully loaded. Each ammo clip weighs 3 lbs (2.7 kg).
Mega-Damage:
1D4x10 M.D. from armor-piercing (AP),
1D6x10 from high explosive (HE) or 4D6 M.D. to a 20 foot (6 m) blast area for fragmentation.
A three round burst does 3D4x10 M.D. for AP rounds, 3D6x10 for HE rounds, and doubles the damage and blast area (40feet/12 m) for fragmentation.
Rate of Fire:
One at a time or bursts of three rounds; burst or single shell fire counts as one melee attack.
Laser Targeting Bonus:
+2 to strike; no bonus when shooting line of sight without targeting enhancement.
Maximum Effective Range:
2000 feet (610 m) for the laser guidance system. Rockets can be fired "dumb" beyond that to about 4000 feet (1220 m), but any attacks beyond 2000 feet (610 m) are at -2 to strike. Payload: Six round clip. Replacing a clip counts as one melee attack/action and typically takes about three seconds.

Re: ARM TECH

Posted: Thu Jun 01, 2017 4:39 pm
by ZINO
25968 VIEWS NOW 26038 VIEW AND STILL 19 VOTES LOL ,then i wonder why i am still here

Re: ARM TECH

Posted: Fri Jun 02, 2017 9:45 pm
by ZINO
well 26067 view and 19 votes come on guys!!!!lol
next up vehicles and ARM TECH vehicles

Re: ARM TECH

Posted: Sun Jul 02, 2017 7:35 pm
by ZINO
UN Vehicles Surplus


The following are over the counter MD refit military vehicles the UNITED NATIONS surplus to MDC will use ,but also note later mode detail will be made

• M.D.C. Modified Armored Cars & Light APCs
•M.D.C. Modified Large Trucks
•Modified Automobiles & Jeeps
• M.D.C. Modified Motorcycles


M.D.C. Modified Armored Cars & Light A.P.C
• Typical Speed:
60 mph (96.5 km); maximum fuel range: 250 miles
• New light armor plating
Provides 140 M.D.C. for the main body and 60 M.D.C. for the turret and cannon. The original S.D.C. of the main body is typically 500 to 600 points (equal to 5 or 6 M.D.C.).

• weapons
A rail gun, laser or other energy weapon is mounted on the turret or built into the vehicle or an existing S.D.C. machine-gun (or M.D. machine-gun) can remain unchanged, but fires ramjet ammunition
• Typical price for a retrofitted armored car is 5,000 credits.

M.D.C. Modified Large Trucks
• Typical Speed:
120 mph (192 km); maximum fuel range: 150 miles
• New light armor plating
Provides 60 to 80 M.D.C. for the main body of the cab and 90 to 120 M.D.C. for the trailer/cargo bay. S.D.C. tires are replaced with hard 3 M.D.C. wheels. The original S.D.C. of the main body is typically 400 to 600 points (equal to 4 to 6 M.D.C.).
• weapons
Many as four weapons can be mounted on the trailer section and one light weapon on the cab; each costs extra. TOTAL 5 weapons [/b
[b] • Typical price
for a retrofitted truck is 10,000 credits, plus the cost of the weapons (if any).
• Typical Speed:
90 mph (144 km); maximum fuel range: 200 miles (321 km). Souped up speed costs 1000 credits per each additional 10 mph (16 km) up to 80 extra mph (128 km) maximum.
• New light armor plating
provides 60 M.D.C. for the main body. S.D.C. tires are replaced with hard 3 M.D.C. wheels. The original S.D.C. of the main body is typically 200 to 400 points (equal to 2 or 4 M.D.).
• weapons
One light rail gun, laser or other rifle-sized energy weapon can be mounted on the hood, top or rear of the vehicle; costs extra.


Modified Automobiles & Jeeps
• Typical Speed:
110 mph (176 kin); maximum fuel range: 300 miles (482 km).
Souped up speed costs 100 credits per each additional 10 mph (16 km) up to 80 extra mph (128 km) maximum. but car double extra mph
• New armor plating provides 45 M.D.C. for the main body. S.D.C. tires can be replaced with hard 3 M.D.C. wheels. The original S.D.C. of the main body is typically 200 to 300 points (equal to 2
or 3 M.D.C.).
• weapons
• One light rail gun, laser or other rifle-sized energy weapon can be mounted on hood, top or rear of the vehicle; costs extra.
• Typical price for a retrofitted car is 2,000 credits, plus the cost of the weapon (if any).


M.D.C. Modified Motorcycles
• Typical Speed:
140 mph (224 km); maximum fuel range: 300 miles (482 km). Souped speed costs 1000 credits per each additional 10 mph (16 km) up to 80 extra mph (128 km) maximum.
• New armor plating
provides 25 M.D.C. for the main body (20 for a side-car, costs an extra 1,000 credits). S.D.C. tires can be re-placed with hard 3 M.D.C. wheels. The original S.D.C. of the main body is typically 100 to 200 points (equal to 1 or 2 M.D.C.).
• weapons • One laser or other rifle-sized energy weapon can be mounted on
the front of the bike; costs extra.
• Typical price for a retrofitted motorcycle is 4,000 credits, plus the cost of the weapon (if any).


