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well what you think
like 77%  77%  [ 23 ]
dont like 10%  10%  [ 3 ]
other (plz reply) 13%  13%  [ 4 ]
Total votes : 30
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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 1:27 pm
  

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Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
I am unable to actually read this as it takes up too much screen space. Could you put things in spoilers to I can actually scroll and find things?

will do thank you so much for your comment
also which one do you want to see first
then if u can plz vote ty so much for your time

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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 7:46 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
I'm still getting 'Wall of Text' problems, which is what I think is scaring people off. If things were better formatted for easier reading, I think you would get more attention. As for the actual content, I looks reasonable for what its said to be. You have an interesting take on fast character generation, which is worth turning into a more general system in its own thread. That might up the amount of recognition and attention you get.

I'm personally ambivalent on nearly all MDC conversions of older vehicles and equipment for one reason or another, but that's not just your stuff. It more that simple metal fatigue would have caused all of it to be write offs before they could be converted (2050s), so you may as well start from scratch. But at least you're using actually sensible designs unlike the abominations that Palladium calls tanks, and arm them with weapons that aren't pee shooters.


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 8:23 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
I'm still getting 'Wall of Text' problems, which is what I think is scaring people off. If things were better formatted for easier reading, I think you would get more attention. As for the actual content, I looks reasonable for what its said to be. You have an interesting take on fast character generation, which is worth turning into a more general system in its own thread. That might up the amount of recognition and attention you get.

I'm personally ambivalent on nearly all M.D.C conversions of older vehicles and equipment for one reason or another, but that's not just your stuff. It more that simple metal fatigue would have caused all of it to be write offs before they could be converted (2050s), so you may as well start from scratch. But at least you're using actually sensible designs unlike the abominations that Palladium calls tanks, and arm them with weapons that aren't pee shooters.

I am humble by your words just this wall of word been knocking me down been try to figure a better way i just don't how i keep trying
Most are older vehicles and equipment which are found in palladium books and converting are stopping gap they seem able to hold there own but they can be taken down like a GB BOOM Gun an example show how powerful they are a tank with a 120 MM tank rifle can either 1d6x10 M.D.C and range in real world 4.7 miles ( and that single shot it possible to fire dual shot doing 2d6x10 M.D.C );while a GB BOOM 3d6x10 M.D.C in two miles and cant move a a Pre-rifts tank can move with standard 288 M.D.C main body can add extra armors from 100 to 200 M.D.C while GB has 770 M.D.C in 2050 era sadly there no 130MM tank rifle my guess would be 2d4x10 single shot a dual shot 4d4x10 MM tank rifle are just an example
now does this make good sense IDK I just guessing and looking for rules with the GAME.A 200 MM tank rifle would do 2d6x10 M.D.C are use a reference point.

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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 8:40 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
There's a spoiler option in the full editor.
Spoiler:
Like this.

Between on the second row of BBCode options. You highlight the section you want to be compacted, and you can't put a spoiler in a spoiler, but it'll make things less painful. It also adds a line below the spoiler, so you you don't need to add one yourself.

Similarly, the List option (not the List=) in the first row might also be useful for keeping things tidy. This is the format I use for weapons, so cut and rename sections as needed.
    Range: blah
      1st Ammo type
      2nd Ammo type
    Damage: blah
      1st Ammo type
        Single
        Bust Size 1
        Burst Size 2
        ect
      2nd Ammo type
        Single
        Bust Size 1
        Burst Size 2
        ect
    Rate of Fire: ECHH or whatever
    Payload: Effectively Unlimited or whatever
    Bonuses: blah

As an example of a vehicle template, use this.
Spoiler:
Type: Model Designation and Name

Class: Something (Main Battle Tank or Infantry Fighting Vehicle for example)

Crew: # (Positions)

Troop/Passengers: If any.

MDC/Armor by Location:
    Locations

Speed:
    Driving on the ground: x mph (x km), maybe more if its a hover vehicle like altitude
    Flying: if a flyer
    Underwater: Can manage x mph (x km/x knots), down to x ft (6x m)
    Range: Something

Statistics:
    Height: x ft (x m)
    Width: x ft (x m)
    Length: x ft (x m)
    Weight: Something
    Cargo: Something
    Power System: Something

Market Cost: something

Systems of Note:
    Standard (RE) (Vehicle type) Systems

    *Stuff

Bonuses: If any.

Weapons Systems:
    1) Weapon 1: Fluff
      Range: blah
        1st Ammo type
        2nd Ammo type
      Damage: blah
        1st Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
        2nd Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
      Rate of Fire: ECHH or whatever
      Payload: Effectively Unlimited or whatever
      Bonuses: blah

    2) Weapon 2: Fluff
      Range: blah
        1st Ammo type
        2nd Ammo type
      Damage: blah
        1st Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
        2nd Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
      Rate of Fire: ECHH or whatever
      Payload: Effectively Unlimited or whatever
      Bonuses: blah

Other Stuff: If any.

Open this post in reply and copy the format to another document that you work on. I suggest putting the Crunch parts in a Spoiler, while leaving the Fluff in full. Give me a few minutes and I'll get something for OCCs as well.


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 8:53 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
There's a spoiler option in the full editor.
Spoiler:
Like this.

Between on the second row of BBCode options. You highlight the section you want to be compacted, and you can't put a spoiler in a spoiler, but it'll make things less painful. It also adds a line below the spoiler, so you you don't need to add one yourself.

Similarly, the List option (not the List=) in the first row might also be useful for keeping things tidy. This is the format I use for weapons, so cut and rename sections as needed.
    Range: blah
      1st Ammo type
      2nd Ammo type
    Damage: blah
      1st Ammo type
        Single
        Bust Size 1
        Burst Size 2
        ect
      2nd Ammo type
        Single
        Bust Size 1
        Burst Size 2
        ect
    Rate of Fire: ECHH or whatever
    Payload: Effectively Unlimited or whatever
    Bonuses: blah

As an example of a vehicle template, use this.
Spoiler:
Type: Model Designation and Name

Class: Something (Main Battle Tank or Infantry Fighting Vehicle for example)

Crew: # (Positions)

MDC/Armor by Location:
    Locations

Speed:
    Driving on the ground: x mph (x km), maybe more if its a hover vehicle like altitude
    Flying: if a flyer
    Underwater: Can manage x mph (x km/x knots), down to x ft (6x m)
    Range: Something

Statistics:
    Height: x ft (x m)
    Width: x ft (x m)
    Length: x ft (x m)
    Weight: Something
    Cargo: Something
    Power System: Something

Market Cost: something

Systems of Note:
    Standard (RE) (Vehicle type) Systems

    *Stuff

Bonuses: If any.

