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N.A.AT Germany BOOK 2
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Author:  ZINO [ Tue Oct 30, 2012 11:13 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

abtex wrote:
...and Zino looked out his New York window to see...

AHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Author:  abtex [ Wed Oct 31, 2012 11:31 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

Well ZINO is back online.
At least it was not part of New Jersey or you passing over New Jersey.
Hope you and your survived with little damage.

Author:  ZINO [ Wed Oct 31, 2012 2:26 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

abtex wrote:
Well ZINO is back online.
At least it was not part of New Jersey or you passing over New Jersey.
Hope you and your survived with little damage.

We got lucky here minor damage in our building minor damage a sky light landed on top of our building .we got power and getting to work tomorrow :(
Need one more day off but I been busy here with the kids and wife
thank U for asking abtex

Author:  ZINO [ Thu Nov 01, 2012 4:18 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc07.deviantart.net/fs39/i/2008/ ... DoomER.jpg

http://tugodoomer.deviantart.com/galler ... 4#/d1pxwf3

http://tugodoomer.deviantart.com/

thank you tugodoomer !!!

Quote:
artist comment none

http://tugodoomer.deviantart.com/
thank you tugodoomer !!!

Robot vehicle
Description
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits. At the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second Dark Age. However they severed a critical role to save humanity.


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH (Advanced Research Military Technology) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25% if they have this skill
Rifts note

These Russian version is the grunt unit simple but effective for heavy fire power . is the standard heavy basic exo suit that will be world on rifts earth. Easy to make and mass make .it will be just like the AK rifle an icon of the Russian mercenary forces .

Quote:
artist comment anti tank unit

ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT ONLY Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
18. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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


M.D.C

* Main body 250
Main body primary force field- 250
Upper Arms (2) 200
Lower Arms (2) 200
Upper Legs (2) 200
Lower Legs (2) 200
Feet (2) 150
Head 125
Reinforce cockpit compartment: flex armored 100
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Ammo drum 150 (1)

*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.

Stats
Height 9 feet
Length 3 feet
Depth 4 feet
Weight empty starting weight 2000 pounds or 1 tons
Speed
Range: unlimited
Flying :100 MPH max height 1000 feet
Running: 150 MPH
Walk: 2 to 21 MPH

Weapons systems
1. Hand to hand: robotic P.S 30
2. Weapons systems 20 MM Rapid fire auto cannon
3. Weapons systems any side arms human or robotic


Weapons systems
20 MM The "cartridge" energy weapon system
Type The "cartridge" energy weapon system
Damage 20 MM 1d4x10=40 M.D
Burst
2D4X10 M.D Two round Burst, 3D4X10M.D three round Burst , 4D4X10 M.D four round Burst , 5D4X10 M.D five round Burst , 5D8X10M.D ten round Burst
BOTH GUNS
4D4X10 M.D FOR 4 round Burst, 4D6X10 M.D FOR 6 round Burst ,4D8X10 M.D FOR 8 round Burst ,5D8X10 M.D five round Burst , 2D4X100 M.D ten round Burst

Range : ground to air 36960 feet or 7 miles , ground to ground 1 miles
Rate of fire Burst
Payload: 1000 rounds
Bonus: can change to other type of 20 MM weapon systems

Or
Weapons systems Heavy machine guns pick one

Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst ,heavy burst 3d4x10
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, heavy burst 60 rounds
Range : 3 miles
Payload: 6000 rounds

Or

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



Weapons systems AK 47 series side arms
Type any
Damage any
Range any
Rate of fire any:
Payload: any

Author:  ZINO [ Sun Nov 04, 2012 9:07 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc05.deviantart.net/fs38/i/2008/ ... DoomER.jpg
Soviet trooper
http://tugodoomer.deviantart.com/galler ... 8#/d1pmgxk

http://tugodoomer.deviantart.com/
thank you tugodoomer !!!
Quote:
artist comment

Description

In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open vlume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

This is the NCO unit in the Russian core units , again simple and effective in any type of combat

ROBOT/ MECHA

Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. N.A.A.T /N.A.M.E.S AND U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds



M.D.C

* Main body 400
Main body primary force field- 240 Secondary force field-150, emergency force field-100
Upper Arms (2) 250
Left arm heavy force shields (1)240
Lower Arms shields (2) 250
Upper Legs (2)250
Lower Legs (2) 375
Feet (2) 175
Head: 125
Russian model force field 240
N.A.A.T model Reinforce cockpit compartment:100
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
*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.

Stats
Height 9 feet
Length 4feet
Depth 5 feet
Weight 2 tons empty
Speed
Range: unlimited
Flying 100 MPH max height 500 feet
Running 200 max MPH
Walk 2 to 19 MPH


Hand to hand: Use super natural or robotic P.S 36

Weapons systems pick one single barrel 20 MM or 30 MM
Type
Damage
20 mm auto cannon

2 generation auto-cannon standard rounds
L.E.A.P:
Light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst ,


or


H.E.A.P: Heavy Explosive armor piercing rounds
Times three blast radius

20mm 5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,5d8 x10 M.D twenty round burst ,


30 mm 4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst ,

A.P.F.S.D.S round
NO blast radius

20 mm 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,

30 mm 1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst ,

"cartridge" energy weapon system
20 MM 1D6X10 M.D=60 M.D
30 MM 2D4X10 M.D= 80 M.D
ROF : burst look damage
Range: all 1 mile
Rate of fire: burst
Payload: 2 ammo type 3000 round ammo box carries 2 ammo type total 6000 rounds



Weapons systems left fore arm 7,62 mm a machine gun or ATL
Type
Damage
two 7,62 mm a machine gun left arm

Generally .357 for revolvers and rifles, .355 in autoloaders

5D6X10 S.D.C OR 3M.D

1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10 fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D

2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst ,

A.T.L (anti tank laser ) 3d6x10+20

Range
7,62 mm a machine gun: 600 feet
A.T.L 2000 feet

Rate of fire:
7,62 mm a machine gun look above in damage
A.T.L 3 blast per melee
Payload:
7,62 mm a machine gun 300 rounds
A.T.L nuclear powered clip and mech powered supply
Bonus:
7,62 mm a machine gun look below pick one

1. 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. 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 expen Weapon systems back mini missiles systems
4. d what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
5. 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%
6. 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
7. 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
8. 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
9. 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
10. 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%
11. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
12. 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
13. 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%
14. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
15. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
16. 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 !!!!
17. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
18. A.S.A.S.P bonus as above but critical 15


[ u] Weapons systems [/u] Type any AK 47 CLASS any side arm
Damage: [b] varies
[b] Rate of fire:

varies
Range:
varies
Payload : varies
varies Note/bonus or other


1. 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. 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. 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. 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. 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. 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. 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. 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. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. 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. 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. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15

Author:  ZINO [ Sun Nov 11, 2012 8:28 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://tugodoomer.deviantart.com/art/gu ... 897&qo=318
guard coloredby ~TugoDoomER

http://tugodoomer.deviantart.com/

http://th09.deviantart.net/fs41/PRE/i/2 ... DoomER.jpg

Thank you tugodoomer!!!

Quote:
artist comment none

In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

This model represent what the US military Empire could have had after a few 50 to 80 years in the making down version where basic exo-suit hard suit merger into one piece.



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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

8. Voice actuated locking systems

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

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

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

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

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

14. 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

15. 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!!!!

18. 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 that fly into it. Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
19. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

20. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

21. Basic EVA systems (back up)


22. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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



MDC
Head 55
*Main body 175
Arms (2) 60
Legs (2) 100
Under MDC clothing gray area 25
Energy shields 240
*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.

Stats
Add 1d12 inches
Weight suit add 75 pounds
Weapon systems summary
None hand held
Bonus: males add +16 PS, add + 10 speed,
Bonus: females add +8PS, add + 25 speed,
Note robotic PS and can not wear it in robot man size giant robot yes

Author:  ZINO [ Sun Nov 11, 2012 8:47 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th06.deviantart.net/fs43/PRE/i/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/art/me ... 897&qo=289

mercenary's armourby ~TugoDoomER
Traditional Art / Drawings / Sci-Fi
©2009-2012 ~TugoDoomER


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Thank you tugodoomer !!!

Quote:
artist comment none




In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

Medium infantry Russian suit, it the merger of basic exo-siut and robotic technology is the first of it kind and work horse for Russia troops and allies as well. This was the first design use form ground troops. Date back to the golden age of man!!! It common in Europe as mercenary basic exo-siut and seen as second rate suit.
ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT ONLY Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 300 pounds
N.A.AT AND N.A.M.E.S have energy flares weight -78%
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
18. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

19. Special coms suite for 7 heavy basic exo-suit must be at least 1000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14. note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
20. Basic EVA systems (back up)
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

MDC
Head80
Arms (2) 125
*Main body 250
Upper Legs (2) 125
Lower Legs (2) 150
Ammo box (up 10) 55 each
Heavy pack (1) 125
Heavy M.D.C machine gun 100
Heavy force fielded (1) 240
*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.

Stats

Add feet to wearer
Weight total 150 pounds nuclear power pack takes 100 pounds

Weapon systems summary
Any Heavy M.D.C machine gun or any M.D.C heavy weapons


Bonus: Add ROBOTIC P.S +20, speed +25, + 1d4 P.P

Author:  ZINO [ Sun Nov 11, 2012 8:50 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th01.deviantart.net/fs45/PRE/i/2 ... DoomER.jpg


http://tugodoomer.deviantart.com/art/so ... 897&qo=301


soviet shield's infantry by ~TugoDoomER

http://tugodoomer.deviantart.com/

In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

thank you tugodoomer !!!

Quote:
artist comment none

ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT ONLY Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
18. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

MDC
Head 45
Arms (2) 100
Heavy combat shield 200
Heavy force fielded combat shield 240
*Main body 125
Upper Legs (2) 75
Lower Legs (2) 100
Ammo box (up 10) 55 each
Heavy pack (1) 125
Heavy or light M.D.C machine gun 100
Heavy force fielded (1) 240
*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.

Weapon systems summary
Heavy M.D.C machine gun or any M.D.C heavy weapons


Bonus: Add ROBOTIC P.S +20, speed +25,

Author:  ZINO [ Sun Nov 11, 2012 9:15 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://tugodoomer.deviantart.com/galler ... 8#/d1yb9yh
http://th09.deviantart.net/fs42/PRE/i/2 ... DoomER.jpg
The heavy assault infantryby ~TugoDoomER


Description

In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

This was a Russian again for ground troop and space application and sea application making a well rounded exo-suit but fly made impossible to use flight systems were too heavy at the time. The S.A.M.A.S and it flight systems make a better design but now in rifts earth it is not need and seen as a second rate battle suit.

The heavy assault infantry was suppose to be the work horse for Russian empire back in the golden age of man but fail to make flight systems work . And had problem with rail gun technology, but standard heavy M.D.C and energy base weapon systems work well. For this reason alone it was vey limited back in the day but in rifts earth it doing well for a second rate battle suit .however in space operation it can function extremely well and even under water.

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Quote:
artist comment none




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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

9. Voice actuated locking systems

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

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

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

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

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


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

16. 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: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

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

22 . U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

MDC
Head 120
Face plate 100
Left or right medium size shield 150’
Left or right medium shield Force field (1) 240
Arms (2)120
Legs (2) 150
Feet (2) 55
*Main body 350
Force field (1) 240
Gating gun and A.T.L systems (1)200
Ammo bin (1 to 4) 100 each
*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.

Stats
Height add 2 feet
Length 4 feet
Width 5 feet
Weight empty: 500 pounds!!!!

Speed
Running 120 MPH
Jump 10 feet by 10 feet running start need 20 feet length wise up to 45 feet height 31 feet max
Space flight 200 MPH
Under water depth: 7000 feet max
Under water speed 20 MPH, surface 40 MPH ,able to drop at 45,000 feet into water and pilot wont feel a thing need at least 50 feet or more in order to do this jump,

Weapon systems summary
1. One 20 MM Vulcan and built-in A.T.L systems
2. PS robotic 40

Damage:
20 MM
2 generation auto-cannon standard rounds
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
20 mm – 3d6 M.D ( max damage 18 ) blast radius 1 feet
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius 3 feet

20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,

A.P.F.S.D.S round NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst ,

The "cartridge" energy weapon system
20 MM 1d4x10=40 M.D

2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10M.D five round Burst , 5d8x10 M.D ten round Burst


Third generation ram jet rail gun auto-cannon

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

20MM 1d4x10
2d4x10 M.D Two round Burst, 3d4x10 M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10M.D five round Burst , 5d8x10 M.D ten round Burst

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Rate of fire: burst
Range: 3500 feet
Note/bonus or other:

Or can have a

Weapons systems laser Vulcan guns this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fire all six barrel doing a massive amount of fire it similar to Iron hammer main battle tank from rifts mercenary book page 107 Weapons systems side mounted Anti tank laser systems
Damage 3d6x10 +20
R.O.F: single shot equal to hand to hand 4 per melees any higher 50% will just melt or 51& or higher blows up
Range : 6000 feet
Payload: unlimited

0r replace with

Type: beam
Damage : 3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
not/bonus /penalties : weight 12000 pounds, if you roll 2 to 4 will over heat and cool dwn in 1d4 melee or 15 x 4 seconds

0r replace with

WI-GL 20 Vulcan Automatic grenade Launcher. Automatic grenade fire systems.
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range 7000 feet
Rate of fire burst only 10 shot ,20 round shot 6d6x10
Payload: 2000 grenades can mix and switch ammo type ad not losing an attack
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes


Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

Or

Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun:
40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage:
5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire:
One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload:
12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).later heavy drum 40 weight 60 lds (27kg)
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability


Or

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

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

Weapon systems back mini missiles systems
Damage: varies
Rate of fire: one OR any Or all
Range: 1 mile
Payload : 24 per launcher(x4!!!) or 48 per launcher total 96
Note/bonus or other

Author:  ZINO [ Sun Nov 11, 2012 9:33 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th07.deviantart.net/fs45/PRE/i/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/art/fo ... 897&qo=310

for the Unionby ~TugoDoomER
Traditional Art / Drawings / Sci-Fi
©2009-2012 ~TugoDoomER

Description
In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.


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thank you tugodoomer !!!
Quote:
artist comment pencil + tablet
soviet space troop for G.O.D.

Live for the Union,
fight for the Union,
die for the Union

Soviet space troop are the old gold age of man was made, however very little saw seen before the fall of man and even fewer during the Dark Age. Recently the main Russian core units as a ground pounder and will later be used in space !!!!


Quote:
artist comment look above

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

9. Voice actuated locking systems

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

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

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

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

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


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

16. 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: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

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

22 . U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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


MDC
Head 25
Face plate 25
Arms 80
Legs 80
Feet 30
*Main body 190
Force field 240
*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.

*Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless.
Stats
Add 2feet height
Add width 3 feet
Add length 3 .6 feet
Robotic P.S adds 15 and speed 15
Jump jet add 25 feet, space max speed 450 MPH
Weight 400 pounds
Weapon systems summary:
Weapon systems summary: ANY hand handled weapons or heavy weapon systems
Damage: standard AK-E Series medium pulse rifle (no recoil) 5d6 burst, or heavy burst 1d6x10
Pick type of beam
1. laser
2. ion (reduce by 50%)
3. particle beam (reduce by 25%)
4. Variable laser
5. Plasma use knock down table
6. radiation beam (rare ) follow radiation rules
Rate of fire: burst only
Range: 2000 feet
Payload : 50 burst, or heavy or 25 heavy burst clip
Note/bonus or other: have 10 clips pus will connect to suit and supply additional 200 time burst that’s 10,000 burst or 5,000 heavy burst
Note: radiation beam Heroes Unlimited - Core Rulebook (2nd Edition)
Page 269 Control radiation power number 7 under generate heat and bolts and Substance % metcal that are not affected and number 9

Author:  ZINO [ Sun Nov 11, 2012 9:39 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th06.deviantart.net/fs46/PRE/i/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/art/Mo ... 897&qo=244

Mobile suitby ~TugoDoomER
Traditional Art / Drawings / Sci-Fi
©2009-2012 ~TugoDoomER


Description

In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

The mobile suit is made for road or city to urban combat where they so small, pack a punch, light weight and can carry light to heavy weapon systems. It been used from major roads to Side Street that how small and very easy to operate for easy learning curve to reach fast operations use. It anti shock systems it allows roll extremely easy and very silent (prowl).they are used mainly in city streets , high way and roads , they can walk in regular ground but with roll .

http://tugodoomer.deviantart.com/

thank you tugodoomer !!!

Quote:
artist comment none

ROBOT/ MECHA

[Quote] artist comment none [quote]
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

8. Voice actuated locking systems

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

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

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

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

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

14. 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

15. 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!!!!

1. 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 that fly into it. Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
2. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

3. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

4. Basic EVA systems (back up)


5. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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




Stats
Add 2 feet height
Add width 3 feet
Add length 3 .6 feet
Robotic P.S add 10 and speed 250 MPH
Jump jet add 15 feet ,
Weight 200 pounds

MDC
Head /helmet 35
Face plate 35
Left and right medium size shield 80
Arms 75
Legs 125
Feet 45
*Main body 150
Force field 300
*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.

Weapon systems summary

Weapon systems : ANY hand handled weapons or heavy weapon systems
Damage: varies
Rate of fire: varies
Range: varies
Payload varies
Note/bonus or other: add +6 to roll/parry , dodge add +4 , prowl add 1d4x10 % plus pilots prowl added ,if pilot does not have then they get 65%, a crash of any type reduce by 75% if pilots is awarded ( or see it coming ONLY)

Author:  ZINO [ Sun Nov 11, 2012 9:43 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://tugodoomer.deviantart.com/galler ... 4#/d2uyej6

http://th02.deviantart.net/fs70/PRE/i/2 ... DoomER.jpg
landingby ~TugoDoomER
Traditional Art / Drawings / Sci-Fi
©2010-2012 ~TugoDoomER

In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

This Russian answer for female paratrooper and will adoptive by other as well simple easy to use and pilots can survive a drop of 2500 feet under speed of 500 MPH!!! Still it carries light weight drop thrusters (as seen in picture) .

http://tugodoomer.deviantart.com/
thank you tugodoomer !!!
[Quote] artist comment none [quote]
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

8. Voice actuated locking systems

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

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

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

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

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

14. 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

15. 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!!!!

1. 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 that fly into it. Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
2. Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

3. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

4. Basic EVA systems (back up)


5. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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



Stats
Add 2d6 inches to height
Add 3d6 inches to width
Add 4d6 inches to length
Weight 150 pounds
Female Para trooper extra light power suit
Head / helmet 55
Face plate 45
Side Left or right thrusters systems (2) 60
Arms (2) 55
Legs (2) 100
Feet (2) 25
*Main body 125
Parachute 25 (3) back systems
Force field 300
*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.

Speed
Running 120 MPH
Jump thrusters 100 feet in any direction, running 1d4x100+100 feet
Max drop 2500 feet under 500 MPH, but with thrusters systems 25,000 to 35,000 feet drop

Weapon systems summary:

Weapon systems summary: ANY hand handled weapons or heavy weapon systems

Damage: varies
Rate of fire: varies
Range: varies
Payload varies
Note/bonus or other: add +6 to roll/parry , dodge add +4 , prowl add 1d4x10 % plus pilots prowl added ,if pilot does not have then they get 65%, a crash of any type reduce by 75% if pilots is awarded ( or see it coming ONLY)

Author:  ZINO [ Mon Nov 12, 2012 2:35 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://tugodoomer.deviantart.com/galler ... 0#/d1sub2b

Quote:
artist comment Any sapper in the world do two mistakes in his life. The first one - whem the chose his profession

pencil

http://th00.deviantart.net/fs41/PRE/f/2 ... DoomER.jpg

Sapper
Description
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open vlume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

This design is for EOD unit but can be used in heavy combat. Many pilots have been discipline for going ape in combat on an enemy target for what it what intended for EOD operations. Still sometime combat take over in a situation of EOD operations.


ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds



M.D.C

Main body 375
Main body primary force field- 240
Upper Arms (2) 150
Lower Arms (2) 150
Upper Legs (2) 150
Lower Legs (2) 150
Feet (2) 150
Head125
Reinforce cockpit compartment: 150
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100

Stats
Height add 1feet
Length add 2feet
Depth add 2 feet 1000 pounds
Weight : add 200 pounds!!!!

Speed
Range: unlimited
Flying jetpack only
Running 55 MPH

Hand to hand: Use super natural or robotic P.S 35

Weapons systems heavy rifle AK 47 series or heavy M.D.C Machinegun
Type varies
Damage varies
Range varies
Rate of fire: varies
Payload: varies
Bonus: varies

Author:  ZINO [ Mon Nov 12, 2012 2:42 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th06.deviantart.net/fs39/PRE/i/2 ... DoomER.jpg

armour
http://tugodoomer.deviantart.com/galler ... 0#/d1r33w5
thank U ~TugoDoomER

Description
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open vlume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

This a full covered up hard suit with powered armor use one weapon systems. But pilots add additional weapons systems ,because it never enough.

ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds



M.D.C

Main body 450
Main body primary force field- 300 Secondary force field-150, emergency force field-100
Upper Arms (2) 200
Lower Arms (2) 200
Upper Legs (2) 200
Lower Legs (2) 200
Feet (2) 100
Head 100
Reinforce cockpit compartment: 200
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height 11 feet
Length 4 feet
Depth 3feet
Weight 1 tons
Speed
Range: unlimited

Running 100 MPH

Hand to hand: Use super natural or robotic P.S 40

Weapons systems rail gun or heavy weapon systems
Type any type no BOOM GUN
Damage 3d6 to 2d6x20 the max
Range varies
Rate of fire: varies
Payload: varies rail x2 ,beam weapon systems x10
Bonus: varies

Author:  ZINO [ Mon Nov 12, 2012 2:46 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th04.deviantart.net/fs71/PRE/i/2 ... 39d1lh.jpg

http://tugodoomer.deviantart.com/art/so ... 9210&qo=68
Description

soviet Mortar Mobile Armor
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open vlume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

this version is a soviet Mortar Mobile Armor for direct fire and more deadly for indirect fire for combat troop tries to stay 6000 feet from the combat lines .


ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds

M.D.C

Main body 125
Main body primary force field- 240 Secondary force field-150, emergency force field-100
Upper Arms (2) 90
Lower Arms (2)90
Upper Legs (2)90
Lower Legs (2)90
Feet (2)45
Head 25
Reinforce cockpit compartment: flex armored 60
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Add plating to arms ,legs 125 each

Stats
Height add 3 feet
Length 4 feet
Depth 5 feet
Weight 1000 lds

Speed
Range: unlimited
Running100 MPH

Weapons systems summary
1. [ u] Weapons systems [/u ] heavy mortar
2. [ u] Weapons systems [/u] hand to hand
3. [ u] Weapons systems [/u] any AK 47 series


[ u] Weapons systems [/u ] heavy mortar
Type ballistic war head
Damage
Direct fire on target HE 2d6x10
Air burst 2d4x10 blast radius 15 feet
or
short range missiles surface to air called (SAM) +3 to strike
Range: 1 MILE
Direct mortar 6000 feet line of sight /indirect 5 miles
Rate of fire: one or any or all
Payload:8 shot (x4)

Weapons systems hand to hand AK 47 series any type
Type varies
Damage varies
Range varies
Rate of fire: varies
Payload: varies

Author:  ZINO [ Mon Nov 12, 2012 3:01 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc05.deviantart.net/fs36/i/2008/ ... DoomER.jpg
Machine-gun squad

http://tugodoomer.deviantart.com/gallery/?offset=24

Description Patrol on border of a zone of alienation

They are more for defense solider and patrol and secure areas and have several heavy machine gun mutt with them .
Quote:
artist comment

ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks,
3. Laser targeting add +1 to all weapons systems
4. External audio pick up: same as robots
5. Spotlight range 1 mile optional
6. Ejection systems: 1 ton add
7. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths
8. Voice actuated locking systems
9. Complete environmental pilot and crew compartment
10. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
11. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
12. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
13. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 100 M.D.C and third hit 95 M.D.C and the firth hit 90 and so on.
14. 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 shield Male pilots get this at third level
15. Basic EVA systems (back up)
16. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting


M.D.C combat basic exo suit

Main body 175
Main body primary force field-150, emergency force field-100
Upper Arms (2) 100
Lower Arms (2)120
Upper Legs (2)100
Lower Legs (2)120
Feet (2)55
Head 25
Reinforce cockpit compartment: body armor (light or medium )
Generators 100

Stats
Height add 12inches
Length add 12inches
Depth add 12inches
Weight add 150 pounds

Speed
Range: unlimited
Flying N/A MPH ONLY JET PACK
Running 100 mph
Walk 2 TO 12mph

Weapons systems summary

[ u] Weapons systems [/u] heavy rifle: [/b][/u]
1. [ u] Weapons systems [/u] heavy rifle: [/b][/u]
2. [ u] Weapons systems [/u] drone heavy machine gun : [/b][/u]
3. Weapons systems side arm

1) Heavy M.D Machinegun: pick one below ( this the operator )
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst

Two Heavy M.D Machinegun firing 5d6+2 short burst, 5d10 medium burst, 2D4X10 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 : 3 miles
Payload: 300 rounds
.50 calibers
Damage:
3D6 short burst, 6D6 medium burst, 1D6X10 long burst

Two Heavy M.D Machinegun firing 6D6 short burst, 2d4x10+4 medium burst, 2D6X10 long burst

R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles can replace /add a second weapons systems like a grenade launcher, light or medium rail gun also look below type of round piack one from 1 to 17

[ u] Weapons systems [/u] plus any human size rifle
Type : any type AK 47 SERIES
Damage : varies
Range varies
Rate of fire: varies
Payload: varies
Bonus: varies

Hand to hand: Use robotic P.S 35




Description combat drone is or as second heavy weapon platform used for base operations ,or to leave behind as troops retreat .

M.D.C combat drone
Machine gun Mutt
Main body 100
Upper Legs (2)100
Lower Legs (2)120
primary force field-150
Generators in main body (100)
Weight 100 pounds empty
Height 2 feet to 3 feet
Width 3 feet
Length 4 feet
Speed 100PH
Leap up 35 feet , climb 89%
[ u] Weapons systems [/u] heavy machine gun look above
Bonus: type of round
heavy machine gun note this is for just one heavy machine gun can be dual or quad barrel

Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst

Two Heavy M.D Machinegun firing 5d6+2 short burst, 5d10 medium burst, 2D4X10 long burst

Dual barrel
R.O.F: burst only, short burst 10 rounds , medium burst 20 rounds, long burst 40 rounds

Damage: 4d8 short burst, 1d4x10 +2 medium burst, 2d4x10 long burst

Two Heavy M.D Machinegun firing 1d6x10 short burst, 1d10x10 medium burst, 2D8 X10 long burst

Quad barrel
R.O.F: burst only, short burst 20 rounds , medium burst 40 rounds, long burst 160 rounds

Damage: 1d6x10 short burst, 3d4x10 medium burst, 4d4x10 long burst

Two Heavy M.D Machinegun firing 2d6x10 short burst, 5d4x10 medium burst, 4d8x10 long burst

Payload: 2000 round plus addition 500 box magine (x5) are connected no need to reload
Bonus: varies look below


1. 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. 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. 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. 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. 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. 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. 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. 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. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. 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. 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. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15

Author:  ZINO [ Mon Nov 12, 2012 3:03 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://tugodoomer.deviantart.com/art/Th ... 9137&qo=49

thnak you TugoDoomER
http://tugodoomer.deviantart.com/


Description
Quote:
artist comment Has tried to present the differentiated armouring for the machine gunner, the mobile weapon emplacement as a matter of fact turns out

ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles Weight
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks,
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 100 M.D.C and third hit 95 M.D.C and the firth hit 90 and so on.
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 shield Male pilots get this at third level
16. Basic EVA systems (back up)
17. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting


Description

M.D.C

Main body
Main body primary force field-

force field-150, emergency force field-100
right Upper Arms 75
right Lower Arms 75
left shoulder shield 240
left upper arm shield 150
left fore arm shield 100
Upper Legs (2) 100
Lower Legs (2)100
Feet (2) 30
Head25
Reinforce cockpit compartment: flex armored 55
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height add 2d6 inches
Length add 2d6 inches
Depth add 2d6 inches
Weight 200 lds
Speed
Range: unlimited
Running 80 MPH


Weapons systems summary
1. Weapons systems heavy machine gun
2. Weapons systems any AK 47 series and pistol
3. Hand to hand: Use robotic P.S 30

1)Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 3 miles
Payload: 300 rounds

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

1. 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. 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. 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. 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. 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. 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. 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. 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. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. 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. 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. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15




Weapons systems human size rifle
Type : any type AK 47 SERIES
Damage : varies
Range varies
Rate of fire: varies
Payload: varies
Bonus: varies

Author:  ZINO [ Mon Nov 12, 2012 3:05 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

Thank u http://tugodoomer.deviantart.com/

http://th02.deviantart.net/fs71/PRE/i/2 ... 34q7cw.jpg
soviet antitank trooper
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, -
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 100 M.D.C and third hit 95 M.D.C and the firth hit 90 and so on.
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 shield Male pilots get this at third level
16. Basic EVA systems (back up)
17. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
M.D.C

Main body 100
Main body primary force field- 250
Upper Arms (2) 80
Lower Arms (2) 80
Upper Legs (2) 80
Lower Legs (2) 80
Feet (2) 20
Head 25
Reinforce cockpit compartment: flex armored 50
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
rifle 100
long range scope 45
ammo box 25
Generators 100
Ammo drum 150 (1)

Stats
Height 9 feet
Length 3 feet
Depth 4 feet
Weight empty starting weight 200 pounds

Speed
Range: unlimited
Flying :100 MPH max height 1000 feet
Running: 150 MPH
Walk: 2 to 21 MPH





[ u] Weapons systems [/u] 20 MM and 24.1 MM heavy rifle
Type high powered long range rifle
Damage

24.1 MM
5D4 X100 S.D.C OR 5d4M.D OR 20 M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst , fourth round burst


Or

2 generation auto-cannon standard rounds
L.E.A.P:
Light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst

Or


H.E.A.P: Heavy Explosive armor piercing rounds
Times three blast radius

20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

Or

A.P.F.S.D.S round
NO blast radius

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

Or

The "cartridge" energy weapon system
20 MM 1d4x10=40 M.D
2D4X10 M.D Two round Burst, 3D4X10M.D three round Burst , 4D4X10 M.D four round Burst , 5D4X10 M.D five round Burst , 5D8X10M.D ten round Burst

Range: 3 miles
Rate of fire: Burst
Payload: 50 rounds
Bonus: tri pod add +1 strike

Author:  ZINO [ Mon Nov 12, 2012 3:07 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th06.deviantart.net/fs71/PRE/i/2 ... 34ngxo.jpg


soviet light marine
Description
soviet light marine are the best in going to combat taking enemy position light weight for there class but heavy on fire powered. Able to travel where no man size power armored can go make close quarter deadly for them and to the enemy not familiar to them . they confused thing they are fight cyborgs !!!