The following are over the counter MD refit military vehicles the UN will use ,but also note later mode detail will be made
ARMTECH The M113
ARMTECH Hummer
ARMTECH ARM TECH Fast Attack Vehicle (FAV) is a high speed,
ARMTECH Abrams Main Battle Tank
ARMTECH ARMTECH M.D refit Hercules Airplane
ARMTECH M.D refit -60 Improved Black Hawk Assault Helicopter
ARMTECH M.D refit Apache Helicopter
ARMTECH M.D refit -1W Improved Super-Cobra Gunship
ARMTECH M.D refit 58D Improved Kiowa Warrior Helicopter
ARMTECH M.D refit 47 Improved Chinook

NOTE WHEN YOU SEE THE FOLLOWING IN M.D.C location FOR example ** Main Body/Fuselage - 125 (220),this mean it over the counter while in parentheses mean better armored in that location and been use by arm tech



The M113
is a simple all-purpose APC with superior speed and better armor and weapons. The vehicle can deliver combat infantry and supplies to the battlefield in relative safety. Although the refitted M113 are no match for modern APCs, one cannot beat the rock bottom price offered by ARM TECH
they're practically giving the M113s away.
Model Type: M.D refit M113s Improved Armored Personnel Carrier.
Class:
Armored Personnel Carrier.
Crew:
Three crewmen: a driver/APC commander, cupola gunner, and a communications officer.
Troop Transport
Comfortably seats either 24 heavy infantry soldiers or 14 power armor suits.
M.D.C. by Location:
Turret - 80
* Cupola Rail Gun - 50
* Box Style Mini-Missile Launcher - 10
** Track Treads (2) - 14 each
*** Main Body - 168 ( 250 ) M.D.C. (the main body is reinforced with modern M.D.C. materials )
* The items marked by a single asterisk are small and difficult to hit (or shielded) and require a Called Shot to strike with the shooter suffering a penalty of -2 to strike.
** Depleting the M.D.C. of a tread requires a Called Shot (and -2 to strike), but destroying one set of treads immobilizes the vehicle until it can be replaced. Replacing a tread will take 1D6x10+10 minutes by a trained crew (2 replacements are carried on board) or three times as long by an inexperienced crew. Changing the tread is only possible when the vehicle is not under attack.
*** Depleting the M.D.C. of the main body completely destroys the vehicle.

Speed:
Maximum Speed: 80 mph (128 km) maximum, speed cross-country is typically 45 mph (72 km).
Range: 500 miles (800 km) before requiring refueling.

Statistical Data:
Height: 9 feet, 9 inches (2.97 m). Width: 8 feet, 4 inches .
Length: 21 feet, 2 inches (6.45 m).
Weight: 14 tons.
Cargo: Can hold 5,000 lbs (2,250 kg) worth of equipment.

Power System:
Conventional diesel engine.
Cost: 40,000 credits.
Weapon Systems:
1. Cupola Rail Gun: ONE weapon systems
This gun standard LIGHT RAIL GUN , located in the cupola (mini-turret). The turret must be manned by a gunner, can rotate 360 degrees and has a 90 degree arc of fire up and down.
Primary Purpose: Anti-Aircraft and Anti-Vehicle.
Secondary Purpose: Defense and Anti-Personnel.
Mega-Damage: 1D4x10 per 40 rounds burst; one round does 1D4 M.D. 2.

2. Box Style Mini-Missile Launcher:
A single box style mini-missile launcher has been added to the top of the APC to provide aerial protection for the vehicle and its mechanized infantry, the launcher is fired by the driver.
Primary Purpose: Anti-Aircraft. Secondary Purpose: Anti-Vehicle.
Mega-Damage: Varies with mini-missile type.
Missile Type:
Can fire any standard mini-missile type, but M.D refit sells the tank with six High Explosive (5D6 M.D. to a 5 foot/1.5 m blast radius) and six Fragmentation (5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire: One at a time or volleys of 2, 4, or 6.
Effective Range: About 1 mile (1.6 km).
Payload: Six mini-missiles.
3. Systems of Note: Vehicular radio with 50 mile (80 km) range and passive nightvision with 2000 foot (610 m) range. ARM TECH range 2 miles

Hummer
is an extremely popular light combat and utility vehicle. As with most vehicles manufactured ARM TECH , ARM TECH Hummer is a Mega-Damage retrofit of a pre-Rifts American military vehicle. In the age before the Coming of the Rifts, the M-998 series HMMWV, or High Mobility Multi-purpose Wheeled Vehicle, was one of the most widely used vehicles in the modern American military. Its design stands out for two main reasons, utility and mobility. The retrofitted M.D refit -998 can be used for dozens of different applications, including troop transport, resupply, staff car, reconnaissance, field ambulance, towing artillery pieces, and when armed with a TOW launcher, as a mobile weapons plat-form for anti-tank combat. Without much exaggeration, it can be said that the Hummer can go anywhere. It can go wherever tanks can, ford rivers (up to 2.5 feet/0.76 m deep), climb virtually any hill, scale logs, steps and other obstacles up to two feet (0.6 m) tall, and drive across sand, snow and ice with equal ease. Hummers are incredibly rugged and continue driving at normal speeds even when all four tires are flat (they all come with the run-flat tire system). The vehicle can carry a payload of up to 2500 lbs (1125 kg) of cargo or up to 10 seated troops in full gear and tow a maximum payload of 3,400 lbs (1530 kg); as much as a 105mm howitzer. Even the vehicle itself is easy to move; the Hummer can be carried by a Blackhawk helicopter, and M.D refit Hummers can be carried by the M.D refit -47 Chinook.
Another winning feature of the vehicle's design is that with little effort, all Hummers can be outfitted for combat use. Every Hummer, even ambulance models, come equipped with a weapon mount on the roof on which numerous weapons can be attached when needed. All GAW Hummers also have a basic radio with a 5 mile (8 km) range
Model Type:
M.D refit 998 Improved Hummer
Class:
High Mobility Multi-purpose Wheeled Vehicle.
Crew:
One pilot/driver is all that's critical, but it can accommodate a four person crew (co-pilot, gunner, and 1 communications officer, in addition to the pilot, or pilot and three passengers) in addition to six seated troops or additional passengers (8 under cramped conditions). As an ambulance, it easily accommodates 4 stretchers and 2-4 seated patients or 10-12 seated passengers, the "crew" being the driver, a doctor and two paramedics/field medics.