Weapons Systems:
    1) Weapon 1: Fluff
      Range: blah
        1st Ammo type
        2nd Ammo type
      Damage: blah
        1st Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
        2nd Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
      Rate of Fire: ECHH or whatever
      Payload: Effectively Unlimited or whatever
      Bonuses: blah

    2) Weapon 2: Fluff
      Range: blah
        1st Ammo type
        2nd Ammo type
      Damage: blah
        1st Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
        2nd Ammo type
          Single
          Bust Size 1
          Burst Size 2
          ect
      Rate of Fire: ECHH or whatever
      Payload: Effectively Unlimited or whatever
      Bonuses: blah

Other Stuff:


Open this post in reply and copy the format to another document that you work on. I suggest putting the Crunch parts in a Spoiler, while leaving the Fluff in full.

cool
ty

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 8:56 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Example O.C.C Format
Example
Spoiler:
O.C.C Stats
Alignment: Any

Attribute Requirements: Stuff

Bonuses: If any

MOS: Select one of the following
    EOD/Demolitions Expert
      Skills
    Foot Soldier
      Skills
    Point Man
      Skills
    Heavy Weapons
      Skills
    Vehicle Crewman
      Skills

O.C.C Skills: x skills +x MOS +x related, x total, x secondary
    Language (Native): 98
    Literacy (English): 95
    Other stuff

O.C.C Related Skills: Select X at level 1, +X additional learned skill at levels X and stuff.
    Communications: X
    Domestic: X
    Electrical: X
    Espionage: X
    Horsemanship: X
    Mechanical: X
    Medical: X
    Military: X
    Physical: X
    Pilot: X
    Pilot Related: X
    Rogue: X
    Science: X
    Technical: X
    WP: X
    Wilderness: X

Secondary Skills: Select X at level 1, gain 1 additional skill at levels X

Standard Equipment: Stuff

Equipment Available Upon Assignment: Stuff

Money: x in savings, base salary is x credits per month. Soldiers are provided with full room, board, and medical treatment.

Cybernetics: None to start, (local standards on mods).

I suggest fooling around with the BBCode in the PMs with Preview for a while. It doesn't like large and heavy coded messages, but you can figure out how things work there.


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 10:06 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
COOL !!! will try in RIFTS NAAT !!!as test run

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 17, 2021 10:07 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
Example O.C.C Format
Example
Spoiler:
O.C.C Stats
Alignment: Any

Attribute Requirements: Stuff

Bonuses: If any

MOS: Select one of the following
    EOD/Demolitions Expert
      Skills
    Foot Soldier
      Skills
    Point Man
      Skills
    Heavy Weapons
      Skills
    Vehicle Crewman
      Skills

O.C.C Skills: x skills +x MOS +x related, x total, x secondary
    Language (Native): 98
    Literacy (English): 95
    Other stuff

O.C.C Related Skills: Select X at level 1, +X additional learned skill at levels X and stuff.
    Communications: X
    Domestic: X
    Electrical: X
    Espionage: X
    Horsemanship: X
    Mechanical: X
    Medical: X
    Military: X
    Physical: X
    Pilot: X
    Pilot Related: X
    Rogue: X
    Science: X
    Technical: X
    WP: X
    Wilderness: X

Secondary Skills: Select X at level 1, gain 1 additional skill at levels X

Standard Equipment: Stuff

Equipment Available Upon Assignment: Stuff

Money: x in savings, base salary is x credits per month. Soldiers are provided with full room, board, and medical treatment.

Cybernetics: None to start, (local standards on mods).

I suggest fooling around with the BBCode in the PMs with Preview for a while. It doesn't like large and heavy coded messages, but you can figure out how things work there.

thank you will try it

_________________
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 Post subject: Re: ARM TECH
Unread postPosted: Wed Jan 20, 2021 4:06 pm
  

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Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 13412
Location: Snoqualmie, WA
Um. Reservist and active duty can be called on to respond to natural disaster relief. Just not by the governor. The G has to ask the PotUS to recognize a state of emergency and then the PotUS can send in the military.

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 Post subject: Re: ARM TECH
Unread postPosted: Wed Jan 20, 2021 5:03 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Zer0 Kay wrote:
Um. Reservist and active duty can be called on to respond to natural disaster relief. Just not by the governor. The G has to ask the PotUS to recognize a state of emergency and then the PotUS can send in the military.

Agreed with you on this
also did read the US Army / Army reserve solider National guard O.C.C not much ?

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


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jan 21, 2021 2:00 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
US Nation guard or / US Army / Army reserve solider National guard or In RIFTS the Foot soldier or guardsmen
Future rifts books guardsmen/Foot solider O.C.C.

Part 1


Our mission makes us different. Unlike the other branches, Guard Soldiers can be deployed by the governors of their resident states to support communities stricken by natural disasters like floods and hurricanes. Guard Soldiers can also be deployed by the president of the United States to defend our country or support our allies overseas. This dual role for the Guard is what makes us unique.

Both Guard Soldiers and Army Reserve Soldiers train one weekend per month and two weeks every summer. Both Guard Soldiers and Army Reserve Soldiers can be called into full-time service to support Army combat missions. The main difference is that Guard Soldiers serve a dual mission. They can be called on by their state governor or the federal government. Reserve Soldiers do not have a state mission and cannot be called to respond to floods and hurricanes, for example.

from Army recruiter before the fall


US national guardsmen/Army reserve solider /Foot solider O.C.C.

Abilities & Bonuses:

1. O.C.C. Modifiers:

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


O.C.C.


Bonus from Genetics Engineering Augmentation:


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


2.M.O.S.:

These sets of skills are areas of specialization. They may be combat oriented or some other area of expertise. These are in addition to O.C.C. Skills, O.C.C. Related Skills and Secondary Skills and reflect U.N paramilitary methods and organizational structure
Select one of the following areas of specialty or roll percentile to make a random determination. If the random method is used and the character does not have the required minimum attribute, select skills that will bump it up to the required amount, adjust a few attributes to meet the minimum, or roll again. All M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use non-combat robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.


3.Best MOS AND Special Aptitude Bonuses


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


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

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

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

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

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

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

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

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

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


3.Special Aptitude Bonuses Table

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


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


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



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


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


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


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


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

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


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

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




O.C.C. Skills:

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

O.C.C. Related Skills:

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

Infantry Soldier M.O.S. descriptions:

Pick one.



• NUMBER 1 Infantryman:
• NUMBER 2 Infantryman:Melee Specialist
• NUMBER 3 Motorized Rifleman
• NUMBER 4 Rifleman
• NUMBER 5 Combat Engineer:
• NUMBER 6 Marksman/sniper
• NUMBER 7 Communications Specialist
• NUMBER 8 Pig Man Specialist
• NUMBER 9 Missiles Ballistic operator
• NUMBER 10 Point Man
• NUMBER 11 Scout
• NUMBER 12 Militray Specialist Branch or MS )News Correspondent/ recruiter
• NUMBER 13 Sailor
• NUMBER 14 Naval Infantryman
• NUMBER 15 Rotor/VTOL /STOL wing Air support
• NUMBER 16 fix wing Aviator
• NUMBER 17 Tank pilots
• NUMBER 18 Cyber Combat Handler
• NUMBER 19 Giant size Robot pilots
• NUMBER 20 Power armor pilots
• NUMBER 21 Drone operator
• NUMBER 22 Transportation Specialist
• NUMBER 23 EOD/Demolitions Specialist
• NUMBER Field Combat Medic
• NUMBER 25 Field Engineer
• NUMBER 26 (MS) Research Specialist
• NUMBER 27 Spy or Undercover Agent
• NUMBER 28 Intelligence & Reconnaissance
• NUMBER 29 (MS) Electronic Intelligence
• NUMBER 30 (MS) Man-Hunter (MS)
• NUMBER 31 (MS) Sabotage & Harassment
• NUMBER 32 Robot Specialist Glitter boy




Spoiler:
NUMBER 1 Infantryman:
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
First Aid (+5%)
Find Contraband (+6%)
Land Navigation (+10%)
Salvage (+5%)
Physical: One of choice,
Upgrade First Aid to Paramedic (+ 1 0%).
Law: General (+1 0%)
Pilot: One of choice, any except Robots and Power Armor (+10%).
W.P.: three additional Modern
W.P. of choice (any)