Quote:
artist comment

ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds



M.D.C

Main body 300
Main body primary force field- 300 force field-150, emergency force field-100
Upper Arms (2) 150
Lower Arms (2)100
Upper Legs (2)150
Lower Legs (2)100
Feet (2)60
Head 120
Reinforce cockpit compartment: none just flex armored 50
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height add 2d6 inches
Length add 2d6 inches
Depth add 2d6 inches
Weight 900 Lds
Speed
Range: unlimited
Flying 100 MPH
Running 69 MPH
Walk

Weapons systems summary
1. Weapons systems heavy machine gun
2. Weapons systems grenade launcher
3. Weapons systems [/u ] heavy shot gun
4. [u] Hand to hand:
Use super natural or robotic P.S

Weapons systems heavy machine gun
[ u] Weapons systems [/u] heavy machine gun can be dual barrel
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
weight 160 LDs total
.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
Weight : 190 lds total
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

[ u] Weapons systems [/u] grenade launcher
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun: 40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).
Cost: 80,000-100.000 credits for the gun, 500 credits per grenade. Good availability.

Weapons systems

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
1. Damage can fire
2. Use amour piercing grenade 3d6x10 for 8 feet blast radius
3. Smoke for cover
4. Tear gas crowd control
5. Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

10 mm TYPE Heavy Explosive 4d6 =24 M.D.C Single shot , Burst two rounds fired 1d4x10+8,four shot fired Burst 2d4x10+16 blast radius 5 feet single shot or burst
Rest the same
Payload : 100 rounds
10 mm grenade launcher drum 10 (x2) per side


[ u] Weapons systems [/u ] heavy shot gun
Type heavy buck shot
Damage 1d10 heavy buck shot single shot two round burst 1d20 or 5d4 ,three round burst 5d6 ,four round burst 1d4x10,five round burst 5dx10,six round burst 1d6x10 , ten round burst 1d10x10
Range : 150 feet
Rate of fire: single shot ,burst
Payload: 200 round drum

Author:  ZINO [ Mon Nov 12, 2012 3:09 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th07.deviantart.net/fs37/PRE/f/2 ... DoomER.jpg
Soviet Marine
http://tugodoomer.deviantart.com/
thank you tugodoomer !!!


Quote:
artist comment if Fallout did in Russia, that so looked soldier a Brotherhood of Steels, possible...



Description
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open vlume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

This is medium engineer hard suit and vital to protect the engineer and , to do other none combat repairs as well.


ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds
21. engineer suit case kit : weight 1000 lds carry components to repair in the field and in the middle of combat to repair any MDC from 1 MDC to 300 MDC location in 1d4 hours!!! Add +5% to man size powered armored , +10% giant size powered armored /robot, add 20 %commercial vehicles add 25% to all conventional military vehicles

Description

M.D.C

Main body250,
Main body primary force field- 240 Secondary force field-150, emergency force field-100
Upper Arms (2)175
Lower Arms (2) 275
Upper Legs (2) 175
Lower Legs (2)275
Feet (2) 80
Glass helmet 100
Reinforce cockpit compartment: flex armored 100
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height add 2 feet
Length add 2 feet
Depth add 2 feet
Weight 1 ton
Speed
Range:
Flying :not
Running 45 MPH
Walk1 to 5 MPH
Weapons systems summary

1. Weapons systems heavy side arm
2. Hand to hand: robotic P.S 51
3. [ u] Weapons systems [/u] HAMMER


Weapons systems AK 47 series heavy side arm
Type any
Damage any
Range any
Rate of fire: any
Payload: any
Bonus:

[ u] Weapons systems [/u] HAMMER
Damage : add one dice roll from hand to hand combat
Range; 10 feet
Rate of fire: hand to hand
Payload: unlimited
MDC :200
Weight 150 lds

Author:  ZINO [ Mon Nov 12, 2012 3:10 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://tugodoomer.deviantart.com/art/so ... 9210&qo=64
soviet heavy engineer

http://tugodoomer.deviantart.com/
thank you tugodoomer !!!
Quote:
artist comment none


Description
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open vlume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

This is heaver version for the engineer hard suit and vital to protect the engineer and , to do other none combat repairs as well.


ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds
21. engineer suit case kit : weight 1000 lds carry components to repair in the field and in the middle of combat to repair any MDC from 1 MDC to 300 MDC location in 1d4 hours!!!
Add +10% to man size powered armored , +15% giant size powered armored /robot, add 25 %commercial vehicles add 45% to all conventional military vehicles
Description

M.D.C

Main body350,
Main body primary force field- 300 Secondary force field-240 , emergency force field-150
Upper Arms (2)200
Lower Arms (2) 275
Upper Legs (2) 200
Lower Legs (2)275
Feet (2) 100
helmet 175
Reinforce cockpit compartment: flex armored 100
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height add 2 feet
Length add 2 feet
Depth add 2 feet
Weight 1 ton
Speed
Range:
Flying :not
Running 45 MPH
Walk1 to 5 MPH
Weapons systems summary

1. Weapons systems heavy side arm
2. Hand to hand: robotic P.S 60
3. [ u] Weapons systems [/u] HAMMER


Weapons systems AK 47 series heavy side arm
Type any
Damage any
Range any
Rate of fire: any
Payload: any

[ u] Weapons systems [/u] HEAVY HAMMER
Damage 4d4x10
Range: reach 12 feet
Rate of fire: hand to hand
Payload: unlimited
Bonus: add knock table x2
MDC :400
Weight 200 lds

Author:  ZINO [ Mon Nov 12, 2012 12:39 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

hi there that I am waiting for allowed hope it ok

Author:  ZINO [ Mon Nov 12, 2012 5:48 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

Quote:
ok here the TR -2010 robot vechile you guy or t 88 tank repvae by this
robot vechile it will be over the counter
I got over 50 email thnak u
I hope you like thuis like I did fun to play with
from zino



http://fc01.deviantart.net/fs46/i/2009/ ... DoomER.jpg
http://tugodoomer.deviantart.com/art/He ... 897&qo=252
Heavy suitby ~TugoDoomER
Traditional Art / Drawings / Sci-Fi
©2009-2012 ~TugoDoomER

http://tugodoomer.deviantart.com/
thank you tugodoomer !!!
Quote:
artist comment pencil for game G.O.D.
heavy multipurpose battle suit with weapon modules

In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .

The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

M.D.C
Head 126
Face plate 110
Left or right medium size shield 240
Arms/shoulder 275
Legs 125
Feet 100
* Main body 300
Force field 240
*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.

Stats
Height 11 feet
Length 4 feet
Width 5 feet
Weight empty 2 tons

Speed
Running 200 MPH
Jump jet up 3000 feet
Fly : limited 100 MPH
Water depth 2000feet

Weapon systems summary look at link above this is not my art but allowed to used in my blog looa ta link above http://s686.beta.photobucket.com/user/z ... R.jpg.html
1. 20 MM or 30 MM heavy shot gun location left or right hand or both
2. heavy M.D.C machinegun location left or right hand or both
3. location right shoulder pick one from number 4 ,5 or 6
4. any heavy Rail gun location right shoulder
5. 100 MM cannon ,120 MM cannon , 135 MM cannon location right shoulder
6. 20 MM or 30 MM Gatling gun location right shoulder
7. location left shoulder pick one from number 8 to 9
8. missile launcher box Mini-missiles 24 or short range missiles 12 medium range missiles 6 location left shoulder
9. A.T.L systems location left shoulder
10. T.A.G System groin area

number one type: 20 MM or 30 MM heavy shot gun is man size robot automatic shot gun using similar AK 47 fire systems ,heavy and effective for close quarter combat and heavy on knock down. It had been know to knock SAMAS of all kind out the sky. How ever this weapon systems is at point blank gun ,but can change ammo to spread wide and high . it one feared werpon systems handeld in combat ,which lead guessing what type of ammo bveen used till the targer get hit !!
Weight: empty 200 pounds , fully loaed add 200 pounds for 20 MM and 30MM add 350 pounds.
Mega-Damage:
2 generation auto-cannon standard rounds
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
20 MM 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, ,

30 MM 5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst,

A.P.F.S.D.S round NO blast radius solid slug round

20 MM - 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst,

30 MM -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

20 MM -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst,

30 MM -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A

Rate of Fire: burst
Effective Range: type round burst 3 feet , max range 450 feet , standard wide burst 10 feet max range 225 feet
Payload: 200 round per drum (x2) or 400 rounds
Note: standard wide burst will hit 1d8+2 targets , use knock down tablw


number one type: The "cartridge" energy weapon system
Weight: ] empty 200 pound , 20 MM rounds fully loaded add 150 pounds , 30 MM rounds fully loaded add 200 pounds
Mega-Damage:
21 MM 1D6X10 M.D=60 M.D

2d6x10 M.D Two round Burst, 3d6x10 M.D three round Burst , 4d6x10 M.D four round Burst , 5d6x10 M.D five round Burst ,

30 MM
2D4X10 M.D= 80 M.D
3d4x10 M.D Two round Burst, 4d4x10 M.D three round Burst , 5d4x10 M.D four round Burst , 4d6x10 M.D five round Burst , 6d6x10 M.D ten round Burst
Rate of Fire: burst
Effective Range: 400 feet
Note: hit one target
Payload: 200 round per drum (x2) or 400 rounds

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

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

Type of M.D.C Materials
Bullets for 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.


1. 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. 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. 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. 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. 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. 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. 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. 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. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. 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. 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. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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. Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15
18. can add under mount grnade laucher systems look below EITHER A OR B OR C PICK ONE
A)
Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
[br]Range[/br]; 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes

Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

B)
NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

C)
Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun: 40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).later heavy drum 40 weight 60 lds (27kg)
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability


type: number three any rail gunh type but no BOOM gun or glitter boy rail gun
Weight: varies
Mega-Damage: 1d4x10 to 2d6x10 M.D.C
Rate of Fire: Burst
Effective Range: varies
Note: varies
Payload: 1000 to 3000 rounds

Or

number three type: gauss tech Third generation ram jet rail gun auto-cannon

Weight: 250 pounds empty
Mega-Damage:
20MM 1d4x10
2d6x10 M.D Two round Burst, 3d6x10 M.D three round Burst , 4d6x10 M.D four round Burst , 5d6x10 M.D five round Burst ,

30MM 5D10
1D10X10 M.D Two round Burst, 5D6X10 M.D three round Burst , 5D8X10 M.D four round Burst ,

Rate of Fire: burst
Effective Range:
Payload: 200 round per drum (x2) or 400 rounds
Note: MUST BE STILL TO FIRE
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

number four type: 100 MM cannon ,120 MM cannon , 135 MM cannon
Weight:
100 MM cannon 175 pounds,120 MM cannon 375 pounds ,135 MM cannon 500 pounds

Mega-Damage:
2 generation auto-cannon standard rounds
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

100 - 110 mm -2D4X10 M.D( max damage 80) blast radius
4D4X10 M.D Two round burst, 3D8X10 M.D three round burst, 4D8X10 M.D four round burst, 5D8X10 M.D five round burst,

111 mm - 120 mm- 1D10x10M.D ( max damage 100) blast radius
5D4X10 M.D Two round burst, 5D6X10 M.D three round burst, 5D8X10 OR 1D4X100 M.D four round burst, 1D4X100+100 M.D five round burst,

121 - 130 mm -2D6X10M.D( max damage 120 ) blast radius
4D6X10 M.D Two round burst, 6D6X10 M.D three round burst, 6D8X10 M.D four round burst,


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

100 - 110 mm -1d10x10 M.D (max damage 100)
5d4x10 M.D Two round burst, 5d6x10 M.D three round burst, 5d8x10 M.D four round burst

111 mm - 120 mm -2d6x10 or 3d4x10 M.D (max damage 120 )
4D6X10 M.D Two round burst, 3D6X10 M.D three round burst, 8D6X10 M.D four round burst,


121 - 130 mm -4d4x10 or 2d8x10 M.D (max damage 160)
4D8X10 M.D Two round burst, 8D6X10 M.D three round burst, 8D8X10 M.D four round burst, 2D4X100 M.D five round burst


A.P.F.S.D.S round NO blast radius

100 mm -3d6x10 M.D( max damage 180)
6d6x10 M.D Two round burst, 9d6x10 M.D three round burst, 12d6x10 M.D four round burst, 2d4x100 M.D five round burst,

111 mm - 120 mm -4d6x10 ( max damage 240 )
8D6X10 M.D Two round burst, 12D6X10 M.D three round burst,

121 mm -5d6x10 M.D( max damage 300 )

1D6X100 M.D Two round burst,

Rate of Fire: burst or single shot
Effective Range:
100 MM cannon , 6000 feet
120 MM cannon , 12,000 feet
135 MM cannon 20,000 feet

Note: burst only + 2 stirke or single shot+ 3 stirke
Payload:
100 MM cannon , 300 rounds weight 20 pounds each
120 MM cannon , 275 rounds weight 35 pounds each
135 MM cannon 250 rounds weight 45 pounds each


OR

number four type: The "cartridge" energy weapon system has come along way with N.A.A.T & N.A.M.E.S as well. They found a way to combine both the magnetic coli systems and fire powered need to remove the limited range and give them the range need in the battle field. Also few will notice it an energy cartridge. This allows firing pure energy rounds at a target but also coming standard projectile as well so even if the being is resistance to energy attacks it will still take half damage to projectile rounds!!! Cheap and little weight it allows greater amount of payloads and damage as well from a 4 MM pistol or submachine gun or personal defense weapon, assault rifle to a heavy 120MM tank rifle round or higher!!! Knock off version will have half the range and weight add 50% cost 10% to 55% more.

pick one
100 MM gun weight 100 pounds
110 MM gun weight 120 pounds
120MM gun weight 130 pounds
130mm gun weight 140 pounds

Mega-Damage:
100 MM 6D6X10 M.D = 360 M.D single shot

120 MM 5D8X10M.D = 400 M.D single shot

129 MM 7D6X10 M.D= 420 0R 5D8X10+20 single shot

130 8D6X10M.D = 480 M.D single shot

Rate of Fire: single shot
Effective Range: 2 miles
Payload:
100MM 375
110MM 350
120MM 325
130mm 300
Weight:
100 MM cannon , 15 pounds
120 MM cannon , 20 pounds
129 MM cannon ,30 pounds
130 MM cannon, 36 pounds


number four type Third generation ram jet rail gun auto-cannon

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

gun weight:
100 MM , 100 pounds
110 MM , 125 pounds
120MM , 130 pounds
130mm , 135 pounds
Mega-Damage:
100 MM 3D6X10
6d6x10 M.D Two round Burst,