M.D.C. by Location:
Weapon Turret (optional) — 40
Ballistic Windows (3; forward) — 12 each*
Headlights (6) — 3 each
* Hardened Tires (4) - 6 each
Reinforced Pilot's Compartment — 25**
Main Body – 122( 225)
* The items marked by a single asterisk are small and difficult to hit and require a Called Shot to strike with the shooter suffering a penalty of -9 to strike.
** Depleting the 'M.D.C. of the main body completely destroys the vehicle.
Speed:
Maximum Speed:
90 mph (144 km) maximum, speed cross-country is typically 15-35 mph (24-56 km).
Range:
800 miles (1280 km) before requiring refueling.
Statistical Data:
Height:
6 feet (1.83 m).
Width:
9 feet, 1 inch (2.75 m).
Length:
16 feet (4.72 m).
Weight:
5,060 lbs (2277 kg).
Cargo:
Can hold 2,500 lbs (1,125 kg) worth of equipment, plus tow a load of 3,400 lbs (1,530 kg).
Power System: Conventional gas engine.
Cost: 25,500 credits.
Weapon Systems:
• New armor plating
Provides 200 M.D.C. for the main body and 120 M.D.C. for the turret and cannon. The original S.D.C. of the main body is typically 500 to 600 points (equal to 5 or 6 M.D.C.).
Every ARM TECH Hummer has a weapon mount on the roof of the vehicle. This mount can support numerous weapons, including
machine-guns,
rail guns,
M.D auto-cannons,
M.D grenade launcher,
S.D.C TOW launcher M.D Medium single show or dual shot ,
mini TO Medium range missile launcher
any type of rifle style energy weapon.
When the Hummer is armed the weapon is accessed through a hatch from the back seat of the vehicle and must be manned by a gunner.

forward mounted weapon front passenger side :
his mount can support numerous weapons, including machine-guns, rail guns, or M.D auto-cannons, M.D grenade launcher
• weapons
Two mini-missile box launchers(total payload 4) can also be attached to the exterior (back or sides) of the vehicle (six mini-missiles per launcher).

Flares systems and smoke system

Fast-Attack Vehicle Special Ops Dune Buggy

ARM TECH Fast Attack Vehicle (FAV) is a high speed,
heavily armed, rugged off-road dune buggy-like vehicle designed for special operations applications. Its basic function is to augment the firepower and mobility of elite troops without sacrificing their ability to hide and maneuver covertly. And in so doing, the FAV has expanded the capabilities of Special Ops
personnel.
FAVs are three-man, all-terrain vehicles that have a top road speed of 90 mph (144 km). The FAV Dune Buggy is rugged and can negotiate virtually any ground terrain. It drives over steep inclines, through roadblocks, over tank traps, sand, mud, ditches and trenches as well as other rough terrain and obstacles (up to 4 feet/1.2 m tall) that are impassable for most other military vehicles. A fully-loaded FAV travels cross-country at speeds varying from 25-60 mph (40 to 96 km), which on average is 50% greater than the off-road speed of the M.D refit -H998 Hummer Armament for the FAV, aside from the driver's personal weapons, consists of a roof-mounted , and a pair of mini-missile launchers. This impressive array of weaponry gives the three-man FAV crew the firepower of a heavy power armor suit or light combat robot, and enough firepower to engage much larger infantry units, enemy installations, soft-skinned vehicles and even light armored vehicles (such as an Iron Maiden APC-10, Bradley IFV ). The FAV is also easy to transport; one can be carried by a M.D refit -60 Blackhawk, or by the M.D refit -47 Chinook, and the M.D refit FAV can even be rigged to parachute from transport aircraft.
Since it was first offered by ARM TECH M.D refit, the M.D refit FAV has been purchased for special operations units in many Western armies, including the European, as well as by numerous mercenary and bandit groups. These forces use the M.D refit FAV in many roles, including reconnaissance, patrolling, security, light strike, infantry support, covert surveillance, covert infiltration, forward air control (using laser designators) and for standby combat search and rescue.
Model Type:
M.D refit Fast Attack Vehicle (FAV)
Class:
M.D refit Fast Attack Vehicle Special Ops Dune Buggy.
Crew:
Two, driver and gunner, plus 2-4 passengers. M.D.C. by Location:
* Headlights (4) — 3 each
* Hardened Tires (4) - 4 each
* Roof Gun - 50
* Box Style Missile Launcher (1) - 10 each
* Exposed Rear Mounted Engine - 12 **
Main Body – 85(170)
The items marked by a single asterisk are small and difficult to hit and require a Called Shot to strike with the shooter suffering a penalty of -3 to strike.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Note: This is not an environmental enclosure, the crew sits exposed to the elements, but does have the benefits of partial cover and concealment. Shots directed at the crew suffer a penalty of -6 to strike at 60 MPH or less ,over 61 mph they get -9 to strike.
Speed: [b][u]
[b] Maximum Speed:

120 mph (192 mph), off-road speed is reduced. A fully-loaded FAV travels cross country at speeds varying from 25-90 mph depending on the difficulty of the terrain.
Range:
1500 miles (2400 km), due to its electric engine.
[u] Statistical Data:
Height:
6 feet, 3 inches (1.9 m).
Width:
6 feet, 11 inches (2.11 m).
Length:
13 feet, 11 inches (4.25 m).
Weight: 2,750 lbs ( 1000 lds)
Cargo:
None.
Power System:
Electrical engine.
Cost: 20,000 credits.
• New light armor plating
Provides 150M.D.C. for the main body and 100 M.D.C. for the turret and cannon. The original S.D.C. of the main body is typically 500 to 600 points (equal to 5 or 6 M.D.C.).
• weapons
1.Roof Gun: as a weapon mount on the roof of the vehicle. This mount can support numerous weapons, including
machine-guns,
rail guns,
M.D auto-cannons,
M.D grenade launcher,
S.D.C TOW launcher M.D Medium single show or dual shot ,
mini TO Medium range missile launcher
any type of rifle style energy weapon.
When is armed the weapon is accessed through a hatch from the back seat of the vehicle and must be manned by a gunner.
M.D Grenade Launcher or a M.D .50 Caliber Heavy Machine-Gun.
This weapon is mounted on a reinforced roll-bar and requires a gunner (typically one of the passengers standing up on his seat and strapped into the gunner's harness). The weapon can rotate 360 degree and has a 90 degree arc of fire up and down.
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Personnel.
Mega-Damage:
Standard Grenade launcher:
HEAT
Grenade: 1D4x10 to a radius of 3 feet (0.9 m) around the target.
Fragmentation Grenade:
4D6 M.D. to everything in a 12 foot (3.6 m) radius. Other: Smoke, tear gas or other types of grenades may be substituted.
low end .50 Caliber Machine-gun: 1D6 M.D. per 10 round burst.
Rate of Fire:
Each grenade or machine-gun burst fired counts as one of the gunner's attacks per melee.
Effective Range:
Grenade Launcher: 2100 feet , Machine gun: 6000 feet to 2 miles
Payload:
Grenades: 60 grenade belt feed or 800 machine-gun rounds (80 bursts).
Note: This weapon may be replaced with any mounted laser or other rifle style energy weapons, but requires E-Clips or a separate power pack or generator for power.