NUMBER 2 Infantryman:Melee Specialist
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
+4 strike/ parry from the 6 W.P. Ancient picked
NOTE: Martial arts / Assassin hand to hand only back attack /rear attacks times 3 only
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
First Aid (+5%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Find Contraband (+6%)
Law: General (+1 0%)
Land Navigation (+10%)
Physical: One of choice,
Pilot: One of choice, any except Robots and Power Armor (+10%).
W.P.: two additional Modern
W.P. Ancient pick 6 of choice (any)

NUMBER 3 Motorized Rifleman
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
Weapon systems (+10%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Detect Ambush (+25%)
Find Contraband (+6%)
First Aid (+5%)
Law: General (+1 0%)
Land Navigation (+10%)
Salvage (+5%)
Physical: two of choice,
Pilot: three of choice, any except Robots and Power Armor (+10%).
Pilot Related two
W.P.: 3 additional Modern (any)


NUMBER 4 Rifleman
No requirements. M.O.S.
Bonuses:
+2D6 to S.D.C.,
+1 on Perception Rolls regarding finding protective cover.
Additional Cybernetics/Bionics:
None at first, may receive cybernetic or bionic repairs to serious physical injury.
M.O.S. Skills:
Salvage (+5%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Detect Ambush (+35% can go over 99% but add penalties GM call )
Detect Concealment (+25%)
Find Contraband (+6%)
First Aid (+5%)
Land Navigation (+10%)
Law: General (+1 0%)
Physical: two of choice,
Pilot: two of choice, any except Robots and Power Armor (+10%).
Recognize Weapon Quality (+25%)
W.P. Rifles
W.P. Handguns
W.P.: 3 additional Modern (any)

NUMBER 5 Combat Engineer:
Requires I.Q. of 11 or greater.
M.O.S. Bonuses:
+1D6 to S.D.C.
+1 to I.Q. attribute.
Additional Cybernetics/Bionics:
Schematic Sensor Hand, Tool Hand, Tool Mechanic’s Arm and Cyberlink Vehicle Interface.
M.O.S. Skills:
Demolitions (+10%)
Demolitions Disposal (+20%)
Excavation (+10%)
Military Fortification (+10%)
Trap Construction (+20%)
Field Armorer & Munitions (+10%).
Trap and Mine Detection (+10%)
Law: General (+1 0%)
Pilot: two of choice, any except Robots and Power Armor (+10%).
Pick (5 skills ) five skills either Mechanical Skills or Science Skills or Technical Skills
AND GET AUTOMATIC REQUIRE SKILLS
Reduce Secondary Skills by half :



NUMBER 6 Marksman/sniper :
Requires a P.P. of 12 or higher.
M.O.S. Bonuses:
+1 to M.E. attribute, +2 to strike on Called Shots,
+2 on Perception Rolls regarding judging distance, wind, the difficulty of the shot and finding a target. Additional Cybernetics/Bionics:
Multi-Optic Eye and Motion Detector.
M.O.S. Skills:
Camouflage (+10%)
Command Robots (any, but usually Combat Drones, Pup Scout or Probes)
Detect Concealment (+10%)
Detect Ambush (+10%)
Law: General (+1 0%)
Prowl (+20%)
Recognize Weapon Quality (+25%)
Sniper
Sharpshooting
Weapon Systems (+ 10%)
Pilot: two of choice, any except Robots and Power Armor (+10%).
W.P. Automatic Pistol AND Revolver ( ADD + 10)
W.P.: two additional Modern


NUMBER 7 Communications Specialist:
Requires an I.Q. of 10 or higher.
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to Perception Rolls
+30% to Radio Skills :
Basic skill; use this bonus instead of the bonus listed under O.C.C. Skills.
Additional Cybernetics/Bionics:
One additional communication Cybernetic Enhancement
(such as Finger Jack, Video Eye or Radio Transmitter).
M.O.S. Skills:
Basic Electronics (+10%)
Communication: One skill of choice (+10%).
Electronic Countermeasures (+15%)
Salvage (+5%)
Laser Communications (+20%)
T.V./Video or Surveillance (+15%)
Three Communications
Computer Operation
Computer Programming



NUMBER 8 Pig Man Specialist:
Requires a P.S. of 14 and P.E. of 12 or higher.
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to P.S.,
+1 to strike with rifles, machine-guns, rail guns and similar modern, long range weapons.
Additional Cybernetics/Bionics:
If light cyborg Sound Filtration System and Shoulder Weapon Mount/Clamps.
M.O.S. Skills:
Recognize Weapon Quality (+15%)
Sensory Systems (+5%)
W.P. Heavy
M.D. Weapons
W.P. Heavy Military Weapons
W.P.: 4 Modem of choice (modern ).
Weapon Systems (+20%)
Boxing
Climbing
Prowl


NUMBER 9 Missiles Ballistic operator ?anti Amour :
Requires an M.E/P.S . of 12 or higher.
M.O.S. Bonuses:
+1 to strike with missiles fired from a vehicle,
+1 to strike an incoming missile in flight.
No penalties from a moving vehicle
+3 to strike with any missiles fired. Not riding a vehicle
On top of that if still prone add +2 to strike
Additional Cybernetics/Bionics:
Cyberlink Vehicle Interface,
Radar Sensor,
Gyrocompass.
M.O.S. Skills:
Navigation (+10%)
NBC Warfare (+10%)
Weapon Systems (+10%)
W.P. Heavy M.D. Weapons
Pick 3 Weapon Proficiencies (Modern)


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

NUMBER 11 Scout:
M.O.S. Skills:
Horsemanship: any
Outdoorsmanship (+15%)
Track and Trap Animals (+15%)
Veterinary Science (+10%)
Detect Ambush (+15%)
Detect Concealment (+15%)
Land Navigation (+14%)
Prowl (+10%)
Tailing (+15%)
Wilderness Survival
Land Navigation (+10%)
Pilot: One of choice, any except Robots and Power Armor (+10%).
Climbing +15
Prowl
W.P. Net
W.P. Rope
Pick 2 Wilderness skills
Pick 3 Weapon Proficiencies (Ancient)
Pick 3 Weapon Proficiencies (Modern)
add 2 Language, Foreign: One of choice (+10%).
Reduce Secondary Skills to 4 :

NUMBER 12 Militray News Correspondent/ recruiter :
Requires an I.Q. of 12 or higher and an M.A. of 11 or higher.
M.O.S. Skills:
+10% Charm/Impress
+10% Trust/Intimidate regardless of M.A. attribute.
Additional Cybernetics/Bionics:
One additional communication cybernetic enhancement (such as Video eye or Radio Transmitter), and two Hidden Storage Compartments.
M.O.S. Skills:
Cryptography (+10%)
History: Pre-Rifts (USA , only) (+5%),
pick one. Law (General) (+10%)
Law - Loopholes (+8%)
Lore: Demons and Monsters (+10%)
Lore: Magic (+10%)
Public Speaking (+15%).
Pick 2 Weapon Proficiencies (Modern)