110 MM 5D4X10
5d8x10 M.D Two round Burst,

120MM 4D6X10
6d6x10 M.D Two round Burst,

130mm 5d6x10
10d6x10 or 1d6x100 M.D Two round Burst,

Rate of Fire: single shot ,Two round Burst or

Effective Range: 2 miles
Payload:
100 MM , 10 pounds each round , 350 rounds
110 MM , 15 pounds each round, 300 rounds
120MM , 20 pounds each round, 275 rounds
130mm , 25 pounds each round, 250 rounds

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

type: A T L –anti tank laser
Weight: 120 pounds
Mega-Damage: 3dx10+20 N.A.A.T OR N.A.M.E.S use V-laser cannon
Rate of Fire: hand to hand onlt
Effective Range: 6000 feet
Payload: nuclear power

type: NUMBER SIX gatling gun look below
Weight:
Mega-Damage:
20 mm this is HEAVY M.D.C Machinegun
1D10X10 SDCOR 1MD
1D4 M.D four round burst, 1d4+1 M.D five round burst, 1D6 MD six round burst, 2d4 M.D eight round burst, 2d4+1 M.D nine round burst , 1d10 M.D ten round burst , 5d4 M.D twenty round burst , 5d6 M.D thirty round burst, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so

5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,
1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

M5D10 X10 OR 5 M.D
1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D
2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D OR 8 M.D
4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO
1d10 M.D.C =1000 S.D.C
5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D OR 12M.D
4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst

4D4X100 S.D.C OR 16 M.D 4D4 M.D
4d8 M.D Two round burst, 4d8 M.D three round burst, 1d6x10+4 M.D four round burst, 2d4x10 M.D five round burst, 2d6x10+8 MD six round burst, 4d4x10 M.D ten round burst , 4d8 x10 M.D twenty round burst

5D4 X100 S.D.C OR 5d4M.D OR 20 M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst ,

24.13 mm this is HEAVY M.D.C Machinegun
a.k.a .25 Auto and 6.35 mm Browning
1d10 X10 S.D.C OR 1 M.D
1D4 M.D four round burst, 1d4+1 M.D five round burst, 1D6 MD six round burst, 2d4 M.D eight round burst, 2d4+1 M.D nine round burst , 1d10 M.D ten round burst , 5d4 M.D twenty round burst , 5d6 M.D thirty round burst, 1D4X10 fourth round burst , 1d6x10 for sixty round , 2d4x10 for eighty round, 1d10x10 for one hundred round, 2d6x10 for one hundred twenty round, and so

5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst,
1D6 M.D three round burst, 2D4 M.D four round burst, 1D10 M.D five round burst, 2D6 MD six round burst, 4D4 M.D eight round burst, 3D6 M.D nine round burst , 5D4 M.D ten round burst , 1D4X10 M.D twenty round burst , 1D6X10 M.D thirty round burst, 2D4X10 fourth round burst

5D6X10 S.D.C OR 3M.D
1D6 M.D Two round burst, 2D4+1 M.D three round burst, 3D4 M.D four round burst, 2D6+3 M.D five round burst, 3D6 MD six round burst,4D6 M.D eight round burst, 4D6+3M.D nine round burst , 5D6 M.D ten round burst , 1D6X10 M.D twenty round burst , 2D4X10+10 M.D thirty round burst, 2D6X10fourth round burst

5D8X10 OR 4 M.D OR 1D4 M.D
2d4 M.D Two round burst, 3d4 M.D three round burst, 4d4 M.D four round burst,5d4 M.D five round burst, 4d6 MD six round burst, 4d8 M.D eight round burst,6d6 M.D nine round burst ,1d4x10 M.D ten round burst , 2d4x10 M.D twenty round burst , 2d6x10 M.D thirty round burst, 4d4x10 fourth round burst , and so on

M5D10 X10 OR 5 M.D
1D10 M.D Two round burst, 5D6 M.D three round burst, 1D4X10 M.D four round burst, 1D4X10+10 M.D five round burst, 1D6X10 MD six round burst, 2D4X10 M.D eight round burst,2D4X10+10 M.D nine round burst, 1D10X10 M.D ten round burst, 1D10X10 M.D twenty round burst, 5D4X10 fourth round burst , and so on

1D6X100 S.D.C OR 1D6 M.D OR 6MD.
2D6 M.D Two round burst, 3D6 M.D three round burst,4D6 M.D four round burst, 5D6 M.D five round burst, 6D6 MD six round burst, 8D6 M.D eight round burst, 9D6 M.D nine round burst , 1D6X10M.D ten round burst , 2D6X10M.D twenty round burst , 3D6X10 M.D thirty round burst, 4D6X10 fourth round burst

2D4X100=800 S.D.C OR 2D4M.D OR 8 M.D
4D4 M.D Two round burst, 4D6 M.D three round burst, 4D8 M.D four round burst, 1D4X10 M.D five round burst, 1D4X10+8 MD six round burst, 8D8 M.D OR 1D6X10+4 eight round burst , 2D4X10 M.D ten round burst , 4D4X10 M.D twenty round burst , 4D6 X10 M.D thirty round burst, 4D8X10 fourth round burst AND SO

1d10 M.D.C =1000 S.D.COR 10 M.D
5d4 M.D Two round burst, 5d6 M.D three round burst, 1d4x10 M.D four round burst, 1d4x10+10 M.D five round burst, 1d6x10 MD six round burst, 2d4x10 M.D eight round burst, 1d10x10 M.D ten round burst , 5d4x10M.D twenty round burst , 5d6x10 M.D thirty round burst, 5d8x10 fourth round burst

2D6X100 S.D.C OR 2D6 M.D OR 12M.D
4d6 M.D Two round burst,6d6 M.D three round burst, 1d4x10 +8 M.D four round burst, 1d6x10 M.D five round burst, 1d10x10 M.D eight round burst, 2d6x10 M.D ten round burst , 4d6x10 M.D twenty round burst , 6dx10 M.D thirty round burst, 8d6x10 fourth round burst

4D4X100 S.D.C OR 16 M.D 4D4 M.D OR 16 M.D
4d8 M.D Two round burst, 4d8 M.D three round burst, 1d6x10+4 M.D four round burst, 2d4x10 M.D five round burst, 2d6x10+8 MD six round burst, 4d4x10 M.D ten round
burst , 4d8 x10 M.D twenty round burst

5D4 X100 S.D.C OR 5d4M.D OR 20 M.D
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10 M.D ten round burst , 5d8 x10 M.D twenty round burst , fourth round burst

Type of M.D.C Materials
Bullets for 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.


1. 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. 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. 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. 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. 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. 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. 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. 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. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. 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. 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. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15

or

Mega-Damage: heavy auto cannon
2 generation auto-cannon standard rounds
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
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst

30 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst ,5D8X10 M.D twenty round burst , 1D6X100 OR 10D6X10 M.D thirty round burst, 2D4X100 fourth round burst



H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst ,12D6X10 M.D thirty round burst, N/A M.D fourth round burst

A.P.F.S.D.S round NO blast radius

20 mm 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10 M.D eight round burst, 6D6X10 M.D nine round burst , 5D8X10 M.D OR 1D4X100 M.D ten round burst , 2D4X10 M.D twenty round burst , 2D6X100 M.D thirty round burst, 4D4X100 fourth round burst

or

Mega-Damage: The "cartridge" energy weapon system
20 MM 1d4x10=40 M.D
2d4x10 M.D Two round Burst, 3d4x10M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst ,5d8x10 M.D ten round Burst
30 TO 39 MM 2D4X10 M.D= 80 M.D
4d4x10M.D Two round Burst, 4d8x10 M.D three round Burst ,

or
Mega-Damage: Third generation ram jet rail gun auto-cannon

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

20MM 1d4x10
2d4x10 M.D Two round Burst, 3d4x10M.D three round Burst , 4d4x10 M.D four round Burst , 5d4x10 M.D five round Burst ,5d8x10 M.D ten round Burst
30MM 5D10
1d10x10 M.D Two round Burst, 5d4x10 M.D three round Burst ,5d8x10 M.D four round Burst ,5d10x10 M.D five round Burst , 1d6x100 or 10d6x10 M.D ten round Burst

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

or

Mega-Damage:
Weapons systems laser Vulcan guns this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
[/b] [/u] Type:
[u] [b] Damage :
3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
note bonus /penalties : weight 12000 pounds, if you roll 2 to 4 will over heat and cool dwn in 1d4 melee or 15 x 4 seconds



Rate of Fire:

20 mm this is HEAVY M.D.C Machinegun Burst
24.13 mm this is HEAVY M.D.C Machinegun Burst
heavy auto cannon 20 mm 30 mm Burst
The "cartridge" energy weapon system 20 MM OR 30 MM Burst
Mega-Damage: [/b][/u] Third generation ram jet rail gun auto-cannon Burst
Weapons systems laser Vulcan guns Burst

[b]OR


[u] Effective Range:


20 mm this is HEAVY M.D.C Machinegun 3 MILES
24.13 mm this is HEAVY M.D.C Machinegun 3 MILES
Mega-Damage: heavy auto cannon 20 mm 30 mm [ 2 MILES
The "cartridge" energy weapon system 20 MM OR 30 MM 2 MILES
Mega-Damage: Third generation ram jet rail gun auto-cannon 2 MILES
laser Vulcan guns 6000 FEET

Payload:
20 mm this is HEAVY M.D.C Machinegun 3000 round standrad load
24.13 mm this is HEAVY M.D.C Machinegun 1000 round standrad load
heavy auto cannon 20 mm 30 mm 1000 round standrad load
The "cartridge" energy weapon system 20 MM OR 30 MM 2000 round standrad load
laser Vulcan guns nuclear powered unlimted

type: TAG target under belly weapon system
Weight: none built in
Mega-Damage: none
Rate of Fire: none
Effective Range: 5 miles
Note: Optinal under belly weapon systems with TAG target aquction systems for artirley or missiles attacks add +3 for stike add troops + 2 to stike ,+3 perception in the battle filed ,
Payload: none

Author:  ZINO [ Mon Nov 12, 2012 8:19 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

wow 15,000 view but no comments ?????

Author:  ZINO [ Wed Nov 14, 2012 6:35 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

I love this art work !!!!
http://www.desura.com/members/allen1993 ... y-infantry

http://media.desura.com/cache/images/me ... snow_w.jpg

http://www.desura.com/members/allen1993 ... y-infantry

http://www.desura.com/members/allen1993

Allen1993
Joshua Henderson joined Jan 19, 2012

this is not my art work been trying to ask permission from art but not been found ,still from what I been told by others it ok as long as I give credit to this sick awesome work of art
However if I need to remove this art work by artist or by other personal or if I am crossing game systems I will remove immediately!!!



ROBOT/ MECHA
In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits . at the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open vlume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second dark age . however they severed a critical role to save humanity .


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH ( Advanced Research Military Technology ) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

Now this is the beast for the Russian core unit heavy hitter and for officer and up . if you just see squad coming run is the best option . this the closest a regular human will be to a heavy machine!!! They are the most feared by all who survived them even glitter d boy pilots .



Description what can I say it just awesome design


ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds




M.D.C

Main body 550
Main body primary force field- 300 Secondary force field-250 , emergency force field-150
Upper Arms plated shields (2)240
Upper Arms (2) 250
Left arm heavy force shields (1)240
Right arm heavy force shields (1)240
Lower Arms (2)400
Upper Legs (2)250
Lower Legs (2) 375
Leg heavy force shields (2)240
Feet (2) 175
Head: 125
Reinforce cockpit compartment:100
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height 8 feet
Length 4feet
Depth 5 feet
Weight 2 tons empty
Speed
Range: unlimited
Flying 100 MPH max height 500 feet
Running 200 max MPH
Walk 2 to 19 MPH


Hand to hand: Use super natural or robotic P.S 50

Weapons systems heavy or 30MM/ 40 MM / 50MM cannon

Damage / R.O.F

Type 30MM or 40 MM or 50 MM auto cannon
2 generation auto-cannon standard rounds

30 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst ,5D8X10 M.D twenty round burst ,

Or

40 -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst, 1D6X10+12 M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A MD six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst , 8D6X10 M.D twenty round burst ,

Or


H.E.A.P: Heavy Explosive armor piercing rounds

49 mm -5d6 M.D (max damage 30)
1D6X10M.D Two round burst, 2D4X10+10 M.D three round burst, 2D6X10 M.D four round burst, N/A ] M.D five round burst, 3D6 X10 M.D six round burst, 4D6X10 M.D eight round burst, N/A M.D nine round burst , 5D6X10 M.D ten round burst , 1D6X100 M.D twenty round

Or

A.P.F.S.D.S round
NO blast radius

49 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst, 5D8X10 M.D eight round burst,

Or


50 mm -1d6x10 MD( max damage 60 )
1D6X10( max damage 60 ) blast radius
2D6X10 M.D Two round burst, 3D6X10 M.D three round burst,4D6X10 M.D four round burst, 5D6X10M.D five round burst, 6D6X10 MD six round burst, 8D6X10 M.D eight round burst, 9D6X10 M.D nine round burst ,


Or

"cartridge" energy weapon system
40 MM 1D10X10 M.D=100 M.D
5d4x10M.D Two round Burst, 5d6x10 M.D three round Burst , 5d8 x10 M.D four round Burst , 5d10x10M.D five round Burst ,

50 MM 3D4X10 M.D OR 2D6X10 = 120
4d6x10 M.D Two round Burst, 6d6x10 M.D three round Burst ,

Range: 2 miles
Rate of fire: Burst
Payload:2000 rounds
Bonus: look above

Author:  ZINO [ Fri Nov 16, 2012 1:14 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

any comments ? :(

Author:  ZINO [ Sun Nov 18, 2012 9:22 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

HUM any comments ???? thuoght ???

Author:  ZINO [ Fri Nov 23, 2012 12:41 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th05.deviantart.net/fs37/PRE/f/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/galler ... 6#/d1lrsc1
thank you TugoDoomER

Quote:
Artist comment and description light unit intended for exploring and roadstead in rears of the enemy


This was made light unit intended for exploring and roadstead in rears of the enemy. But will used for law enforment use in high ways and roades and will be deadly for urban combat .it will belove for small towns and in the DMZ and auto ban in germany . light unit intended for exploring and roadstead in rears of the enemy
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, -
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 100 M.D.C and third hit 95 M.D.C and the firth hit 90 and so on.
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 shield Male pilots get this at third level
16. Basic EVA systems (back up)
17. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

M.D.C. by Location:
Turret 75
Smoke/Gas Dispensers 25
** Main Body 150
Wheels 25
Legs (2) 80
Arms (2) 50
Force field systems (1)100

Depleting the M.D.C. of the main body will shut down completely, rendering it useless.
Destroying two wheels reduces speed by 20%. Destroying Three on one side reduces speed by 40% and induces a penalty of -40% to the piloting skill. Destroying four wheels on one
Side reduces speed by 60%; same penalty.