2. Box Style Mini-Missile Launchers (2): [b][u]
These two box-mounted launchers on the sides of the FAV are used against lightly armored targets and infantry, both of these launchers are fired by the gunner.
[b] Primary Purpose:
Anti-Aircraft.
Secondary Purpose: Anti-Vehicle.
Mega-Damage: Varies with mini-missile type.
Missile Type:
Can fire any standard mini-missile type, but [u] ARM TECH sells the FAV with six Light High Explosive (5D6 M.D. to a 5 foot/1.5 m blast radius)
and
six light Fragmentation (5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire: One at a time or volleys of 2, 4, or 6.
Effective Range:
1 mile
Payload:
12, six mini-missiles per launcher.

3. Systems of Note: Basic radio with 5 mile (8 km) range, passive night vision with 2000 foot (610 m) range but ARM TECH has 2 miles range , and Souped up for fast turns and evasive maneuvers (half the usual piloting penalties for trick and evasive moves).


The new Abrams is a fair match for Iron Heart's medium tank, and weaker than their Iron Hammer MBT, but still M.D refit -M1A3 Improved
Abrams Main Battle Tank
The Abrams MBT was once a mainstay of the old U.S. Empires mechanized armored force; quick, tough and well armed, improving upon the tank was a relatively straightforward project for the engineers of ARM TECH AND for the cost, the M.D refit Abrams cannot be beat and at the end the US had over 2000,000 plus and that not including spare parts which add if assemble 500,000 !!!!!
Model Type:
M.D refit M1A3 Improved Abrams
Main Battle Tank Class:
M.D refit Main Battle Tank.
Crew:
Four crewmen, a Tank Commander/pilot/driver, gunner, loader/Operator/mechanic and communications officer.
M.D.C. by Location:
Cupola on Turret — 50 later remote control Cupola on Turret 75
Main Turret — 120 (220)
Improved 120 mm Auto-Cannon — 50( 120)
* Modified .50 cal Coaxial Machine-Gun — 8(80max amour)
* Modified 7.62 mm Cupola Machine-Gun — 5 (80max amour)
* Box Style Missile Launchers (2) — 15 each
** Track Treads (2) — 20 each (later 100 eachmax amour)
*** Main Body - 266 (466 max amour )
Reinforced Crew Compartment 25 (200)

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

Speed:
Maximum Speed: 60 mph (96 km) maximum, speed cross-country is typically 40 mph (64 km)
Range:
500 miles (800 km) before requiring refueling.
Statistical Data:
Height: 18 feet (5.5 m).
Width: 12 feet (3.6 m).
Length: 36 feet (10.9 m).
Weight: 40 tons fully loaded.( ARM TECH 70 tons
Cargo:
Minimal storage space, just enough room for extra clothing, weapons and some personal items.
Power System:
Conventional diesel engine.

• weapons :

1. 120 mm Auto-Cannon:
The Abrams main gun fires explosive shells at visible targets (line up in the targeting sights and fire Forget is only +1 to strike if the target is "painted" with a laser designator). The tank may also operate like an artillery unit, Firing at a set of coordinates without actually seeing the target (-2 to strike). The auto-cannon is built into the turret, and the turret can rotate 360 degrees and can aim up and down in a 60 degree angle ARM TECH (90 degree angle) , allowing the tank to engage low-flying aircraft and other types of slow flyers (however, it is -3 to hit flying targets moving faster than 401 mph). The gun is controlled by a gunner inside the turret compartment.
Primary Purpose:
Anti-Tank/Anti-Robot/dragon.
Secondary Purpose:
Self-Defense.
Mega-Damage:
• 5D6 M.D. per Light -Explosive (LHE) round to a 10 foot (3 m) radius
• 1D4x10 per Armor Piercing round to a 3 foot (0.9 m) radius,
both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.
• 1D6 X10 H.E.A.T (high explosive anti-tank )
• 2d6x10 MD depleted uranium round
Rate of Fire:
A maximum of three attacks per melee round regardless of the gunner's hand to hand combat numbers. ARM TECH has a fast auto reloader systems can fire two round per attack
Effective Range: 6000 feet (1828 m) for all rounds. ARM TECH has 4.8 miles
Payload:
The tank can carry up to 80 rounds; typically a mix of half and half, plus six smoke shells (covers a 40 foot/12.2 m radius), but may be all of one kind (plus smoke) or the other.
2.
Low end M.D .50 caliber Coaxial Machine-gun:

This machine-gun is mounted under the main cannon, forcing the entire main turret to turn in order to engage new targets. The weapon may fire conventional ammunition or high M.D. ramjet rounds
Primary Purpose:
Assault and Defense.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
Conventional .50 Caliber Rounds: 1D6x 100 S.D.C. or 1D6 M.D. per burst of 10 rounds.
Rate of Fire:
Each burst counts as one of the tank gunner's hand to hand attacks per melee.
Effective Range: 2 miles
Payload: 3000 rounds, equal to 300 bursts!
3.
Box Style Mini-Missile Launchers (2):

These two box-mounted launchers have been added to the sides of the M.D refit
Abrams for use against lightly armored targets and infantry.
Primary Purpose:
Anti-Vehicle and Fortifications.
Secondary Purpose:
Anti-Aircraft/Missiles and Anti-Personnel. Mega-Damage: Varies with type of missile.
Missile Type:
Can fire any standard mini-missile type, but ARM TECH sells the tank with
Six High Explosive (5D6 M.D. to a 5 foot/1.5 m blast radius)
and
Six Fragmentation (5D6 M.D. to a 20 foot/6.1 m blast radius) mini-missiles.
Rate of Fire: Volleys of 1, 2, 4, or 6. Fired by the gunner. Effective Range: One mile (1.6 km).
Payload:
12 total. Each missile launcher holds six mini-missiles.
4. M.D 7.62 mm Cupola Machine-gun:
A M.D 7.62 mm machine-gun manned by a gunner protected by the cupola (shielding). May be loaded with explosive rounds, that allow the weapon to inflict greater Mega-Damage. The machine-gun is mounted in the cupola and can be pointed in any direction by the gunner for a 360 degree rotation and a 120 degree arc of fire up and down.
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
4D6x10 S.D.C. or 1D4 M.D. per 10 round burst,
2D4 M.D. for a 20 round burst and so on.
M.D explosive rounds doubles the damage noted above (2D4 M.D. per 10 round burst and 4D4 M.D. per 20 round burst and so on ).
Rate of Fire: sets of 10 round burst counts as one of the gunner's attacks per melee. A 20 round burst counts as one attack .
Effective Range
6000 feet
Payload:
4000 rounds,
5. Systems of Note:
Vehicular radio with 50 mile (80 km) range, and passive nightvision with 2000 foot (610 m) range. ARM TECH range 2 miles


M.D refit Hercules Airplane
A retrofitted C-130 Lockheed Hercules, which is arguably the finest military transport plane ever made. ARMTECH has retrofitted and sold hundreds of these vehicles to a variety of users, including merchants, independent nation , shipping companies, mercenary groups and major corporations like ARM TECH Industries and others . The transport can carry 92 fully equipped troops, 92 paratroopers, or cargo loads of up to 21 tons!
Model Type:
M.D refit -130 Hercules
Class:
Heavy lift transport aircraft.
Crew:
Three, plus up to 92 fully equipped soldiers or para-troopers.
M.D.C. by Location:
* Landing Gear/Tires (3) — 15 each
* Engines (4) - 45 each (150)
** Wings (2) - 80 each ( 200)
** Main Body/Fuselage - 180 ( 275)
Reinforced Pilot's Compartment - 60 ( 120)
* Items marked by a single asterisk are small and/or difficult to hit, requiring an attacker to make a Called Shot to hit with a penalty of -12 strike.
Destroyed landing gear will result in emergency landing rules.
The loss of a single engine will reduce maximum air speed by 25% and impose a -15% penalty to all piloting rolls (penal-ties are accumulative with each engine lost). Losing all four engines will cause the plane to crash.
** Destroying one of the wings or depleting the M.D.C. of the main body will knock the aircraft out of the sky! Roll under piloting skill -50% for a successful crash landing.
Speed: [b][u]
[b] Driving on the Ground:

Not possible, taxi speed is 2 mph (3.2 km) on paved surfaces.
Flying:
The powerful engines of the [u] ARM TECH M.D refit Hercules enable the plane to reach maximum flying speeds of 400 mph , even with a maximum load. Cruising speeds vary according to the situation but tend to be slow, usually between 110 and 240 mph (176 and 384 km). At maximum weight, takeoff distance is approximately 900 feet (274 m).
Maximum Altitude:
The maximum altitude for the Hercules is 33,000 feet (10,058 m).
Range:
3000 miles (4800 km), due to its newly designed engines.
Statistical Data:
Height:
38 feet, 1 inch (11.6 m).
Width:
132 feet, 7 inches (40.4 m) wingspan.
Length:
97 feet, 9 inches (29.7 m).
Weight:
78 tons.
[b] Cargo:

Internal cargo stowage of up to 21 tons or 92 troops.
Power System:
Conventional jet engines.
Cost: 500,000 credits for a single undamaged Hercules.
Weapon Systems: None, exclusively transport.




ARMTECH M.D refit -60 Improved Black Hawk Assault Helicopter
The Black Hawk is an all-purpose utility helicopter that is used to move combat troops and military supplies, for airmobile assaults and to transport casualties to medical facilities.
Model Type ARMTECH M.D refit - Black Hawk
Class: All-purpose utility helicopter.
Crew: Two; pilot and gunner, plus up to 12 passengers.
M.D.C. by Location:
* Landing Gear — 12
* Main Rotors (4) - 10 each( 25)
* Tail Rotor Section – 20 (100)
* 7.62 mm Machine-Gun - 5
Reinforced Pilot's Compartment – 30( 210)
** Main Body/Fuselage – 155( 200)
* Items marked by a single asterisk are small and/or difficult to hit, requiring an attacker to make a Called Shot to hit with a penalty of -3 strike (-5 to strike if the chopper is going 100 mph/160 km or faster).
Destroyed landing gear will result in emergency landing rules.
The loss of a single main rotor blade will reduce maximum air speed by 10% and impose a -25% penalty to all piloting rolls (penalties are accumulative with each blade lost). Losing three or all of the rotor blades will cause the helicopter to crash. Roll under piloting skill -40% for a successful crash landing.

Speed:
Driving on the ground: [b]
Not possible.
[b] Flying:

175 mph (280 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 19,150 feet (25,000 FEET).
Range:
1500 miles (2400 km), due to its electric engine.