NUMBER 13 Sailor
P.E. of 10 or higher.
M.O.S. Skills:
+1D6 to S.D.C.
+5% to Swimming skill.
Additional Cybernetics/Bionics:
One lung implant of choice (usually Oxygen Storage Cell) and Depth Gauge.
M.O.S. Skills:
Navigation (+10%)
Pilot Boat: Motor, Race and Hydrofoil (+15%)
Pilot Boat: Ships (+5%)
SCUBA (+15%)
W.P.: two of choice


NUMBER 14 Naval Infantryman:
P.E. of 10 or higher.
M.O.S. Skills:
+1D6 to S.D.C.
+5% to Swimming skill.
Additional Cybernetics/Bionics:
One lung implant of choice (usually Oxygen Storage Cell) and Depth Gauge.
M.O.S. Skills:
First Aid (+5%)
Find Contraband (+6%)
Land Navigation (+10%)
Salvage (+5%)
Physical: One of choice,
Upgrade First Aid (+ 1 0%).
Law: General (+1 0%)
Navigation (+10%)
Pilot: One of choice, any except Robots and Power Armor (+10%).
Pilot Boat: Motor, Race and Hydrofoil (+15%)
Pilot Boat: Ships (+5%)
SCUBA (+15%)
W.P.: Modern three additional Modern
W.P. : Ancient of choice (any)
Reduce Secondary Skills by half :



NUMBER 15 Rotor/VTOL /STOL wing Air support :
M.O.S. Bonuses:
+1 to dodge in flight
+15% to perform evasive maneuvers, stunts and emergency landings.
Additional Cybernetics/Bionics:
Bionic hand or forearm with
Cyberlink Vehicle Interface, Radar Sensor, Gyro-Compass and Speedometer.
M.O.S. Skills:
Basic Mechanics (+5%)
Navigation (+10%)
Pilot: 2 ANY
Pilot Related Pick ALL
Pilot: Jet Pack (+15%)
Pilot: Hover Vehicles (+10%).
Military: Combat Helicopter (+35%)
Military: Jet Fighters ( +25%)
Helicopter - +25%
Hover Craft - (+15%)
Combat Driving


NUMBER 16 fix wing Aviator Pilot:
M.O.S. Bonuses:
+1 to dodge in flight
+15% to perform evasive maneuvers, stunts and emergency landings.
Additional Cybernetics/Bionics:
Bionic hand or forearm with
Cyberlink Vehicle Interface, Radar Sensor, Gyro-Compass and Speedometer. M.O.S. Skills:
M.O.S. Skills:
Basic Mechanics (+5%)
Navigation (+10%)
Pilot: Hover Vehicles (ground +10%).
Military: Jet Fighters (+35%)
Pilot: Jet Aircraft (+15%)
Pilot: Jet Fighter (+20%)
Pilot: Jet Pack (+25%)
Pilot: 2 ANY
Pilot Related PICK ALL

NUMBER 17 Tank pilots
M.O.S. Bonuses:
+1 to strike with main canon ,
+1 to strike an incoming missile in flight with any secondary weapon/culpa systems .
+2 to strike any missiles fired.
can fire 1d4x10+10 beyond ballistic weapons only no rail gun ,missile or energy weapon systems
Additional Cybernetics/Bionics:
Cyberlink Vehicle Interface,
Radar Sensor,
Gyrocompass.
M.O.S. Skills:
Navigation (+10%)
NBC Warfare (+10%)
Pilot: Tanks and APCs (+15%; ).
Pilot: Hover Vehicles
Combat Driving Pilot:
Weapon Systems (+10%)
Pick 3 Weapon Proficiencies (Modern)
W.P. Heavy M.D. Weapons

NUMBER 18 Cyber Combat Handler
M.O.S. Bonuses:
+2 on Perception Rolls regarding animals, their health and behavior, including whether they are scared, hurt, aggressive, about to attack, willing to be submissive, back off or run off if given the opportunity, and so on.
Additional Cvbernetics/Bionics:
Four additional cybernetic optical or/and radio/jaw enhancement.
The soldier is assigned
one Cybernetically expect dogs can be or up 10 (1d10)
• Falcon
• Dog
• Horse
• OTHER
(G.M.’s discretion OR TYPE animal with reason )
Breed Dogs/Animal (specific) (+15%)
full cyborg dog
https://www.deviantart.com/biagiodaless ... -747975910
in action to standard M.D.C stat
fully armed add 75 M.D.C
main body is 70 M.D.C small size dog add 50 M.D.C
main body is 80 M.D.C medium size dog 100 add M.D.C
main body is 90 M.D.C large size (normal ) dog add 120 M.D.C
main body is 100 M.D.C largest size (normal ) dog add 150 M.D.C
look below
https://images-wixmp-ed30a86b8c4ca88777 ... CRWKyVJTr4
M.O.S. Skills:
Falconry (New! +10%), pick one.
Horsemanship: any USA /Canada/South America or Europe
(+10%; can be upgraded to Horsemanship: Cossack at the cost of two Secondary Related Skill.)
M.O.S. Skills:
Camouflage +10
Detect Ambush+15
Detect Concealment +10
Disguise+15
Trap/Mine Detection +10
Prowl+10
Wilderness Survival +15
Pilot Related Skills +10
Outdoorsmanship Track and Trap Animals (+15%)
Veterinary Science (+10%)
W.P. Net
W.P. Rope
Can be even partial or light brog


NUMBER 19 Giant size Robot pilots
M.O.S. Bonuses:
Add +1 to all !!to favorite.
Add + 20 % one time
Make delicate handling /maneuvers for Giant size Robot +20 % in situations and even prowl base 50%
M.O.S. Skills:
Excavation & Rescue (+1 0%)
Pilot: Robots Basic (+20%)
Pilot: Robot Combat Elite:
Pilot: Robot Combat Elite
Pilot: 2 ANY
Pilot Related Pick ALL
Land Navigation (10%)
Read (& Operate) Sensory Equipment (+ 1 5%)
Pick 3 Weapon Proficiencies (Modern)
W.P. Heavy
W.P. Heavy Energy Weapons (rail guns included)


NUMBER 20 Power armor pilots
M.O.S. Bonuses:
Add +1 to all !!to favorite.
Can push speed flight only by 1d4x10% for 2d4 melee
M.O.S. Skills:
Pilot: Power Armor Basic (+9%)
Pilot: Power Armor Combat Elite:
Pilot: Jet Packs (+20%)
Pilot: Helicopter or Jet Aircraft and VOTL (+ 1 6%).
Pilot: 2 ANY
Pilot Related Pick ALL
Parachuting (+ 1 5%)
Navigation (+20%)
Land Navigation (+20%)
Read (& Operate)
Sensory Equipment (+ I 0%)
W.P. Heavy
W.P. Heavy Energy Weapons (rail guns included)
Pick 3 Weapon Proficiency (Modern)