Speed
Land: wheel 250 M.P.H ,running 120 MPH this a prowl skills +10% if they have this skill
Water:surface 25 MPH,under water 10 MPH
Flying:jump thruther system 200 MPH, max height 3000 feet
Statistical Data
Height:12 feet
Width: 6 feet
Length:6 feet ,fully extended 10 feet
Weight:1,000 pounds empty
Cargo: 500 pounds
Power System nuclear powered
Cost: 500,000
Black Market Cost X2
Weapons systems pick one
1. Weapons systems M.D.C heavy machine gun
2. Weapons systems M.D.C AK 47 series side arm
3. Weapons systems laser Vulcan gun
4. Type 7.62mm mini-gun
5. Type 10 MM mini gun
6. Weapon system: #VATL anti-tank -6 Variable heavy laser

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


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

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

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

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

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

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

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


Type 7.62mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst

Can switch fire S.D.C as well but not both at the same time

S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst

R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 2000 feet
Payload: 200 S.D.C, and 300 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Author:  ZINO [ Fri Nov 23, 2012 1:11 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th01.deviantart.net/fs43/PRE/i/2 ... DoomER.jpg
http://tugodoomer.deviantart.com/art/DI ... 897&qo=305


Quote:
artist comment diesel-mecha
DIEselby ~TugoDoomER
Digital Art / Drawings / Sci-Fi
©2009-2012 ~TugoDoomER



Description
In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits. At the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second Dark Age. However they severed a critical role to save humanity.


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH (Advanced Research Military Technology) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

9. Voice actuated locking systems

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

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

12. diesel engine systems cobat range 450 Miles that for 7 days left on for 24 hours , using 1 to 8 hours a day time 3 weeks but N.A.A.T Special Forces Nuclear powered 1 year, 2 year.4 year or 10 year max Weight add: 3 tons giant size robot . man size 200 pounds

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

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

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

16. N.A.A.TN.A.M.E./OR 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: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

21 . U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

Description
The Russian surpise many by making a diesel-mecha cheap ,easy to make , high fire powered. Many town used more then a scout but as main role within town patrol . the diesel-mecha been seen as second rate mech unit has made an impact for small towns , small merceny company ,and nuclear powered are those more better mercenary compies . even pirvate frims company used them as easy to used as heavy escort in NGR and later outside north amercia ,and south America .


M.D.C

Main body 350
RUSSIAN force field-240, auxiliary force field-150, emergency force field-100
Upper legs FRONT (2) 240
Lower legs (2) 250
Left and right weapon pods 225 (2) each
Upper Legs BACK (2) 300
Lower Legs BACK (2)300
Feet (2) 125
Head/FRONT cabin 325
Reinforce crew compartment:rear 350
N.A.A.T/N.A.M.E.S primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 200
*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.


Stats
Height 15 feet
Length 19 feet
Depth/width 6 feet
Crew 2
Weight 1 ton disel engine just 1 tom empty / nuclear engine start at 3 tons / force filed generator add 1 ton
Cost 2,000,000 nuclear with force filed generator,without and on disel engine 900,000 with weapon systems
Black market time 1.2

Speed
Range: disel 450 miles combat radius , nuke unlimited range
Flying MPH none just jump 25 feet ,head start add up to 75 feet
Running 220 MPH
Walk 2 to 12 MPH
under water depth 2000 feet

Hand to hand: robotic P.S 60 !!!!
Weapon systems summary
1. 100 MM cannon left side only
2. top MDC manchine gun
3. all other weapon systems right weapon pods
Weapons systems 100 mm tank rifle short range left weapon pod
Type
Damage

100 mm tank
2 generation auto-cannon standard rounds
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
100 MM - 2D4X10 M.D( max damage 80) blast radius
4D4X10 M.D Two round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
100 mm -1d10x10 M.D (max damage 100)
5d4x10 M.D Two round burst, 5d6x10 M.D three round burst,

A.P.F.S.D.S round NO blast radius
100 - 110 mm -3d6x10 M.D( max damage 180)
6d6x10 M.D Two round burst, 9d6x10 M.D three round burst,

The "cartridge" energy weapon system
100 TO 110 MM 6D6X10 M.D = 360 M.D

Or


Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot -bursts later!!!!
100 MM 3D6X10

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range 10,500 feet
Rate of fire: single or dual varies by type of rouds
Payload: 200 rounds
Bonus/note/ penalties:

Weapon system: #V.A.T.L systems anti-tank -7 Variable heavy laser right pod this is the mech version similar to A.T.L anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: for N.A.AT OT N.A.M.E.S take 1d4 attacks to Identify robot or Mecha with reflection abilities

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

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

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Type 7.62mm mini-gun top turrent as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst

Can switch fire S.D.C as well but not both at the same time

S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst

R.O.F:
burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 2000 feet
Payload: 2000 S.D.C, and 3000 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

Weapons systems laser Vulcan guns this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
[/b] [/u] Type:
[u] [b] Damage :
3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
notebonus /penalties : weight 12000 pounds, if you roll 2 to 4 will over heat and cool down in 1d4 melee or 15 x 4 seconds

Author:  ZINO [ Fri Nov 23, 2012 1:17 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc05.deviantart.net/fs36/i/2008/ ... DoomER.jpg
Quote:
artist comments :
individual mechanized armour "Sturm VV" is intended for town skirmishes

http://tugodoomer.deviantart.com/art/So ... 9137&qo=37

Description this was to be used as a individual mechanized amour "Sturm VV" is intended for town skirmishes but was an epic fail when the shield were knock down. This allow to drop one then one grenade into plot compartment .if they did not have MDC body amour (which was light MDC armored) it killed the pilot and did very little damage .which enemy troops to robot jack troops.
But as a second line unit as support and as police unit it does very well .they been know to hold the line and many companies like cheap easy to use and can act a light security robot vehicle as well.

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,
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile blind target for 1d4 attacks and get -6 to all
7. Ejection systems: 1 ton add
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 100 M.D.C and third hit 95 M.D.C and the firth hit 90 and so on.
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 shield Male pilots get this at third level
16. Basic EVA systems (back up)
17. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
18. first aid kit for up 30 people


M.D.C

Main body 600
Spot light 25 ( one or two )
Main body primary force field-240 force field-150, emergency force field-100
Upper Arms (2)350
Lower Arms (2) 350
Hands 80 each (2)shielded
Upper Legs (2) 350
Lower Legs (2) 350
Feet (2) 350
Head N/A
Reinforce cockpit compartment: BY BODY ARMOURED
N.A.A.T ONLY primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators
Stats
Height 10 FEET
Length 6 FEET
WIDTH 5 feet
Weight empty 3 tons
Cargo 2000 pounds total
Speed
Range: unlimited
Flying 100 MPH max height 450 feet
Running: 50 MPH
Walk2 to 30 MPH
Can hover 2000 feet and fly at 100 MPH max

Hand to hand: Use robotic P.S 60

Weapons systems heavy rifle AK 47 series can 20 clip ,or several drum
type: light
Weight: none
Mega-Damage: none blind target getting a -12 to all and 1d4x10%+20
Rate of Fire: by hand to hand and the robots as well
Effective Range: 4000 feet
Note: can cover a 25 feet over a range of 100 feet or at one target of 3 feet
Payload: as long as it has power

Author:  ZINO [ Fri Nov 23, 2012 1:24 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc00.deviantart.net/fs36/i/2008/ ... DoomER.jpg
Quote:
ARTIST The motor-marksman



Quote:
artist comment Fallout's fanart, has dyed familiar artist from Manga.ru Joke)))
The veteran of motor-shooting armies Our answer constant fighting capacity


Description
This was not to make to the blue print but someone mess this information and about 1d4 x100 were made . these unit was going to be used in highway ,roads ,steet where robot vechile fail to go thur . especalliy on urbam combat. To many it made an impact for law enforment units and again as a light weight robot vechile. Where speed is need and firepower come to play . many see it as a glass cannon design . but works well adding force filed systems .

ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks,
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 1000lds
20. Basic EVA systems (back up) Weight add: 100lds


M.D.C

Main body 210
Main body force field-150, emergency force field-100
Upper Arms (2) 100
Lower Arms (2)100
Upper Legs (2)100
Lower Legs (2)100
Arms/ Legs force field(1, each total 4) 120
Hidden wheels (2) 25
Feet (2)60
Head30
Reinforce cockpit compartment:50
N.A.A.T primary force field 300, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators
Stats
Height 11 feet
Length: 4 feet
Depth 5 feet
Weight 1000 pounds empty add for each force field 1000 pounmds each then weapon cargo
Speed
Range: unlimited
Flying 100 MPH
Running: 120 MPH
Wheel down 300 MPH
Walk 2 to 50 MPH
Jump 40 feet ,running 80 feet at speed of over 40 MPH , wheel down from 40 to 200 feet at speed pf 20 MPH or more
Weapons systems summary
Weapons systems "Grenadier

1. Weapons systems M.D.C or S.D.C side arm
2. M.D.C 25 mm grenade launcher standard issue
3. Hand to hand: Use super natural or robotic P.S 30

Weapons systems "Grenadier
Weapon Systems 1. IR-50 "Super-Launcher" (1): A huge, double-barreled, fully automatic, 25 mm grenade launcher with a belt feed serves as the Grenadier's
main gun. It resembles a big, bulky rail gun, but fires bursts of grenades.
Primary Purpose: Assault
Secondary: Anti-Armor

Mega-Damage: Multiply the damage from multiple grenades fired in the burst by the number fired, but only increase the blast radius by 10%per each grenade.

Fragmentation Grenade (antipersonnel; light): 2D6 M.D. to everything in a blast radius of 20 feet (6.1 m). Cost: 200 credits each.

Heavy Fragmentation: 3D6 M.D. to everything in a blast radius of 30 feet (9.1 m). Cost: 250 credits each.
High Explosive Grenade (anti-armor): 4D6 M.D. to a 6 foot (1.8m) blast area. Cost: 150 credits.
Plasma Grenade: 5D6 M.D. to a 12 foot (3.65 m) area. Cost: 350credits.

Other types of Grenades: Stun/flash, tear gas, concussion, and smoke types can be used for riot control, anti-terrorism, escape and rescue.

Maximum Effective Range: 2600 feet (488 m) indirect fire 6000 feet
Rate of Fire: One at a time or rapid succession like an automatic rifle.
Rapid succession fire or burst firing two (damage x2) , four eight grenades (damage x4) or a maximum of ten grenades (damage x10 ) fire within a split second of each other. Each burst counts as one melee attack/action.
Payload: 100; the ammo drum plus 10D10 + 12 drums !!!
Note Rate of Fire can go up 20 per attack at cost of payload and must be still ,if not-3 to stike ,plus can be modified to carry internal bay of Grenades 50 .

Weapons systems side arm AK 47 Series any type

Author:  ZINO [ Mon Dec 31, 2012 11:43 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

if post this one already let me know sorry


http://th02.deviantart.net/fs43/PRE/i/2 ... DoomER.jpg
http://tugodoomer.deviantart.com/art/MW ... 897&qo=274
MWE-43by ~TugoDoomER
Traditional Art / Drawings / Sci-Fi
©2009-2012 ~TugoDoomER

Quote:
artist comment pencil, soviet mobile weapon emplacement


Description
In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits. At the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second Dark Age. However they severed a critical role to save humanity.


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH (Advanced Research Military Technology) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills
MWE-43 is soviet mobile weapon emplacement, will the number one sell over sea and will be allowed to sell over sea, in north America ,south America , and all over Europe as the best mobile gun emplacement in rifts earth .

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

9. Voice actuated locking systems

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

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

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

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

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

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

16. 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: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

21 . U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

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



M.D.C

Main body 275
N.A.A.T/N.A.M.E.S Model Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Russian Model force field 150
Upper Arms (2) 175
Lower Arms (2)225
Upper Legs (2) 275
Lower Legs (2)275
Feet (2)100
Head NONE
Reinforce cockpit compartment: NONE
Generators 100

*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.


Stats
Height 9 FEET
Length 5 FEET
Depth/width 4 FEET
Weight EMPTY 1000 pounds , Generators add 450 each
Cost 500,000 gas /fossil fuel system , nuclear powered systems look above
Black market
gas /fossil fuel system x 2, nuclear powered systems x4
Speed
Range: gas /fossil fuel system 1000 miles , nuclear powered systems unlimted
Flying 100 MPH MAX height 500 feet
Running 100 MPH
Walk 2 TO 11 mph
under water depth gas /fossil fuel system NOT POSSIBLE , nuclear powered systems 500 UNDER WATER

Weapn systems summry all models
1. M.D.C light machine gun (can be replace with any rail gun but not the gillter boy Boom gun)
2. M.D.C heavy machine gun(can be replace with any rail gun but not the gillter boy Boom gun)
3. Grenade Launcher


Type 7.62mm mini-gun top turrent as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . and it carries an incredible amount of ammo which pilots love this weapon systems .
Damage:
M.D.C rounds: 4d4 M.D.C control burst, 4d6+2 M.D.C short burst, 1d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy , 2d6x10 M.D.C long burst , 4d6x10 M.D.C extended burst

Can switch fire S.D.C as well but not both at the same time

S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst

R.O.F:
burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 3 miles
Payload: 2000 S.D.C, and 3000 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

Heavy M.D Machinegun in right pod: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 3 miles
Payload: 800 rounds
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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Weapons systems WI-GL 20 Automatic grenade Launcher
Automatic grenade fire systems .
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2) A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

Weapons systems
Light Boom gun from the GB:
need ploy need due to weight light rail gun similar to the boom gun 2d4x10 M.D.C, burst must use pylons 4d4x10 M.D.C, range 2 miles, payload 300 burst
CAN USED AS remote or manual turrets has weapon

OR

Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun:
40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage:
5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire:
One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range:
2000 feet (610 m)!
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus:
Laser targeting and telescopic scope optional
later heavy drum 40 weight 60 lds (27kg)
Cost:
30,000- credits for the gun, 50 credits per grenade. Good availability

type: magic spells 5 ofensive and five defensive
Weight: none
Mega-Damage: spells form 1 to 5 ,level stanrdrd models 4, but can go as high as 10 level
Rate of Fire: by PPE only
Effective Range: varies
Note: by spell
Payload: by PPE only carries 10 batteries each 100 or 1000 PPE total

Author:  ZINO [ Mon Dec 31, 2012 11:47 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th04.deviantart.net/fs36/PRE/f/2 ... DoomER.jpg

Quote:
artist comment Small AA Mech - Savage BR-90
Savage is designed for combat action in jungl

Description it a AAA robot vehicle

Quote:
artist comment

ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds

M.D.C

Main body 250
Main body primary force field- 200 Secondary force field-150, emergency force field-100
Upper Arms (2) 100
Lower Arms (2)125
Upper Legs (2)100
Lower Legs (2)150
Feet (2)50
Head /turret 125
Reinforce cockpit compartment: none
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100

Stats
Height 15 feet
Length 9 feet
Depth 7 feet
Weight empty 1 ton

Speed
Range: unlimited
Running100 MPH
Walk 2 to 10 MPH


Hand to hand: robotic P.S 30

Weapons systems ATL rifle ( anti- tank – rifle in left arm)
Type beam
Damage : 3d6x10+20
Range: 3000 feet
Rate of fire: hand to hand
Payload: nuclear powered clip 1 year !!!

Weapons systems under gun pod
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun:
40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage:
5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire:
One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range:
2000 feet (610 m)!
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus:
Laser targeting and telescopic scope optional
later heavy drum 40 weight 60 lds (27kg)
Cost:
30,000- credits for the gun, 50 credits per grenade. Good availability


Weapons systems M.D.C heavy quad barrel machine guns
.50 calibers
Range 3 miles
Damage:
single barrel 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
Quad barrel 1d6x10+12 short burst,3d4x10 medium burst, 4D6X10 long burst
R.O.F:
burst, single barrel 24 rounds short burst ,48 rounds medium burst, 96 rounds long burst
Quad 96 rounds short burst,192 medium burst, 384 rounds long burst
Payload: 3000 rounds
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Weapons systems fix grenade launcher
Type look above
Damage look above
Range look above
Rate of fire: look above
Payload: look above
Bonus: look above

Author:  ZINO [ Mon Dec 31, 2012 11:51 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th01.deviantart.net/fs70/PRE/i/2 ... 355lvu.jpg
soviet AA unit
Description
A second AAA mecha , not a front line unit but more defensive unit .common all over Europe military bases ,security forces ,and the same with north America .



ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, - 2 to dodge
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds
21. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
22. Special coms suite for 7 heavy basic exo-suit must be at least 1000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14. note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
23. Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time




M.D.C

Main body 250
Main body primary force field- 240 force field-150, emergency force field-100
Upper Legs (2) 150
Lower Legs (2) 200
Feet (2)75
Heanone
Reinforce cockpit compartment:body armoured
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height 12 feet
Length 4 feet
Depth 8 feet
Weight 2 tins empty
Speed
Range: unlimited
Running: 80 MPH
Walking : 2 TO 12 MPH


Hand to hand: IN LEGS only robotic P.S 45

Weapons systems two M.D.C heavy machine guns/ antiaircraft machine gun
.50 calibers
Range 3 miles , LEAP 4.5 miles but train with till third level 5 miles !!!!!!
Damage:
single barrel 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
Dual barrel 6D6 short burst,2d4x10 medium burst, 4D4X10 long burst
R.O.F:
burst, single barrel 24 rounds short burst ,48 rounds medium burst, 96 rounds long burst
Dual barrel 48 rounds short burst,96 medium burst, 192 rounds long burst
Payload: 3000 rounds (total 6000 rounds)
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
Note if roll a 1 over heats need to cool doen for either roll 1d4 for number 1 , seconds , number 2 attacks , number 3 mellee , number 4 minutes , for 1d4 times (x) by the number

Author:  ZINO [ Mon Dec 31, 2012 11:56 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th08.deviantart.net/fs70/PRE/i/2 ... 3bz6ss.jpg
AA-unit Bullfrog
Description
This version more for arctic but can be use just about any environment if need ( which it will be ).
Quote:
artist comment

ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
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
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Images /infrared /Ultraviolet Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds


M.D.C

Main body 300
Main body primary force field- 240,force field-150, emergency force field-100
Upper Legs (2) 175
Lower Legs (2)225
Feet (2)90
Head NONE
Reinforce cockpit compartment: NONE
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators 100
Stats
Height 15 feet
Length 9 feet
Depth 12 feet
Weight 3 tons
Speed
Range: unlimited
Running 150 MPH
Walk 2 MPH to 15 MPH


Hand to hand: legs robotic P.S 45

Weapons systems quad antiaircraft machine gun
[ u] Weapons systems [/u] M.D.C heavy quad barrel machine guns
.50 calibers
Range 3 miles
Damage:

single barrel 3D6 short burst, 6D6 medium burst, 1D6X10 long burst

Dual barrel
6D6 short burst,2d4x10 medium burst, 4D4X10 long burst

Quad barrel 1d6x10+12 short burst,3d4x10 medium burst, 4D6X10 long burst

Range 3 miles , LEAP 4.5 miles but train with this to third level range is 5 miles !!!!!!

single barrel 24 rounds short burst ,48 rounds medium burst, 96 rounds long burst

Dual barrel 48 rounds short burst,96 medium burst, 192 rounds long burst

Quad barrel96 rounds short burst,192 medium burst, 384 rounds long burst

Payload: 3000 rounds (total 6000 rounds)
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

Author:  ZINO [ Tue Jan 01, 2013 5:05 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

wow 16988 views ,,,,,,,,,,,,,,,,,,,,,
but NO comments ??? :eek:
hey sorry if I did or said something wrong..........really

Author:  ZINO [ Tue Jan 15, 2013 9:06 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc08.deviantart.net/fs38/i/2008/ ... DoomER.jpg
http://tugodoomer.deviantart.com/galler ... 8#/d1pxw5v

Robot vehicle
Description

They used as sniper much or long range support but they can handled themselves at any range they always have some escort much and infantry to protect these behemoth. In NGR they are seen as second rate robot just as well in North America but no one has seen it true power in the battlefield yet.
Quote:
artist comment pencil Self-propelled artillery WT-113


ROBOT/ MECHA
Features
1. Radar: 5 miles Weight add: add 100lds or 45 miles Weight add: 500lds
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -3 to dodge
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, Weight add: 50 ld or N.A.A.T uses 30 miles Weight add: 100ld
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional Weight add: 100lds
7. Ejection systems: add 100lds
8. N.A.A.T ONLY ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 250 pounds
9. . Voice actuated locking systems
10. Complete environmental pilot or crew compartment Weight add: 100lds
11. N.A.A.T ONLY ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 50lds
12. . Nuclear powered N.A.A.T ONLY ,Special Forces 1 year, 2 year.4 year or 10 year max Weight add: for each add 1000 lds
13. N.A.AT ONLY 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: 50 lds
14. N.A.A.T ONLY ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C so on Weight add: 1000 ld.
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. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

17. U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

18. This the can be heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well.
19. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
Weight add: 100lds
20. Basic EVA systems (back up) Weight add: 100lds



M.D.C

Main body: 600 ( MODEL B 450 )
N.A.A.T Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2) 300
Lower Arms (2) 300
Upper Legs (2) 300
Lower Legs (2) 300
Feet (2) 200
Head none
Reinforce cockpit compartment: 450
Generators 200
Stats
Height: 18 feet
Length: 14 feet
width: 9 feet
Weight: empty 10 tons
Speed
Range: unlimited
Flying 100 MPH max height 1000 feet
Running : 125 MPH
Walk: 2 to 15 MPH


Hand to hand: robotic P.S 45

Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
100 MMM cannon heat round 1d4x10 M.D.C ,
120MM cannon heat round 1d6x10 M.D.C ,
135 MM cannon heat 2d4x10 M.D.C ,
145 MM cannon 1d10x10 M.D.C
155 mm cannon 2d6x10 M.D.C


The following are only for Russian mercenary core units pick can have two different type of tank rifke in each arm .
two cannon pick one 100MM,120mm, 135mm,or 145 MM Cannon
Type
Damage
2 generation auto-cannon standard rounds
100 mm -2D4X10 M.D( max damage 80) blast radius
4D4X10 M.D Two round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
100 mm -1d10x10 M.D (max damage 100)
5d4x10 M.D Two round burst,

A.P.F.S.D.S round NO blast radius
100 - 110 mm -3d6x10 M.D( max damage 180)
6d6x10 M.D Two round burst,


The "cartridge" energy weapon system 100 MM 6D6X10 M.D = 360 M.DM.D
Two round Burst, M.D three round Burst , M.D four round Burst , M.D five round Burst , M.D ten round Burst
Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot
100 MM 3D6X10
M.D Two round Burst, M.D three round Burst , M.D four round Burst , M.D five round Burst , M.D ten round Burst

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


2 generation auto-cannon standard rounds THE FOLLOWING ARE JST ONE BARREL FIRIG !!!!!!!
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
120 mm- 1D10x10M.D ( max damage 100) blast radius
5D4X10 M.D Two round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
120 mm -2d6x10 or 3d4x10 M.D (max damage 120 )
4D6X10 M.D Two round burst,

A.P.F.S.D.S round NO blast radius

120 mm -4d6x10 ( max damage 240 )
8D6X10 M.D Two round burst,

The "cartridge" energy weapon system
120 MM 5D8X10M.D = 400 M.D only ,so it wont over heat up and met the barrel

Third generation ram jet rail gun auto-cannon

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

120MM 4D6X10

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

2 generation auto-cannon standard rounds
135 mm 4D4X10 M.D( max damage 160) blast radius
4d8x10M.D Two round burst,

145 mm -3D6x10 M.D( max damage 180) blast radius
6d6x10 M.D Two round burst,


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
135 mm -3d6x10 M.D (max damage 180)
6D6X10 M.D Two round burst,

145 mm -4d6 x10 M.D ( max damage 240 )
8D6X10 M.D Two round burst,

A.P.F.S.D.S round NO blast radius
135 mm -6d6x10 M.D( max damage 360 )


145 mm -5D8X10 M.D( max damage 400 )

Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot
135mm 5d6x10
145MM 6D6X10
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range: line of sight only
100 MM cannon 6000 feet,
120 MM cannon 12,000 feet,
135 MM cannon 18,000 feet ,
145 MM cannon 20,000 feet
Rate of fire: single shot , both cannon fireing is possible too
Payload:
200 round for each cannon can transfer rounds form one canon to another if one disable or eject all rounds
Bonus: look at type of rounds and tech used.



Heavy M.D Machinegun in the mian body and can have one optional systems M.D.C MG in shoulder and two optional on top of main body
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 1000

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

Author:  ZINO [ Tue Jan 15, 2013 6:31 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

hum any comments ???

Author:  ZINO [ Fri Jan 18, 2013 2:51 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc05.deviantart.net/fs38/i/2008/ ... DoomER.jpg

http://tugodoomer.deviantart.com/galler ... 8#/d1qvce1


Robot vehicle Fighting mech "Bug
Description


Quote:
artist comment Fighting mech "Bug" of Pa-1 developed for struggle against easily amour techniques and aircraft, destruction of fire means and commanders of the opponent. It is developed together with ~shinigami195, but I have a little changed concept.


This is a true all weather support troops from ground to air operation. Mainly need by many mercenary groups in A.C.M ,Russian core groups,N.A.A.T and N.A.M.E.S as well. It will be love by the troops use them and a bane to enemy targets.
ROBOT/ MECHA
Features
1. Radar: 120 miles ground radar systems 50 miles Weight add: 1 tons
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, +4 to dodge weight 1ton add this to troops as well ion any vechile
3. Laser targeting add +2 to all weapons systems vechiles ,any long range weapons +3
4. back up Radio standard 15 miles, or N.A.A.T uses 50 miles Weight add: 1 tons
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment Weight add: 2 tons
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 5 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons
13. N.A.AT Can add Five TW 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 250 M.D.C and third hit 245 M.D.C and the firth hit 240 or after been hit 50 times then take full damage!!!
15. .Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields. Male pilots get this at third level
16. N.A.A.T /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 skills are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus plus those of robot vechile as well!!!!
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: 24
Weight add: 1 tons
N.A.A.T add enegy flares systems payload unlimted rest the same
18. Can add Five T.W Features offensive and Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
19. N.A.A.T U.S Military Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
20. Basic EVA systems (back up)
21. N.A.A.T U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
22. N.A.A.T Special coms suite for 7 heavy basic exo-suit must be at least 1000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14. note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
23. Organic/ P.P.E detect system range 7000 feet : with 65 % from pilot and 80 % from AI systems . to detected humans 98% 12,000 feet . this applies see thru walls and debris area, climb walls even 90 degree ,56 % +2 per level add +25% if any type of climding skills add one time ,prowel as well ,
24. A.I systems N.A.A.T/N.A.M.E.S Model use N.I !!! Rest model use A.I systems pick skill form making AI systems found in rifs soruce book one
25. Light Filters: Simple transparent lens covers designed to filter sunlight and reduce glare. Cost: 25 credits each.
26. Passive Nightvision: This system amplifies existing ambient light to provide vision in darkness. It is also known as a "starlight" scope because it can amplify the light from stars and the moon to see when outdoors. If in absolute darkness such as an underground tunnel, it is rendered useless; it must have some source of ambient light. Range: 12,00 feet Cost: 6,000 credits.
27. Thermo-Imager: A thermo-imaging system as goggles has a range equal to normal human sight and does not automatically come with a telescopic feature. However, it can be combined with a telescopic scope. A thermo-imager converts infrared radiation of warm objects into a visible image. The operator can see heat as represented by bands of color and enables him to see in darkness, shadows and through smoke with 20/20 vision. Cost: 12,000 credits. Note: Can be added to a telescopic gun or camera scope (add the cost of the telescopic feature to the total cost). Range: 12,00 feet
28. Ground Sensor System: Uses seismic and laser sensors to detect vehicles, troops, their direction and their numbers. A good technician can make such projections with 75% accuracy. The control unit with digital display, computer mount and monitor, is located at the center of a sensor web or fence. Up to 22, transmitter/receiver, sensor units can be linked to the control unit. Range between transmitters is 800 feet (244 m) and can register activity up to 10 miles (16 km) away. Cost: 18,500 credits. Poor availability; generally limited to the military and scientific research.
29. Heat: Special sensors pick up and measure heat emanations. Can monitor temperature, or made directional to pinpoint a specific heat point/target. Range: 12,00 feet field of detection is 250feet (7.6 m). Portable/hand-held. Weight: 8 Ibs (3.6 kg). Cost: 1200 credits.
30. 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. Range between transmitter posts is 500 feet (152 m). Posts are 7 feet (2.1 m) high. Can effectively cover a 14 mile (22.4 km) area. Cost: 20,000 credits. primarily used for military purposes.
31. Motion: Detects movement by measuring minute changes in the air and pinpoints location of the source of the changes in the air. Requiressensor placement and monitor screen. Range: 60 feet (18.3 m). Portable; Total Weight: 15 Ibs (6.8 kg). Cost: 400 credits. Fair availability.
32. Radar Detector (portable): Indicates the use/presence of radar in the area. Range of Detection: One mile (1.6 km). Cost: 200 credits. Fair availability.



M.D.C

Main body 300
N.A.A.T Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Legs (4) 150
Lower Legs (4)175
Feet (4)120
Reinforce cockpit compartment rear: 240
Generators 240 (rear area )

Stats
Height 12 feet
Length 12 feet
Width 6 feet
Weight start at 1 ton

Speed
Range: unlimited
Flying none
Running 220 MPH
Walk 2 to 21 MPH
Jump from 1 feet to 1000 feet!!!
Climd up to 90 degrees angels AI sytems 98 %
Under water dept 1000 feet

Hand to hand: Use super natural or robotic P.S 40

[b]Weapons systems summary

20 MM cannon or laser cannon pick one ATL-7 Anti-Tank Laser Rifle OR heavy Vulcan laser cannon
Automatic grenade Launcher
WI-FT1 Plasma Flamethrower.