Statistical Data:
Height:
16 feet, 10 inches (5.13 m).
Width:
53 feet, 8 inches (16.3 m) rotor blades.
Length:
50 feet, 1 inch (15.26 m).
Weight:
6 tons.
Cargo:
Can carry 6,000 lbs (2700 kg) suspended from the helicopter, in addition to passengers.

Power System:
Electric engine.
Cost: 400,000 credits.
Weapon Systems:
1. Low end M.D refit M-23 7.62 mm Machine-Gun:
The machine-gun is mounted in the nose of the Black Hawk as a "chin gun," allowing it a 270 degree arc of fire.
Primary Purpose:
Anti-Infantry/Soft Targets.
Secondary Purpose:
Self-Defense.
Mega-Damage:
1D4 M.D. per 10 round burst, 2D4 M.D. per 20 round burst, or 3D4 M.D. for a 30 round burst and so on . AND so max 100 round burst that’s 1d4x10 M.D.C
Rate of Fire:
Each burst counts as one melee attack.
Effective Range:
3000 feet (914 m).
Payload:
9000 rounds

Note:
May be substituted with an M.D. rail gun or energy weapon but at considerably more cost
2.
Systems of Note:
The Black Hawk has all the standard features common to most robot vehicles, plus a radio with a range of 500 miles (800 km), optics systems include passive nightvision 3000 feet ( ARM TECH has 2 miles ), thermal imager 1400 feet ( ARM TECH has 2 miles )), laser designator (+1 to strike but targeting uses up one of the gunner's melee attacks) and enhanced radar: tracks72 targets, with 100 mile (160 km) range


M.D refit Apache Helicopter
A retrofitted version of the old US Army attack helicopter, the AH-64 Apache combat assault helicopter was upgraded using modern M.D.C. materials. A very capable aircraft that excels at missions of close air support and tank-busting.
Model Type:
ARMTECH M.D refit Improved Apache
Class:
Ground attack helicopter.
Crew:
Two; one pilot and one gunner.
M.D.C. by Location:
* Main Rotors (4 blades) — 15 each ( 25)
* Tail Rotor Section – 20(125)
* G-109 Enhanced Rail Gun (1) - 12
* Short-Range Missile Rails (2) - 3 each
* Mini-Missile Pods (2) - 15 each
Reinforced Pilot's Compartment - 30 (220)
** Main Body/Fuselage – 150(225)
* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -8 to strike (-9 if the helicopter is flying faster than 80 mph/160 km).
Destroying one of the missile pods or an attached missile will detonate the ordnance and inflict damage to the helicopter.
The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (penalties are accumulative with each main rotor lost). Losing three or four main rotors or losing the tail rotors completely will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the helicopter out of the sky! Roll under piloting skill -50% for a successful crash landing by auto-rotating.

Speed:
Driving on the Ground:
Not possible.
Flying:
227 mph max speed , being a helicopter the ARMTECH M.D refit -64 is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.

Maximum Altitude:
The maximum altitude for the Apache is 20,000 feet (6096 m).
Range: 1200 miles (1920 km) before requiring refueling.

Statistical Data:
Height:
16 feet, 3 inches (4.95 m).
Width:
48 feet (14.6 m) rotor blades.
Length:
50 feet, 9 inches (15.47 m).
Weight:
8 tons.
Cargo:
None.
Power System:
Conventional combustion engine.
Cost: 250,000 credits.
• weapons
•Light G-109 Rail Gun:
A modern light rail gun was installed in the nose of the 64 Apache, instead of its old Heavy mini-gun. The G-109 enhanced rail gun is mounted in the nose, as a "chin gun," allowing it a 270 degree arc of fire ( ARM TECH 360 degree arc of fire ).
Primary Purpose:
Anti-Robot, Vehicle and Personnel.
Secondary Purpose:
Anti-Aircraft .
Light Mega-Damage: Rail Gun: 1D4x10 M.D. per 10 rounds burst.
Or
If the old style Heavy Mini-Gun is kept, it does 2D6+3 M.D. per every 10 round burst or 4D6+6 0r 5d6 M.D. per 20 round burst. 2d6x10 +30 M.D for A 100 round burst
Rate of Fire:
Each burst counts as one of the pilot's melee at-tacks.
Effective Range:
4000 feet (1219 m).
Payload:
5000 rounds

• 2. M.D refit Missile Rails (2):
Originally used to carry the Hellfire anti-tank missiles (short-range missiles or medium range missiles), the rails have been adapted to carry standard short-range missiles or Medium range missiles, for use against heavily armored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures, Robots and Vehicles.
Secondary Purpose:
Anti-Aircraft.
Mega-Damage:
Varies with type of missile.
Missile Type:
Any short-range missiles or Medium range missiles can be used.
Rate of Fire:
Volleys of 1, 2, 3,4,5,6,7,8,9,10,11,12,13,14,15,16 or all in one attack !!!.
Effective Range:
Five miles (8 km) for short-range missiles or Medium range missiles at 20 miles NOTE LONG BOW 40 miles
Payload: 18 Medium range missiles total or 8 per Rails or 32 short-range missiles. Each rail can mount 8 short-range missiles or 8 Medium range missiles pick one per rack

3. Mini-Missile Pods (2):
A mini-missile pod is located on both sides of the AH-64 Apache.
Primary Purpose:
Anti-Infantry and Soft Targets.
Secondary Purpose:
Assault and Defense. Mega-Damage: Varies with mini-missiles type.
Missile Type:
Any mini-missiles can be used, but standard issue is High Explosive (5D6 M.D.) or Armor-Piercing (1D4x10 M.D.). Fragmentation (5D6 M.D. to a 20 foot/6.1 m radius) will be used for anti-personnel operations.
Rate of Fire:
One at a time or volleys of 2, 4, or 6. Effective Range: One mile (1.6 km).
Payload:
36; 18 missiles per launcher.