NUMBER 21 Drone operator
M.O.S. Bonuses:
Small drones size have prowl 80 + 1% per level + 3 to all
Medium drones size 70 + 2% per level + 2 to all
Large drones size 60 + 3% per level + 1 to all
Can add spd by 1d4x10% to all
M.O.S. Skills:
Radio: Basic (+25%)
Radio: Scramblers (+10%)
Surveillance Systems (+25%)
T.V./Video (+25%)
Weapon Systems (+10%)
Computer Operation (+25%)
Computer Programming (+25%)
Basic Mechanics - (+10%)
Weapon Systems - (+25%)
Navigation (+25%)
Read (& Operate) Sensory Equipment - (+25%)
Basic Electronics (+25%)
Computer Repair (+25%)
Tracking (people) (+25%) (+25%)
Detect Ambush (+10%)
Pick 2 Weapon Proficiencies (Modern)
Reduce Secondary Skills to four :
Command Robots Drones: look below for details
Knowledge in the operation, deployment and strategic use of Army reconnaissance and combat drones robots like the Combat Drone (like Skelebot), Dog Drone (an example Chaos earth book main book) , Pup Scout (Chaos earth book main book) , Spider Probe(Chaos earth book main book) , and Flying Drone/Probe (Chaos earth book main book) . 1-10 robots are assigned to Escort/ assist/attack/patrol ,investigate area or protect the individual who commands it/them. Base Skill: Not applicable
Cybernetics:
CAN BE LIGHT CYBORG ID6 cybernetic implants of choice OR Partial or full Borg
Cybernetics:
Starts with ID6 cybernetic implants of choice. No LD. chip to avoid identification as a agent by the enemy. If a partial cyborg ( 12% are), the agent will have one or two bionic arms with I D4+2 different built-in capabilities (sensors, finger camera, weapons, etc.) for each, a bionic eye and even a pair of bionic legs

NUMBER 22 Transportation Specialist:
Requires P.E. and P.P. of at least 9.
M.O.S. Bonuses:
+1 to dodge while driving
+5% to perform evasive maneuvers, stunts, rams and emergency crashes.
can have connection with Black market GM Call 2d6 one time use 1d6 mid level and 1d4 high level
30% own favor to character for each one
10% big favor to each connection
05% crime group own favor to character for each one
02% crime organization own 1d4 favor to character for each one
01% crime organization own 1d10 favor to character for each one
Additional Cybernetics/Bionics:
Bionic hand or forearm with
Cyberlink Vehicle Interface,
Gyro-Compass
Speedometer
M.O.S. Skills:
Combat Driving Pilot: Automobile
Combat Driving Pilot: Motorcycles & Snowmobiles (+15%)
Pilot: Hover Vehicles (+10%; ).
Pilot: Tanks and APCs (+10%; ).
Pilot: Truck (+10%)
Pilot six additional pilot skill (+20%; ).


NUMBER 23 EOD/Demolitions Specialist
Requires an I.Q. of 10 and a P.P. ,P.S of 12 or higher.
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to M.E. and P.P. attribute,
+1 to roll with impact,
+2 to Perception Rolls regarding explosives and traps, their level of complexity, ease or difficulty to deactivate/defuse, level of danger/damage/power, range of collateral damage, whether the maker was an amateur or expert (like himself) and similar.
Additional Cybernetics/Bionics:
Schematic Sensor Hand,
Radiation Sensor and Macro-Eye Laser.
M.O.S. Skills:
Basic Electronics (+10%)
Demolitions (+20%)
Demolitions Disposal (+15%)
Demolitions: Underwater (+14%)
Munitions Expert (the Munitions part,
only, from the skill Field Armorer and Munitions Expert, +10%).
Trap and Mine Detection (+10%)


NUMBER 24 Field Combat Medic:
Requires an I.Q. and a P.P. of 10 or higher.
M.O.S. Bonuses:
+1 to I.Q. and +2 on Perception Rolls regarding the severity of injuries, the best and most immediate repair/ surgery or treatment, stability of the patient, and at levels 4 and 8, treatment from this Field Medic to those in a coma/death situation provides the patient with a cumulative bonus of +5% to save vs coma and death (+10% when the Field Medic is at level 8 experience).
Additional Cybernetics/Bionics:
Macro-Eye Laser,
Molecular Analyzer,
Finger Laser Scalpel and Wrist/Palm Needle.
M.O.S. Skills:
Brewing: Medicinal (+5%)
Cybernetic Medicine Field Surgery (+14%)
Medical Doctor (+5%)
Pathology (+10%)
Chemistry
Xenology (+5%),
Pick 2 Weapon Proficiencies (Modern)


NUMBER 25 Field Engineer:
M.O.S. Bonuses:
NONE
M.O.S. Skills:
Basic Electronics (+ 1 5%)
Command Robots (any/all)
Computer Operation (+20%)
Electricity Generation (+ 1 0%)
Excavation & Rescue (+ 1 5%)
Jury-Rig (+20%)
Math: Advanced (+ 1 5%)
Mechanical Engineer (+ 1 5%)
Military Fortification (+ 1 5%)
Salvage (+20%)
Read (& Operate) Sensory Equipment (+20%)
Trap/Mine Detection (+20%)
Reduce Secondary Skills by half :


NUMBER 26 Research Specialist
M.O.S. Bonuses:
+1D6 to S.D.C.,
+1 to M.E. attribute,
+1 to roll with impact,
M.O.S. Skills:
Computer Programming
(+ 1 5%) Computer Hacking
(+ 1 0%) Cryptography (+20%)
Forgery (+1 5%)
Lore: Three of choice (+1 5% each).
Photography (+ 1 5%)
TV/Video (+1 0%)
TWO Communications
Espionage skill of choice (+ 1 0%).
Research (+20%)
Language, Foreign: 1d4+1of choice (+10%).
Reduce Secondary Skills by half :


NUMBER 27 Spy or Undercover Agent
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. and +2 P.P. attribute,
+2 to roll with impact,
M.O.S. Skills:
Command Robots (probes/Drones and Pups only)
Disguise (+20%) Interrogation (+ 12%)
Imitate Voices and Impersonation (+14%)
Prowl (+1 0%) Seduction (+13%)
Streetwise (+ 14%)
Surveillance Systems (and Tailing) (+ 1 5%)
Tracking (+ 1 0%) or Concealment (+ 12%) FOR Undercover Agent PICK ONE /spy get both
Undercover Agent Language, Foreign: two of choice (+10%)
Spy Agent Language, Foreign: : 1d4+1of choice (+20%)
Spy GET BOTH Tracking AND Concealment


NUMBER 28 Intelligence & Reconnaissance
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. and P.P. attribute,
+2 to roll with impact,
M.O.S. Skills:
Camouflage (+ 1 5%)
Command Robots (probes only)
Detect Ambush (+ 1 0%)
Detect Concealment (+ 1 5%)
Find Contraband (+1 6%) Land Navigation (+1 6%)
Prowl (+1 0%)
Tracking (+20%)
Wilderness Survival (+20%)
Wilderness Skill: One of choice (+1 5%) Intelligence
Reconnaissance GET FOUR Wilderness Skill: 4 of choice (+1 5%)
Pilot two any no robots or power armor
Language, Foreign: two of choice (+10%).

NUMBER 29(MS) Electronic Intelligence
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. attribute,
M.O.S. Skills:
Basic Electronics (+ 1 5%)
Basic Mechanics (+ 1 0%)
Command Robots (any, though usually probes and one Hound)
Computer Hacking (+20%)
Computer Programming (+ 1 5%)
Electronic Countermeasures (+20%)
Read ( & Operate) Sensory Equipment (+ 1 5%)
Surveillance Systems (and Tailing) (+ 1 5%)
TV/Video (+20%)
Cryptography (+ 1 5%)
Language, Foreign: 1d6+1 of choice (+10%).
Reduce Secondary Skills by half :



NUMBER 30 Man-Hunter (MS)
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E. and P.P. P.S and +3 P.E attribute,
+4 to roll with impact,
M.O.S. Skills:
Command Robots (any)
Land Navigation (+20%)
Recognize Weapon Quality
(+ 1 5%) Sharpshooting
Sniper
Prowl (+1 5%)
Tracking (+20%)
W.P. Bolt-Action Rifle
W.P. : four of choice (any)
Cybernetics:
Starts with ID4 cybernetic implants of choice. No LD. chip to avoid identification as a agent by the enemy.
If a partial cyborg ( 12% are), the agent will have one or two bionic arms with I D4+2 different built-in capabilities (sensors, finger camera, weapons, etc.) for each, a bionic eye and even a pair of bionic legs.