Weapon systems 20 MM auto cannon or A.T.L -8 OR Vulcan laser gun
A.P.F.S.D.S round
NO blast radius mainly anti armored

20 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst

30 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10

40 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst

Or



CFT Experimental pick one
Weapons
20 MM 1d4x10=40 M.D
21 TO 29 MM 1D6X10 M.D=60 M.D
30 TO 39 MM 2D4X10 M.D= 80 M.D
40 TO 49 MM 1D10X10 M.D=100 M.D

number one Weapons systems WI-GL 20 Automatic grenade Launcher
or auto cannon with the following heavy bean cannon
Weapons systems heavy Vulcan laser cannon
Type LASER
Damage 3D4X10
Range: 5000 FEET
Rate of fire: burst ONLY hand to hand and included robot hand to hand as well
Payload:unlimited
Weight 250 pounds
Bonus:

Damage
2 generation auto-cannon standard rounds
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
20 mm 3d6 M.D ( max damage 18 ) blast radius 1 feet
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst


H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,5d8x100 M.D twenty round burst ,

A.P.F.S.D.S round NO blast radius
20 mm - 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,


The "cartridge" energy weapon system
20 mm 1d4x10=40 M.D
2d4x10M.D Two round Burst, 3d4x10 M.D three round Burst ,4d4x10 M.D four round Burst ,5d4x10 M.D five round Burst ,5d8x10 M.D ten round Burst
Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot
20 mm 1d4x10
2d4x10M.D Two round Burst, 3d4x10 M.D three round Burst ,4d4x10 M.D four round Burst ,5d4x10 M.D five round Burst ,5d8x10 M.D ten round Burst

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range standard range 2 miles
Rate of fire: brust
Payload: standard 1000 rounds
Bonus:look above

Or

ATL-7 Anti-Tank Laser Rifle
This was a 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. The same design was kept but add a mini nuclear add to weight 100 pounds for cyborgs and power armor troopers can use it as a rifle without trouble. No recoil when fire and can have an extended range which is love by many. the and finally addition to this heavy weapon systems is there variable laser systems but only N.A.A.T , N.A.M.E.S , N.A.T.O , Russian core unit and allied forces in A.M.C as well .
Mega-Damage:
3D6x 10+20 M.D. per shot!
Weight 100 pounds standrad
Rate of Fire: Single shot only. Each shot empties an entire E-Clip!
Range: 3,000 feet (914 m)
Payload: 1 shot per E-Clip. Cost: 100,000 credits; poor availability even in South America.
Weapon system: # A.T.L AKA anti-tank Variable heavy laser 8 this is similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities







WI-FT1 Plasma Flamethrower.
This fearsome weapon is the brainchild of a collaboration between Golden Age Weaponsmiths and
Wellington Industries. Golden Age researchers recognized the flamethrower as an ideal shock weapon, and Wellington researchers adapted normal plasma weapon systems to produce a short-ranged, but continuous
stream of Mega-Damage flames. A separate team working on the same project developed a form of plasma-based napalm that is used with another model of flamethrower (see the WI-NFT-1, below). Primarily
a terror weapon, the flamethrower is also ideal for attacking certain monsters, lightly armored ground troops, vehicles, bunkers and other hardened positions.
Weight: 30 Ibs (13.5 kg) or 45 ibs (20 kg) with plasma tank.
Mega-Damage:
• A short plasma burst does 3D6 M.D.
• A medium concentrated plasma burst (counts as two attacks; 7 seconds) does 1D4xlO+10 M.D. Or the attacker can cover an area with plasma: up to 10 feet (3.0 m) can be covered with each hand to hand melee attack/action, so a character with four hand to hand attacks could cover an area or length of 40 feet/12.2 m); everybody in the area affected takes 2D6 M.D. Rate of Fire: Single shot or concentrated burst.
• Heavy 2d4x10 M.D .(counts as three ) Or the attacker can cover an area with plasma: up to 2 feet can be covered with each hand to hand melee attack/action, so a character with four hand to hand attacks could cover an area or length of 40 feet/12.2 m); everybody in the area affected takes 4D6 M.D. Rate of Fire: Single shot or concentrated burst.

Range: 500 feet (152 m).
Payload: A plasma tank holds 300"shots." Cost: 30,000 credits. A plasma tank costs 1,200 credits and is disposableplasma burst

Weapons systems rear fix grenade launcher system varies systems pick one
grenade launcher
BUT a 30 mm grenade launcher
L.E.A.P:
20 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst
L.E.A.P:

30 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst
L.E.A.P:

40 mm -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst, 1D6X10+12 M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A MD six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst

H.E.A.P: Heavy Explosive armor piercing rounds
20 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst

30 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst ,

40mm -5 d6 M.D (max damage 30)
1D6X10M.D Two round burst, 2D4X10+10 M.D three round burst, 2D6X10 M.D four round burst, N/A M.D five round burst, 3D6 X10 M.D six round burst, 4D6X10 M.D eight round burst, N/A M.D nine round burst , 5D6X10 M.D ten round burst ,

Automatic grenade fire systems .
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other


Range; 7000 feet indirct fire , direct fire 3000 feet
Rate of fire burst only 10 shot other look above
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus : look below
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes

OR number two Weapons systems

Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
number three Weapons systems

OR NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR number four Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight:
Gun: 40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage
: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire:
One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range:
2000 feet (610 m)!
Payload
: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).later heavy drum 40 weight 60 lds (27kg)
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability

Author:  ZINO [ Sat Jan 19, 2013 1:39 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

Hi there any comment good or bad plz post thank u

Author:  abtex [ Sun Jan 20, 2013 4:08 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

Walking sniper and pillbox. Might be a common use by light frame humans and DBees who want to use Heavy and Cyborg weight weapons. Even multi rifle style ones, kind of a robot Four Armed 'Gunslinger' just cheaper.

Author:  abtex [ Sun Jan 20, 2013 4:43 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

Have you done this suit or ext-frame by ~TugoDoomER? As base like picture or with optional back units.

Author:  ZINO [ Sun Jan 20, 2013 4:45 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

the Robot vehicle Fighting mech "Bug in an game has been caught by small magic user ,Heavy infantry and Cyborg that why the
WI-FT1 Plasma Flamethrower was installed . man did it get nail a few time not by a robot vehicle but magic user ,Heavy infantry and Cyborg grrrr they are an can be a major bane ..not pain but the bane for this mech

Author:  ZINO [ Sun Jan 20, 2013 11:53 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

abtex wrote:
Have you done this suit or ext-frame by ~TugoDoomER? As base like picture or with optional back units.

I think not why? :)
you want to take a crack at
go for it man!!!!:)

Author:  ZINO [ Thu Jan 24, 2013 11:08 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://th00.deviantart.net/fs34/PRE/f/2 ... DoomER.jpg

http://tugodoomer.deviantart.com/galler ... 8#/d1ol9ba
Description
This one of the front line troops used by NAAT ,NAMES and Russian core units as well. Heavy combat in your face with good long range weapon systems added . the best Armour the Russian merc ops can get their hands on.NGR see it as second rate robots but are not really aware of it full abilities. This is how NAAT ,NAMES and Russian core want to keep ,and sell lesser powerful weapon systems.

Quote:
artist comment Repair in field conditions of the walking tank

ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -2 to dodge
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile in main gun
7. Ejection systems: 1 ton add
8. N.A.A.T ADD Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. Russian reactive amour systems
15. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well and no knock down due to Force field reflected the blow , and damge . but on the second hit is(no damage) 100 M.D.C or less and third hit 95 M.D.C and the firth hit 90 and so on.if damage is more indicated then fully damge is given like a natraul roll or critical hit.
16. 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 shield Male pilots get this at third level
17. Basic EVA systems (back up)
18. N.A.A.T ONLT AND U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
19. soviet Reacivte armoured is just blow away armored when it reach MDC points to zero it blows and does no damage to that section.and then that section takes damge soviet Reacivte armoured always ,it EMP protected ,and microwave attacks as well protected (which Russian are not awared yet)


M.D.C

Main body 850
Main body Reactive armored 640
Main body primary force field-150, emergency force field-100
left Upper Arms (2) 200
Upper Arms Reactive armored 240
left Lower Arms tank rifle (2) 150 right
Upper Arms shields (1)240
Upper Arms shields (1) Reactive armored
left Lower Arms shields (1) 300
Lower Arms Reactive armored 240
right Upper Arms (2) 250
right Upper Arms (2) Reactive armored 240
right Lower Arms (2)375
right Lower Arms Reactive armored 240
Upper Legs (2) 250
Upper Legs Reactive armored 240
Lower legs (2)350
Lower legs Reactive armored 240
Feet (2)175
Head-125
Ammo bin (1)240
Reinforce cockpit compartment: 250
N.A.A.TONLY primary force field 400, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators100




Stats
Height 20 feet
Length 9 feet
Width 8 feet
Weight empty 40 tons

Speed
Range: unlimited
Flying 100 MPH max height 500 feet
Running: 90 MPH
Walk2 to 12 MPH


Hand to hand: Use robotic P.S 60

Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
100 MMM cannon heat round 1d4x10 M.D.C ,
120MM cannon heat round 1d6x10 M.D.C ,
135 MM cannon heat 2d4x10 M.D.C ,
145 MM cannon 1d10x10 M.D.C
155 mm cannon 2d6x10 M.D.C
Rest ROF , range ,payload look below

Weapons systems main gun pick one 100mm, 120mm,135 mm, or 145 mm cannon
Type
Damage pick one from below
100mm cannon

120mm cannon

135mm cannon

145mm cannon

150mm cannon


2 generation auto-cannon standard rounds
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
100mm cannon 2D4X10 M.D( max damage 80) blast radius
4D4X10 M.D Two round burst, 3D8X10 M.D three round burst

120mm cannon 1D10x10M.D ( max damage 100) blast radius
5D4X10 M.D Two round burst

135 mm cannon 2D6X10M.D( max damage 120 ) blast radius
4D6X10 M.D Two round burst,

145 mm cannon mm 4D4X10 M.D( max damage 160) blast radius
4d8x10M.D Two round burst

150 mm -3D6x10 M.D( max damage 180) blast radius
6d6x10 M.D Two round burst,

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

100mm cannon -1d10x10 M.D (max damage 100)
5d4x10 M.D Two round burst, 5d6x10 M.D three round burst, 5d8x10 M.D four round burst,

120mm cannon -2d6x10 or 3d4x10 M.D (max damage 120 )
4D6X10 M.D Two round burst, 3D6X10 M.D

135 mm cannon -4d4x10 or 2d8x10 M.D (max damage 160)
4D8X10 M.D Two round burst,

145 mm cannon -3d6x10 M.D (max damage 180)
6D6X10 M.D Two round burst

150 mm -4d6 x10 M.D ( max damage 240 )
8D6X10 M.D Two round burst,

A.P.F.S.D.S round NO blast radius

100 mm -3d6x10 M.D( max damage 180)
6d6x10 M.D Two round burst,

120mm cannon - 120 mm -4d6x10 ( max damage 240 )
8D6X10 M.D Two round burst,

135 mm cannon mm -5d6x10 M.D( max damage 300 )

1D6X100 M.D Two round burst,

145 mm cannon -6d6x10 M.D( max damage 360 )
12d6x10 M.D Two round burst,


150 mm -1d4x100 M.D( max damage 400 )



The "cartridge" energy weapon system ONLY SINGLE SHOT
100 MM cannon
120 MM 5D8X10M.D = 400 M.D
135 MM 7D6X10 M.D= 420 0R 5D8X10+20
130 TO 139MM 8D6X10M.D = 480 M.D
140 TO 150 MM 1D6X100 M.D= 600 M.D


Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot ONLY!!!!
100 MM 3D6X10
110 MM 5D4X10
120MM 4D6X10
130mm 5d6x10
140MM 6D6X10M.D
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Range the following are standard range direct fire only

100mm cannon 5000 Feet

120mm cannon 6000 feet

135 mm cannon 7000 feet

145 mm cannon 10,000 feet

150 mm cannon 17,000 feet


Rate of fire: single shot ,or burst pilots hand to hand only
Payload:2000 rounds
Bonus: spotlight systems can be directed to at target at range of 17,000 feet blinding in many light spectrum able to go dark at sight systems and all targeting systems. This means your lock on to target this applies day, night even in rainy days!!! But systems applies to that tank rifle but can be extends to trick target and make them run or retreated.aslo this can be use with or weapon systems .

Weapons systems quad heavy machine gun left shoulder
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Quad fire1d6x10 short burst, 1d10x10+4 medium burst, 4d4x10 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
Quad 20 rounds short burst, 40 rounds medium burst, 80 rounds long burst
Range : 2 MILES
Payload: 3000 ROUNDS

.50 calibers
Damage:
3D6 short burst, 6D6 medium burst, 1D6X10 long burst
Quad fire 2D4X10 short burst, 3D4X10 medium burst, 4d6x10 long burst
R.O.F: as above
Range : 3 MILES
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

Weapons systems optional heavy machine gun right /fix grenade launcher main body
Type
Damage
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

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

Weapons systems rear fix grenade launcher system vaaries sytems pick one
grenade launcher
BUT a 30 mm grenade launcher
L.E.A.P:
20 to 29 mm – 3d6 M.D ( max damage 18 ) blast radius 5 feet
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst
L.E.A.P:

30 –to 39 mm-5d4 M.D( max damage 20) blast radius 5 feet
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst
L.E.A.P:

40 –to 49 mm -4d6 M.D ( max damage 24) blast radius 5 feet
1D4X10+8 M.D Two round burst, 1D6X10+12 M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A MD six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst

H.E.A.P: Heavy Explosive armor piercing rounds
20 to 29 mm -5d4 M.D (max damage 20) blast radius 10 feet
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst
30 to 39 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst ,
40 to 49 mm -5d6 M.D (max damage 30)
1D6X10M.D Two round burst, 2D4X10+10 M.D three round burst, 2D6X10 M.D four round burst, N/A M.D five round burst, 3D6 X10 M.D six round burst, 4D6X10 M.D eight round burst, N/A M.D nine round burst , 5D6X10 M.D ten round burst ,


A.P.F.S.D.S round
NO blast radius mainly anti armoured

20 to 29 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst
30 to 39 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10
40 to 49 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst

Or



CFT Experimental
Weapons

TO 20 MM 1d4x10=40 M.D blast radius 5 feet
21 TO 29 MM 1D6X10 M.D=60 M.D blast radius 5 feet
30 TO 39 MM 2D4X10 M.D= 80 M.D blast radius 5 feet
40 TO 49 MM 1D10X10 M.D=100 M.D blast radius 5 feet




number one Weapons systems WI-GL 20 Automatic grenade Launcher

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other


Range; 7000 feet indirct fire , direct fire 3000 feet
Rate of fire burst only 10 shot other look above
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
OR number two Weapons systems

Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
number three Weapons systems

OR NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR number four Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun: 40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).later heavy drum 40 weight 60 lds (27kg)
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability

Weapons systems two heavy M.D.C machine gun hidden in right forearm and ATL( anti tank systems )
Type
Damage
heavy machine gun LO0K ABOVE BUT NOT QUAD FIRE
.30 calibers
Damage:
4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
4D8 short burst, 1D4X10+8 medium burst, 2d4x10 long burst
OR
.50 calibers
Damage:
3D6 short burst, 6D6 medium burst, 1D6X10 long burst
6D6 short burst, 1D6X10+12 medium burst, 2d6x10 long burst
ATL( anti tank systems) 3d6x10+20

Range
heavy machine gun
.30 calibers 2 MILES
OR
.50 calibers 3 MILES
ATL( anti tank systems) 5000 FEET
Rate of fire:
heavy machine gun burst
ATL( anti tank systems) SINGLE SHOT HAND TO HAND ONLY
Payload:
heavy machine gun 3000 EACH
ATL( anti tank systems) UNLIMITED
Bonus:


Weapons systems laser Vulcan guns this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fire all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mercenary book page 107 .this system is main as anti msslie systems(+5) and second as assult weapon systems (+2)
Type:
Damage : 3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
notebonus /penalties : weight 12000 pounds, if you roll 2 to 4 will over heat and cool dwn in 1d4 melee or 15 x 4 seconds

Author:  ZINO [ Thu Jan 24, 2013 11:28 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

done 8 robot
17 more robot vehicles
hope U like get ready their more coming wont say till I start with sea space and AMC ( and not cable )and well hope u are ready play testing so far love it

Author:  ZINO [ Fri Jan 25, 2013 5:58 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

:-(
well?