4. Systems of Note:
The Apache has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with range of 500 miles (800 km), optics systems include passive nightvision (3000 foot/914 m range), laser designator (+1 to ) strike and enhanced radar: tracks 48 targets within a 120 mile (192 km) range.
NOTE LONG BOW ARMTECH M.D refit Apache, senor range 5 miles, designator (+2 to ) strike to all weapons , enhanced radar: tracks 96 targets within a 240 mile range
Apache Long Bow Laser Pods

http://unspacy.deviantart.com/art/Apach ... a_recent=1

Laser pod similar to ATL-7 Anti-Tank rifle only bigger and modern and room to spare
This is a pre-Rifts design built to give gunship a chance against the armored behemoths that were dominating the battlefield. It is a one-shot kill weapon that releases all the energies contained
In a normal E-c1ip 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
Mega-Damage: 4D6X10+20 M.D. per shot!
Rate of Fire: Single shot only; either pilot or gunner
Effective Range: 12,000 feet over two miles on mile has 5280 feet
Payload: ammo drum inside pod carries
Cost: 300,000 credits
LASER POD M.D.C:125

ARMTECH M.D refit -1W Improved Super-Cobra Gunship
Older than the AH-64 Apache, but still very effective the Super Cobra is a popular attack chopper. The engines of the Super Cobras have been replaced with high-output electric engines to increase their loiter times and increase their flight ranges. The vehicle is smaller and faster than the Apache, but it doesn't pack the same payload of weapons. It makes an excellent light assault helicopter, scout and reconnaissance vehicle and urban setting. At the same time it is capable of performing missions of close air support and tank-busting. Super-Cobras are often used as escort aircraft for air ambulances and downed pilot rescue missions.
Model Type:
ARMTECH M.D refit Improved Super Cobra
Class:
Ground attack helicopter.
Crew:
Two; one pilot and one gunner.
M.D.C. by Location:
* Main Rotors (4) - 12 each( 24)
* Tail Rotor Section – 18(100)
* XM-134 7.62 mm Mini-Gun - 6
* XM-3 2.7 inch Rocket Launchers (2) - 8 each
* Short-Range Missile Rails (2) - 4 each
Reinforced Pilot's Compartment – 30(120)
** Main Body/Fuselage - 90 ( 175)
* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, and even then the attacker is -4 to strike (-9 if the helicopter is flying faster than 100 mph/160 km).
Destroying one of the attached missiles will detonate the ordnance and inflict damage to the helicopter.
The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen-alties are accumulative with each blade lost). Losing three or all blades or losing the tail rotor completely will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the helicopter out of the sky! Roll under piloting skill -50% for a successful crash landing by auto-rotating.

Speed:
Driving on the Ground:
Not possible.
Flying: 227 mph , being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 14,750 feet (4496 m).
Range:
2000 miles (3200 km), due to its electric engine.(3o mde,)

Statistical Data:
Height:
14 feet, 2 inches (4.31 m).
Width:
48 feet (14.63m) rotor blades.
Length:
58 feet (17.68 m).
Weight:
7 tons.
Cargo:
None.
Power System:
Electric high-output engine.
Cost:
150,000 credits.

• weapons
•1. XM-134 7.62 mm Mini-Gun:
This six-barreled, 7.62 mm Gatling gun is driven by an independent electric motor that rotates the gun barrels as they fire, allowing it to achieve in-credibly high rates of fire without overheating. The mini-gun is mounted in the nose of the Super Cobra as a "chin gun," allowing it a 270 degree arc of fire ( ARM TECH has 360 degree arc of fire ).
Primary Purpose:
Anti-Robot/Anti-Vehicle.
Secondary Purpose:
Anti-Infantry/Soft Targets.
Mega-Damage:
2D6+3 M.D. per 10 round burst or 4D6+4 M.D. per 20 round burst.
Rate of Fire:
Each burst, short or medium, counts as one of the gunner's attacks per melee round.
Effective Range: 6000 feet
Payload: 4000 rounds
•2. Modified XM-3 2.7 inch Rocket Launchers (2) :
These rocket launchers are honeycombed tubes mounted under the stubby wings of the Super Cobra. The ancient XM-3 2.7 inch rockets have been refitted with a modern fragmentation war-head by the technicians at ARM TECH industries , for anti-infantry missions in a Mega-Damage environment.
Primary Purpose:
Anti-Infantry/Anti-Power Armor.
Secondary Purpose:
Area Saturation.
Mega-Damage:
5D6 M.D. per rocket, to a 20 foot (6.1 m) blast radius. )
Rate of Fire:
One at a time, or in volleys of 2, 4 or 6 rockets.
Effective Range:
5000 feet (1524 m).
Payload:
48 total, 24 unguided rockets per launcher.
•3. Short-Range Missile Rails (2):
Original used to carry anti-tank missiles, the rails have been adapted to carry two standard short-range missiles for use against heavily armored targets, like robot vehicles and main battle tanks.
Primary Purpose:
Anti-Structures and Anti-Armored Vehicle. Secondary Purpose: Anti-Aircraft. Mega-Damage: Varies with type of missile.
Missile Type:
Any short-range missile can be used, but standard issue is armor piercing (2D6x10 M.D.) or high explosive(2D4x10 M.D
Rate of Fire:
Volleys of 1, 2, 3, or 4.
Effective Range:
Five miles (8 km). Payload: Four total, two per each rail.
•4. Systems of Note:
The Super Cobra has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a ra-dio with a range of 500 miles (800 km), optics systems include passive nightvision 3000 foot ARM TECH has 2 miles , laser designator (+2 to strike rolls) and enhanced radar: tracks 72 targets within a 120 mile (192 km) range.