NUMBER 31 (MS) Sabotage & Harassment:
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to M.E.,P.P. ,P.E and P.S attribute,
+2 to roll with impact,
M.O.S. Skills:
Camouflage (+20%)
Command Robots (all)
Computer Programming (+ 1 0%)
Find Contraband (+ 1 0%)
Demolitions (+20%)
Demolitions: Underwater (+20%)
Demolitions Disposal (+1 5%)
Escape Artist (+ 1 5%)
Forgery (+20%)
Nuclear, Biological & Chemical Warfare (+ 1 5%)
Reduce Secondary Skills by half :
Cybernetics:
Starts with I D4 cybernetic implants of choice. No LD. chip to avoid identification as a agent by the enemy. If a partial cyborg ( 5% are), the agent will have one or two bionic arms with ID4+2 different built-in capabilities (sensors, finger camera, weapons, etc.) for each, a bionic eye and even a pair of bionic legs.

NUMBER 32 Robot Specialist Glitter boy :
M.O.S. Bonuses:
+2D6 to S.D.C.,
+1 to P.P. attribute,
+2 to roll with impact,
Add + 2 dodge/roll/strike range weapons of any kind from that Robot Vehicle.
Add 1d4+ years to age
Add +10 % to all ground robot vehicles.
M.O.S. Skills:
Advanced Math (+ 1 0%)
Basic Electronics (+20%)
Command Robots (all)
Locksmith (+20%)
Mechanical Engineer (+ 10%)
Pilot: Robots Basic
Pilot: Robot
(choose one specific type; any add +35 can over 99% but add penalties )
Robot Mechanics (+25%)
Weapons Engineer (+ 10%)


Secondary Skills:

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


Standard Equipment:

Military I.D. and ration card, standard body armor, one weapon per W.P. and six E-Clips per weapon, one Vibro-Knife or Vibro-Sword, two signal flares, two smoke grenades, two fragmentation grenades, silver-plated survival knife (2D4), flashlight, distancing binoculars, utility belt, gun holster for side arm, additional air filter and gas mask, walkie-talkie, canteen, water purification tablets, anti-radiation pills, four standard uniforms, one dress uniform, pocket-sized silver cross signal mirror, utility belt, backpack and bedroll.

Naval or light Body Armor
Army Combat Armor

Spoiler:

[spoiler][color=#FF0000]Naval or light Body Armor

The constant dangers of Rifts Earth are such that Navy personnel are not safe even inside an armored juggernaut. To protect its people, the Navy has issued a version of the combat armor commonly used in pre-Rifts days. This body armor is lighter and more comfortable than the Marine 's combat armor which is issued to all combat personnel, but it can mean the difference between life and death for a Navy sailor. The armor consists of a fully padded body suit with a helmet; not required on duty except while under threat of attack. The armor has special flotation devices that add +5% to swimming rolls and serves as a life jacket. It has all the features common to modem body armor (see Rifts RPG, page 209).
• M.D.C.: 65
• Weight: 2 lbs (5 kg)
• Excellent Mobility; no penalties on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 1000 feet (305 m); ruptures at greater depths.
• Market Cost: 40,000 credits outside Salvation and Refuge Bases .
This is one of the items not commonly traded or sold outside Army .




Army Combat Armor
This heavy body armor has some superficial similarities to 20th Century helmets and flack jackets, but it has the addition of a face plate/mask, can be made airtight in an instant and has life support, as well as a built-in radio, insulation and all features common to environmental body armor (as listed in Rifts Ultimate Ed., p. 267). Comes in many colors olive green, forest-jungle camouflage pattern, and beige brown desert camouflage pattern. Combat armor is manufactured at both bases .
• M.D.C.: 110
• Weight: 10 Ibs (9.5 kg)
• Good Mobility: - 5% on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 2000 feet (6 10 m)
• Market Cost: 60,000 credits outside Refuge and Salvation Bases. knock-offs (see Rifts Mercenaries for details about Iron Heart) are double weight Mobility, Depth 1000


Equipment Available Upon Assignment:

Any vehicle in which the character is trained, additional weapons, energy clips, medical kit, tool kit, portable computer, portable language translator, cameras, surveillance equipment, explosives (including fusion blocks), and has low to mid-level military clearance. Note: Availability of equipment and resources may be dependent upon the local commander, supply stock, location, casualties and combat conditions.
Money:

The foot soldiers gets a roof over his head, food, clothing, access to vehicle storage, hangars, maintenance areas, medical care and all other basic needs provided for free as part of his/her pay. The Infantry Soldier starts as a Private with a monthly salary starting at 1,100 credits a month.


Cybernetics and Bionics:
Cybernetic and Bionic Enhancement:

Though the Infantry themselves usually reserve the designation for partial cyborgs, light, full conversion cyborgs, many Infantry Soldiers can be classified as Light cyborgs Machines or partial conversion cyborgs due to the extensive bionic reconstruction they undergo. Approximately 25% of infantry soldiers receive bionic augmentations for approximately 40-50% of their bodies, making them partial cyborgs. Another 15% of infantry soldiers are full conversion cyborg classified as Light cyborgs. The remaining 50% of the infantry start out as completely human with only 6 cybernetic implants of choice. Of course, injuries in combat may substantially increase the amount of bionic augmentation a soldier ultimately ends up with.
Note:
Infantry soldiers who receive 55% or more bionic conversion usually stay in the military for life or a long stretch of 30-50 years of service.
Spoiler:
01-50% Human Infantry Soldiers: No bionics,light borg but has 1D4 cybernetic implants (clock calendar, etc.).

51-85% Partial Cyborg Infantry Soldier only 6 cybernetic implants

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

86-00% Full Conversion Light Cyborg :
The Infantry soldier is a full conversion cyborg. See the Military Grade

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


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jan 21, 2021 5:04 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Looking much better. There's some bits with the skills that amount to clashes with my personal preferences, but that's minor. The largest issue I have is the proportion of cybernetics and bionics. My feeling was that the US was much more conservative that some others (and that's not including Russia), but again that's personal preference.


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 Post subject: Re: ARM TECH
Unread postPosted: Thu Jan 21, 2021 6:14 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
Looking much better. There's some bits with the skills that amount to clashes with my personal preferences, but that's minor. The largest issue I have is the proportion of cybernetics and bionics. My feeling was that the US was much more conservative that some others (and that's not including Russia), but again that's personal preference.

cool thank you so much!!!
I will post detail information on each M.O.S but don't have the time

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


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 Post subject: Re: ARM TECH
Unread postPosted: Sun Jan 24, 2021 9:29 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
https://www.deviantart.com/yinteck/art/ ... -413134851

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




Draft

Military Cyber Combat -Humanoid Called Jellyfish O.C.C.
Light Full Conversion Cyborg


Statistics for Military cyber-Humanoids



Size & Shape:
Completely human size !!! Or whatever natural appearance is suitable for the character' s race. Likewise, skin, hair, etc., are all natural-looking and even cosmetic cybernetics are usually avoided

Spoiler:
M.D.C. of Main Body:
300 M.D.C for this 'Borg.


M.D.C. of Limbs:
All start at half of the possible maximum amount of M.D.C. for the Cyborg O.C.C., i.e.,
helmet 65 (1)
Head 50 (1)
bionic hands (5) 60 M.D.C ,
bionic Arms(5) 60 M.D.C ,
Bionic leg (2) 92 M.D.C .
Additional M.D.C. may be purchased at any time (provided a facility is available)
throughout the character' s lifetime.



Arms & Hands(10)
Maximum Attributes: P.S. & P.P. but the maximum is 20. Souped-Up Bionics goes up to 24 .
Weapons & Features Possible:
• per Hand: Two (three if small and not weapons) or a multi-system sensor hand.
• per hand Wrist: One.
• per hand Knuckles: One each.
• per hand Fingers: One weapon or other feature (sensor, camera, etc.) per each digit.
• Forearm: one , typically concealed that’s 10 total!!!.

Retractable Forearm Vibro/energy -BIade Shields (10) : that 10 total
An M.D.C. forearm plate with a retractable vibro-blade.
A detachable flashlight
Mega-Damage:
Vibro-Blade : 2D6 M.D.C and energy base 1d4+8 total 1d6x10 M.D.C for both and detachable

• Shoulder & Upper Arm: Zero.
Legs & Locomotion : Humanoid in configuration.
Maximum Speed Attribute :
the maximum is 132 (90 mph ). Souped-Up Bionics SPD 108 MPH
Can leap 6 feet ( 1 .8 m) high and 12 feet (3 .6 m) across Normal
Souped-Up Bionics Can leap 7 feet high and 14 feet ) across;
increase by 20% with a running start Souped-Up Bionics increase by 40%.
Can leap 10 feet ( 1 .8 m) high and 16 feet (3 .6 m) across

Other Leg Attributes:
P.S. & P.P. maximum is 20. Souped-Up Bionics 24

Weapons & Features Possible: Concealed

Available Cyborg Armor Types :
Tends to avoid known "cyborg" armor because it reveals their true nature, instead the Cyber-Humanoid uses conventional body armor. However, the character could wear any light or medium cyborg armor or heavy human armor or combat armor.

Special Body Armor/Deep-Sea Environmental Body Armor
Medium cyborg armor
that is designed to withstand underwater depths . Often a completely contained environmental suit that plugs into existing cybernetic armor and systems.
• 185 M.D.C.

• Good Mobility

• Maximum Depth Tolerance: 2 miles

•The exoskeleton adds the following bonuses to the attributes :
+10 to P. S . ,
+10 to spd, and reduces the rate of fatigue by 95 %

• Underwater:
The micro-thruster system propels the power armor underwater or a surfaced (semi-submerged) at a speed of 60 mph (96.5 kmph; 5 1 . 6 knots) !
Depth Gauge & Alarm :
An internal implant that can calculate depth. A digital counter can indicate the exact depth via internal audio or HUD system and make warning sounds when the character is within 2 miles maximum depth tolerance
Remaining Body Options for Cyber-Humanoid. Bionicand/or Cybernetic Implants & Features:

• Micro-Aerial Jet Thrusters: ( must have fighter pilot skills in order to use )
small power supply usually implanted to boost the main for drops at 8,000 feet can fly speed 400 MPH max height 2000 feet

These are implants, sensors, optics, audio systems and other features that can be applied to bionic limbs

the human body,
clock calendar,
bio-comp,
cyber-disguise,
radio system,
Headjack,
modular connector unit,
cosmetics, and in addition to the following below .
already built in systems
Penalties of conversion:
Simulated sense of touch, while a remarkable 96%, is less than a human. No prowl penalty, even wearing heavy body armor.

Built in systems look below
1. Bionic gills look below
2. Bionic lung with gas filter & oxygen storage cell
3. Built-in language translator
4. Built-in loudspeaker
5. Built-in radio receiver & transmitter
6. Built-in depth gauge
7. Clock calendar
8. Gyro-compass
9. optional Concealed energy-clip hand or arm port ( 1 per each arm)
10. Modulating voice synthesizer
11. Multi-optic eyes
12. Radar (short range)
13. Rear optics in the back of the head
14. Universal headjack with amplified hearing and sound filtration
15. Sonar
16. Echo-location system


the following can be on Armour or cyborg systems
Sound Suppression System:

This is an advanced version of some pre-Rifts measures used to control sound pollution. A sound emitter
is built alongside the skin of the cyborg (will only work if the ' borg is wearing light M.D.C. armor; heavy cyborg armor will muffle the emitter). The emitter then sends out sound waves in exactly the opposite
frequencies as the noises made by the ' borg, neutralizing them. Human ears cannot sense the sounds; additionally, special rubber soles and joints contribute to the reduced sound: the common prowl penalty is eliminated when using these two systems.

Restrictions: none . +20 to prowl


Artificial Gills:
gills can be implants or built into partial and full conversion borgs. Gills are usually placed in the neck or rib cage, or just below the ribs. They enable the recipient of the implant to remove oxygen
from the water like a fish and breathe underwater for indefinite periods
of time.

Sonar:
Basically underwater radar. It can identify and track up t o 24 targets simultaneously and has a range of two miles ( 3 . 2 km) .

Sonic Echo-Location :
A bionic system similar to that of the dolphin. This bionic mechanism is not as sensitive as the dolphin ' s and is used to determine distance and depth underwater, and to "see" in total darkness by creating a sound picture. When in total darkness, the cyborg suffers from none of the usual penalties from blindness and canmaneuver and fight as normal . B se level of proficiency: 78% +1% per level in accurately gauging distance, depth and shapes ; Range : 6000 feet .

Conceal Back up Underwater thruster system ( on cyborg only ):
one rear area and one per hip one rear total three
The thruster system propels the power armor underwater or a surfaced (semi-submerged) at a speed of 30mph depth 2 miles !

Conceal Back up micro-Aerial Jet Thrusters: ( must have fighter pilot skills in order to use, on cyborg only )
small power supply usually implanted to boost the main drps at 8,000 feet can fly speed 120 MPH max height 2000 feet

strength/signals of computer and communication implants; increases
the clarity of sound and increase range by 25 %

Radio & Scrambler Implant
An implant
with organic circuitry developed by the military that enables the user
to interface with a specially modified radio through mental control.
For most cyborgs, the shortwave radio will be housed in a compartment
on the armored back. It has a range of 1 00 miles ( 1 60 km) , can
broadcast on 800 frequencies and automatically scrambles and decodes
all transmissions. It can also send scrambled and coded messages

Signal Booster
small power supply usually implanted to boost the strength/signals of computer and communication implants; increases the clarity of sound and increase range by 25 % Usually built into a sensor hand or prosthetic with hair-like sensor wires that are actually tiny motion detector sensors.
However, a motion detection sensor system may be implanted in the arm, leg or head with sensor wires hidden among the human hair. Provided the sensor wires are not covered (the arm or leg with the detector must be bare), the system will work to measure noticeable movement near the character. The reliability of the detector is quite limited, but can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a vehicle, aircraft, power armor etc., whose rap id approach or large size causes a disturbance in the air. A motion detector is especially useful in the dark because the speeding object must usually be within 500 feet (152 m) to create a detectable air current. Likewise, the motion sensor will detect the movement of somebody/thing moving nearby, within 40 fe et (12 m), but only if the sensor user 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