ARMTECH M.D refit 58D Improved Kiowa Warrior Helicopter
In the American military the Kiowa Warrior was employed as a scout helicopter working in conjunction with the AH-64 Apache. It is a small target, difficult to detect, and agile, allowing the helicopter to scout for enemy positions and then feed the targeting data to nearby combat choppers, which can attack from a distance without risking damage to the Apache. The bird remains popular on Earth with mercenary companies and armed forces as a workhorse reconnaissance and transport helicopter with light combat capabilities. Due to the fact that it can transport up to 6 passengers it is also used to insert and extract special forces squads into enemy territory.
Model Type:
ARMTECH M.D refit Improved Kiowa Warrior
Class:
Scout helicopter.
Crew:
Two, pilot and communications officer, plus up to 6 pas-sengers.
M.D.C. by Location:
* Main Rotors (4) - 8 each * (16)
Tail Rotor Section – 12(90)
* . M.D 50 cal Machine-Gun - 5
Reinforced Pilot's Compartment - 15 (80)
** Main Body/Fuselage - 75 (150)
* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -4 to strike (-7 if the helicopter is flying faster than 100 mph/160 km).
The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (penalties are accumulative with each blade lost). Losing three or all main rotors, or losing the tail rotors completely, will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the he-licopter out of the sky! Roll under piloting skill -40% for a successful crash landing by auto-rotating.
Speed:
Driving on the Ground:
Not possible.
Flying: 227 mph , being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude attacks and maneuvering through city streets and around buildings.
Maximum Altitude:
The maximum altitude for the helicopter is 15,000 feet (4572 m).
Range:
1400 miles (2240 km), due to its electric engine.
Statistical Data:
Height:
12 feet, 11 inches (3.94 m).
Width :
(rotors) 35 feet (10.67 m).
Length:
42 feet, 2 inches (12.85 m).
Weight:
3 tons.
Cargo: [b]
Minimal, can carry about 100 pounds (45 kg) in gear, in addition to pilot and passengers.
[b] Power System:

Electric engine.
Cost: 362,500 credits.
• weapons
•1. .50 Caliber Machine-Gun (x2) :
This two machine-gun is mounted under the nose of the Kiowa in a fixed forward position, forcing the Kiowa to turn in order to engage new targets.
Primary Purpose: Defense and Assault.
Secondary Purpose: Anti-Infantry and Soft Targets.
Mega-Damage: 1D6 M.D. per 10 round burst or 2D6 M.D. for a 20 round burst. And so on a max of 100 10 round burst doing 1d6x10 M.D
Rate of Fire: Each burst counts as one of the pilot's melee at-tacks.
Effective Range: 2 miles
Payload: 2000 rounds
•2. Tube Mini-Missile Launcher (1): [b]
Mini-missiles can be fired from the side of the helicopter.
[b] Primary Purpose:

Anti-Infantry and Anti-Power Armor.
Secondary Purpose:
Assault and Defense.
Mega-Damage:
Varies with missile type
Missile Type:
Can fire any type of mini-missile, but typically has fragmentation (5D6 M.D.) or high explosive (1D6x10 M.D.).
Rate of Fire:
One at a time, or in volleys 2, 4 or 6. Effective Range: One mile
Payload:
12 total mini-missiles in the launch tube.
•3. Systems of Note:
The Kiowa has all the standard features of robot vehicles as listed in the Rifts® RPG, plus a radio with a range of 500 miles (800 km), optics systems include passive nightvision 6000 foot ( ARM TECH has 2 miles ) laser designator (+1 to strike) and radar: tracks 96 targets within a 100 mile (160 km) range.


ARMTECH M.D refit 47 Improved Chinook
Larger than the Black Hawk, M.D refit 47 Improved Chinook is a heavy transport chopper used to move troops, supplies and casualties. It can also be used to drop paratroops or power armor troops, as well as transport supplies and light vehicles like the Hummer, Fast Attack Vehicle, hover cycles and similar cargo. The Chinook has two contra-rotating and intermeshing, three-bladed rotors which operate in tandem to keep the helicopter flying and moving at high speeds. The Chinook only has a basic radio (500 miles/800 km range) ( ARM TECH has 1000 miles ).
Model Type :
ARMTECH M.D refit 47 Improved Chinook
Class:
Heavy lift, transport helicopter.
Crew:
Three, plus 56 fully equipped passengers or 42 para-troopers or 32 power armor troops.
M.D.C. by Location:
* Landing Gear — 10
* Rotor Blades (6; 3 front and 3 rear) - 12 each
Reinforced Pilot's Compartment - 30 (120)
** Main Body/Fuselage - 125 (220)
* Items marked with a single asterisk are small, moving and/or difficult targets to hit and require a Called Shot to strike, but even then the attacker is -3 to strike (-5 if the helicopter is flying faster than 100 mph/160 km).
The loss of a single main rotor blade will reduce maximum air speed 25% and impose a -25% to all piloting skill rolls (pen-alties are accumulative with each main rotor blade lost). Losing three of the main rotor blade will cause the helicopter to crash.
** Depleting the M.D.C. of the main body will knock the he-licopter out of the sky! Roll under piloting skill -40% for a suc-cessful crash landing by auto-rotating.
Speed:
Driving on the Ground:
Not possible.
Flying:
167 mph (267 km), being a helicopter it is capable of hovering and VTOL (Vertical Take-Off & Landing) operations as well as low altitude flying.
Maximum Altitude:
The maximum altitude for the Chinook is just 15,000 feet .
Range:
2500 miles (2080 km) before requiring refueling.
Statistical Data:
Height: 16 feet, 10 inches (5.13 m).
Width: (rotors)
60 feet (18.29 m).
Length:
52 feet (15.8 m).
Weight:
25 tons.
Cargo:
Can carry 30,000 lbs suspended from the helicopter, in addition to passengers.
Power System:
Conventional combustion engine.
Cost: 650,000 credits. I

Re: ARM TECH

Posted: Thu Jul 06, 2017 1:52 pm
by ZINO
PLZ VOTE AND COMMENT :)