Additional Hand and Arm(10) hand to hand
A pair of additional hands and arms
can be attached to the reinforced rib cage just below the usual pair. The second set of limbs are a bit smaller and lighter than the normal full body replacements, but are still quite formidable additions

Bonuses:
A pair of arms and hands add one attack, strike and parry that 5 pairs or 10 arms
per melee and a bonus of + 5 to attacks ,strike and parry to the character's overall
combat skills. The arm ' s individual attribute bonuses apply only to that arm and not the character' s accumulative combat abilities. A single hand and arm pair adds only a bonus of + 1 to attacks ,strike and parry for every two arms


Amplified Hearing

A system 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 than
a 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 few
feet 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 to
304.8 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

The Decibel Scale

20 decibel sound is 10 times louder than a 10 decibel sound, 30
decibels is 100 times louder than 10 decibels and 40 decibels is 1000
times louder. One decibel is the smallest difference between sounds
detectable by the human ear.
10 decibels: a light whisper
20 decibels: a quiet conversation
30 decibels: a normal conversation
40 decibels: light traffic
50 decibels: loud conversation
60 decibels: shouting
70 decibels: heavy traffic
80 decibels: loud noise like subway train, rock conceit
90 decibels: very loud, thunder or explosion
100 decibels: jet take-off; temporarily deafening (2D4 seconds).
140 decibels: Sonic boom; painful, temporarily deafening (2D4 minutes).


Legs for Leaping

bionic legs specifically designed for leaping and
quick movement (dodging). Can leap 15 feet (4.6 m) high and 30 feet (9. 1 m) lengthwise.
Increase by Double if combined with booster jets in the legs.
Bonus: + 2 to Auto dodge and + 1 on initiative when attempting a dodge or leap of any kind. with booster jets in the legs+ 4 to Auto dodge and + 2 on initiative

Head:
Motion Detector
Six maximum large. Nothing obvious.

Eyes:
Multi-Optics eyes or eyes with as many as three enhanced optic features each. The often referred to HUD or picture in picture display feature comes standard with all bionic eyes and does not count as one of the three selections. HUD is not standard in cybernetic eyes and not possible in Bio-System eyes.

Ears :
Four.

Mouth/Throat/Jaw:
Five.

Neck/Throat:
Three.

Chest:
Two.

Cosmetics (general body) :
12 , but usually none other than disguises and beauty enhancing features

Forearm
Ten one per arms

Penalties:
None. Average body weight is 100-200 pounds Additional appendages are not acceptable unless the real life creature the Cyber-Humanoid is impersonating has them.


Military Combat Cyber-Humanoid O.C.C.



Spoiler:
O.C.C. skills:
Speaks Native Language (+25%).
One other Language of choice (+20%).
1D4 other spoken Language
Literacy in one (+ 1 5%).
Math: Basic (+ 1 0%)
Radio: Basic (+ 1 0%)
Land Navigation (+ 1 0%)
Disguise (+ 1 5%)
Intelligence (+ 1 0%)
Escape Artist (+ 1 0%)
Prowl (+ 1 5%)
Paramedic (+ 1 0%)
Imitate Voices & Impersonation (+ 1 2%)
Computer Operation(+ 1 5%)
Seduction (+ 1 0%)
Dance (+ 1 0%)
Streetwise (+5%)
Swimming: (+ 1 5%)
S.C.U.B.A(+ 1 5%)
Camouflage (+5%)
Pilot skill of choice pick 5 (+ 1 0%); excluding robot and power armor skills.
W.P. 1D6 Ancient Weapon of choice.
W.P. 1D4 Modem Weapon of choice.
Hand to Hand: Commando


NOTE If pick up W.P. Sharpshooting: Sharp shooting Borgs are limited to only one.

1. The Sharpshooter's "Called" Shot
2. Quick Draw
3. Trick Shooting
• Can shoot over his shoulder
• Accurately shoot while riding
• Shoot accurately
• Dodge,
• Ricochet shot


O.C.C. Related Skills:

Select 14 other skills, plus select one additional skill at levels 3, 6, 9, and 1 2 . All new skills start at level one Proficiency.

Communications: Any (+ 10%).
Cowboy: None.
Domestic : Any.
Electrical: Basic Electronics only (+5%).
Espionage: Forgery and Tracking only (+5%).
Horsemanship: General only.
Mechanical: Basic Mechanics and Automotive only (+5%).
Medical: First Aid only (+5%).
Military: Any.
Physical: Any that are still appropriate.
Pilot: Any (+5%); except robot, power armor, and military.
Pilot Related: Any.
Rogue: Cardsharp, Concealment, Palming, Streetwise (any),
and Ventriloquism only.
Science: Any.
Technical: Any (+5%).
W.P. : Any
Wilderness: None



Secondary Skills:


Spoiler:
The character also gets to select 10 secondary skills from the list, excluding those marked "None," at level one and one additional skill at levels 4, 8, and 12.
These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level


Standard Equipment:


Spoiler:
Light to medium M.D. C. body armor,
set of fashionable clothing, set of traveling clothes, tinted goggles or sunglasses, air fIlter, flashlight, cigarette lighter, pocket mirror, small portable tool kit or first-aid kit, language
translator (unless built-in) or pocket computer, two utility belts, sleeping bag, backpack or duffle bag, two small sacks, ID4 large sacks, a canteen and some personal items.


Weapons:


Spoiler:
One for each W.P. skill, and three additionalE-Clips/ammo clips for each. Armor: Bushman Body Armor
or similar body armor with around 60-70 M.D.C. No vehicle to start.


Bionics & Cybernetics:


Spoiler:
Full conversion cyborg with all basic features and AL WAYS starts with two Cyber-Disguise features
and Modulating Voice Synthesizer. As for additional items, he or she gets as many as half the total number of possible bionic features listed in the opening under Statistics for Cyborgs.

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


Last edited by ZINO on Mon Jan 25, 2021 8:38 pm, edited 1 time in total.

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 Post subject: Re: ARM TECH
Unread postPosted: Mon Jan 25, 2021 4:34 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.

As a note, you don't need to spoiler the small sections (Secondary Skills and after).


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Jan 25, 2021 5:24 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.

As a note, you don't need to spoiler the small sections (Secondary Skills and after).

ok thank you getting the hang of this

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


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Jan 25, 2021 7:18 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
ZINO wrote:
Omegasgundam wrote:
Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.

As a note, you don't need to spoiler the small sections (Secondary Skills and after).

ok thank you getting the hang of this

At the very least I can expect to be able to actually READ everything you post on the page, which is an improvement.


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 Post subject: Re: ARM TECH
Unread postPosted: Mon Jan 25, 2021 8:42 pm
  

User avatar
Knight

Joined: Mon Jul 14, 2008 5:02 pm
Posts: 3865
Location: new york
Comment: NEVER QUIT..... I got lucky
Omegasgundam wrote:
ZINO wrote:
Omegasgundam wrote:
Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.

As a note, you don't need to spoiler the small sections (Secondary Skills and after).

ok thank you getting the hang of this

At the very least I can expect to be able to actually READ everything you post on the page, which is an improvement.

have you seen
N.A.A.T
page 7
The Foot solider O.C.C.
In RIFTS North America and Europe Foot soldier, THE guards men ,THE guards , Guardians or Peace keeper
that has 40 M.O.S

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


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