Author:  ZINO [ Sun Jan 27, 2013 4:13 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

:-(
well?
is that bad ???

Author:  ZINO [ Fri Feb 01, 2013 11:10 pm ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://fc09.deviantart.net/fs36/i/2008/ ... DoomER.jpg

http://tugodoomer.deviantart.com/art/Fi ... s-98976972

Fighter of tanks
is anti tank and anti robot vehicle a ground to ground combat robot vehicle and heavy hitter . but can give some AAA against flying power armored units .

Description and
Quote:
artist comment Fighter of tanks T-152K.
Appointment: infantry support, destruction of armour technics and long-term weapon emplacements of the opponent.
Taktiko-technical characteristics:
weight - 32 tons
arms - 152 mm cut gun Д-42 with the automatic machine loader, a unit of fire - 50 shots;
1 course, 1 coupled and 1 rear machine guns PKT - 7,62 mm, a unit of fire - 12000 cartridges;
antiaircraft machine gun NSVT2 - 12,7мм, a unit of fire - 6000 cartridges.
Armour: the composit - a forehead and a tower of 80 mm, sides and a forage - 50 mm, a roof - 30 mm, the bottom - 20мм.
The Cruising range: on highway - 450 km, on difficult a cross-country terrain - 280 km.
Cruiser speed - 80 km/h
Crew - 3 persons, the commander-radio operator, the mechanic-driver, the tipper-of.


Vehicles
1. main model gas or fossil fuel sytems
Secondary model (NAAT, NAMES, Russian core units )Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average energy life is
15 to 20 years.
2. Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. It is linked to the targeting computer, weapon systems and radar.
4. Targeting Computer: Assists in the tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of 500 miles (800 km). The typical giant robot also has a directional, short-range radio
with a five mile (8 km) range, plus a built-in loudspeaker; 80 decibels.
7. External Audio Pick-up: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector Seats: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet/305 m) and parachute
to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems
With 3D6xlO M.D. Those within a ten foot (3 m) radius of the bot will suffer 6D6 M.D. from concussion and/or flying debris. It is very likely, 01-89% chance that the nuclear power system will rupture and spew forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch is sealed by an automatic locking system. A six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory) is standard operating procedure. A manual key-pad is provided in case of system failure/override.
12. Complete reinforced, environmental pilot and crew compartment: The compartment can usually seat 2-6 people and is reinforced to protect the occupants from Mega-Damage.
It is airtight, pressurized and suitable for use in all hostile environments, including underwater (typically one-half to one mile/0.8 to 1.6 km depth) as well as outer space. The following features are included:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, and
•Humidifier/dehumidifier automatically engages when needed.
•Can recalculate breathable air for up to four weeks before getting too stale to breathe.
•Computer-controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 450 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magical fires do full damage.
• Radiation shielding.
• Polarized and light sensitive/adjusting tinted windshields when applicable.
13. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
14. Or energy Flare reduces weight by 1000 pounds payload: unlimited


M.D.C. by Location:
MAIN Turret 550
Frontal armored 500 main body (1)
Side armored 240 (2)
Fix Smoke/Gas Dispensers(4)
Small Turret (4)100
** Main Body: 700
Legs : (4)500
Legs shields (4) 250
Top Hatches 100
Side Hatches (1)250
Side Hatches Force field systems 300
Force field systems 300
Depleting the M.D.C. of the main body will shut down completely, rendering it useless.
Destroying one leg reduces speed by 20%. Destroying two or more it disable unable to move.

Speed
Land: 55 MPH max
Under water depth 6000 feet!!! with nuclear powers only
Statistical Data
Height: 19 FEET
Width: 11 FEET
Length:21 FEET
Weight: 32 TONS EMPTY
Cargo
Power System any type of fosil fuel systems , nuclear powers10 years , fossil fuel 2000 miles
Cost: fosil fuel systems 450 Kilimeters , nuclear powers pilots endurance
Black Market Cost fosil fuel systems 12 million nuclear powers 20 miliion

Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
155 mm cannon 2d6x10 M.D.C
Rest ROF , range ,payload look below

Weapons systems 152 mm , PLUS side machine guns look below
Type
Damage

Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL
155 mm cannon 2d6x10 M.D.C

2 generation auto-cannon standard rounds
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

155mm -4d6x10 M.D( max damage 240 ) blast radius
8d6x10 M.D Two round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

155 mm -5d6x10 M.D ( max damage 300 )
1D6X100 M.D Two round burst,

A.P.F.S.D.S round NO blast radius


155 mm -7d6x10 M.D( max damage 420 )


The "cartridge" energy weapon system
155 MM 1D6X100 M.D= 600 M.D


Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot
155 MM 5D8X10
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Range 2 miles direct ,indirect fire 5 miles
Rate of fire: sinle shot ot dual shot varies with rounds
Payload:290 rounds
Bonus:

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

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


Weapons systems fix grenade launcher
grenade launcher
BUT a 20 to 49 mm grenade launcher pick one
L.E.A.P: blast radius 10 feet
20 - 29 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst
L.E.A.P:

30 - 39 mm-5d4 M.D( max damage 20) blast radius
1D4X10 M.D Two round burst, 1D6X10 M.D three round burst, 2D4X10 M.D four round burst, 1D10X10 M.D five round burst, 2D6X10 MD six round burst, 4D4X10 M.D eight round burst, 3D6X10 M.D nine round burst , 5D4X10 M.D ten round burst
L.E.A.P:

40 - 49 mm -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst, 1D6X10+12 M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A MD six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 0 M.D ten round burst

H.E.A.P: Heavy Explosive armor piercing rounds blast radius 10 feet
20 - 29 mm -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst
30 - 39 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst, N/A M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A M.D six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst ,
40 - 49 mm -5d6 M.D (max damage 30)
1D6X10M.D Two round burst, 2D4X10+10 M.D three round burst, 2D6X10 M.D four round burst, N/A M.D five round burst, 3D6 X10 M.D six round burst, 4D6X10 M.D eight round burst, N/A M.D nine round burst , 5D6X10 M.D ten round burst ,


A.P.F.S.D.S round
NO blast radius
20 - 29 mm- 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst
30 - 39 mm -1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst, 3D4X10 M.D three round burst, 4D4DX10M.D four round burst, 5D4X10 M.D five round burst, 4D6X10 MD six round burst, 4D8X10
40 - 49 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst


CFT Experimental
Weapons

20 MM 1d4x10=40 M.D
21 TO 29 MM 1D6X10 M.D=60 M.D
30 TO 39 MM 2D4X10 M.D= 80 M.D
40 TO 49 MM 1D10X10 M.D=100 M.D

WI-GL 20 Automatic grenade Launcher. Automatic grenade fire systems .
Damage can fire
1. Use amour piercing grenade 3d6x10 for 8 feet blast radius
2. Smoke for cover
3. Tear gas crowd control
4. Flag bang crowd control or other
Range; 7000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 120 pounds empty
Bonus :
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
other notes
Mega-Damage: HE rounds 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet
NOTE grenade systems smoke, tear gas,
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 10,000 feet

OR

Weapons systems
Light Boom gun from the GB:
need ploy need due to weight light rail gun similar to the boom gun 2d4x10 M.D.C, burst must use pylons 4d4x10 M.D.C, range 2 miles, payload 300 burst
CAN USED AS remote or manual turrets has weapon

OR

Weapons systems
Bandit 6000 Grenade Launcher Knock Off
Weight: Gun: 40 Ibs (18 kg), plus the grenade drum, 20 (9 kg)—can be used with or without the drum (grenades must be hand loaded) Elite or special forces will have autoloader .
Mega-Damage: 5D6 M.D. per single round/grenade or 1d6x10M.D. per rapid-fire burst of two grenades fired one microsecond after the other. The damage is inflicted to everything in a 12 foot (3.6 m) radius.
Rate of Fire: One at a time or two simultaneous at the same target (counts as one melee action/attack).
Effective Range: 2000 feet (610 m)!
Payload: 12; an additional 50 grenades are packed into the ammo-drum. It takes one melee round (15 seconds) to reload the weapon by hand with 12 grenades (or one melee action to load two).
Bonus: Laser targeting and telescopic scope optional (6000 cr.).later heavy drum 40 weight 60 lds (27kg)
Cost: 30,000- credits for the gun, 50 credits per grenade. Good availability



Weapons systems optional machine guns(3)
Heavy M.D Machinegun: pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800

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

Author:  ZINO [ Thu Feb 07, 2013 10:39 am ]
Post subject:  Re: N.A.AT Germany BOOK 2

http://peterprime.deviantart.com/galler ... 8#/d56gxba
http://th04.deviantart.net/fs70/PRE/i/2 ... 56gxba.png



Quote:
Red Wolfby ~PeterPrime
Digital Art / Paintings & Airbrushing / Sci-Fi
©2012 ~PeterPrime

I was enjoying the work I had on the Sidewinder, so I decided to paint another mech.This is the Red Wold, an agile mech with it's female pilot

.


Red Wolf is the elite female pilots in the Russian, they the Para troop in the robot vehicle version. They are three type one knock off which act the mass produce (allied version), then the Elite model, and special unit which carries Techno –wizard making deadly force. The TW version has made a deadly name dropping these votive at range of over 15,000 feet or more than 3 miles. Using TW abilities to hide their and able to hit targets behind enemy lines, then the use of the knock off version or Elite model is used. They have a height of 20 feet tall and hell a lot of fire power both tech and Techno –wizard for defensive and offensive abilities. to make sure no one know this but only the highest rank and pilots as well . that why the following pilots from only N.A.A.T, N.A.M.E. , N.A.T.O, Russian core elite units can pilot these monster robot vehicles .


N.A.A.T Robot Pilots
Many Mercenaries said it was a myth, to the coalition it was a joke. But that in the North American war call the coalition wars, and there attacks are to be afraid. They have seen to attack up three targets, there tactics are simple hit two target gun , will 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 man many mercenaries to the coalition Robot pilots see then as special forces anti amour / robot fighter .That was a mouth full , and frozen many pilots know that fought against the deck , this was a terror to any heavy Mecha , robots , power amour even techno – wizards are afraid in combat. But something was also learn the hard way they will fight of groups of three to six and hen a target is disable , or surrender , they go to the next target. Later many are learn by a barrel of a Mecha gun or rail gun there several types of robot elites. They will take any advantage in the fog of war, even if cost there lives. They have take target take more powerful like dragons, to large mercenaries company and have come on (but heavy damage). Something that is common to the Robot Elite’s Pilots is that they don’t show of or get cocky disputation. They will act like a regular robot pilot, and will only show what the do in combat. They saying is” action specks louder than words” and keep there principles. This has confuse many robot pilots, they are taught but are gentleman at all times, and something different from other man at arm they dress very well and have been identify for there well matter and dress very well which has help their appearance and other situation.

All get the folllowing 1d4x10%+10%

Language Native 88%+1 per level
Literacy Native 40+5% per Level
Math basic /advance 45%+5% per level
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

Pick one MOS
M.O.S ground robot only
Wilderness survival 30%+5% per level
Pilot 4 ground mecha (single seater) all (4) robot combat elite
Robot comba absic (land only)
Pick two any land vehicles
Force march
Hand to hand expert
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons

M.O.S Air /light
Pilot 3 flying mecha (single seater) any flying robot combat elite pick two any land vehicles
Force march
Hand to hand expert
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapons


M.O.S Sea
Pilot 2 sea mecha (single seater) all robot combat elite
Swimming 50%+5% per level
SCUBA 50%+5% per level
Hand to hand expert
W.P harpoon & Spear Gun
W.P handguns
W.P energy pistol

M.O.S Giant/heavy
Pilot 3 giant/ robot combat elite
Wilderness survival 30%+5% per level
Pick two any land vehicles
Force march
Hand to hand expert
W.P handguns
W.P energy pistol
W.P Heavy Military weapons
W.P Heavy M.D weapon


OCC 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: buy MOS only the same with Vechles
Pilot Related: any
Rogue: any
Science: None
Technical: any
W.P: any
Wilderness: MOS land or MOS air are allowed
Secondary Skills 10

NOTE All get the following :
Modify there 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 Main body and to arms , legs ,head, and to reinforce cockpit compartment and to main wings ( fins) add a NGR force filed of 100 MD 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 grionf MOS they-3 to all .they will not black out, get dizzy, or loss sense of direction (where up or down)Immanue to all type unknown mecha or techno mecha related.Will any do thing to improved combat abilities even use magic up gear and know latest mecha in their field of MOS. They also get the following. Each MOS 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
7. M.O.S ground robot / M.O.S ground robot only
Add +2 strike or parry, can make power move a 30% faster, but mecha take 6d6MDC damage in legs ,due to push mecha beyond it limtes
8. 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 Bonus ,make surprises attack from they air +3 initiative( must be declared buy player) can make power move a 30% faster, but mecha take 6d6MDC damage in legs ,due to push mecha beyond it limtes
9. M.O.S Sea
Add +2 strike or parry, can make power move a 30% faster, but mecha take 6d6MDC damage in legs and porpution systems due to push mecha beyond it limtes , sea attack up and go back in the water must have at leasst 12 feet deep+3 to strke or on a call shots add+2, if pilot has a P.P 19 or higher they + 2 auto dodge add Bounes must be in the water ,make surpres attck from they sea +3 initiative( must be declared buy player),
• female pilot Requirement :cyber jack and three favorite robots giant and three man size by MOS roll 1d10
1. get to pick 1d4 of the following
2. add + 1d4 to P.P in robot only or add +1d8 initiative in robot only ,
3. or add 4 attacks in robot only ,
4. or add +1d4 strike at range in robot only
5. or add +1d4 strike hand to hand in robot only
6. or get 1d6+1 to dodge in robot only,
7. +8 to roll but must have
8. add + 1d4 to parry in robot only
9. perception add+1d8 in robot only
10. get all

Description
In Europe the need for additional security forces in Germany and other countries has gone triple the rate. Mercenary forces in Germany needs for military forces the private sector is broken in two parts one mercenary forces and private security forces. The fall of the major cities has cost increase of additional firepower security defense as well as military forces in Germany. You need to have a European mercenary force is seen as a necessity this allowed to happen local natives join more easily. With hundreds if not thousands of unemployed this open the opportunity to open a dedicated European mercenary force and an out employment training additional manpower and not just humans as well as other alien races to join in. The human sector is broken into sections the first one composed of only humans and the second one a mix of human and nonhuman disallows to have more than one mercenary Army. Not just soldiers but logistical support which is composed of 60% and 40% soldiers and robot pilot. There is a third which is not mentioned is broken into two classes one techno-wizard and magic forces. This means that there's over 1 million combat troops combined.

The massacre in Wroclaw has had profound effect all over Europe from small kingdoms to even major power block in Europe. This allowed mercenary forces from North America to go to Europe German and other kingdoms. In Germany there is a set of rules to follow but for other kingdoms they act as additional defense forces, local forces, and additional law-enforcement with training and additional firepower when needed. Mercenary forces like N.A.M.E, Russian core and A.M.C are well known to common people small kingdoms and even in the major players in Germany. N.A.M.E has made sure to play on the safe side with Germany and other smoke kingdoms this has allowed to work as an additional security force or military force or law enforcement to provide security in that sector or area. However the need for the local military force or local mercenary armed forces was needed. This has allowed to create brand-new materials for war machines as well as firepower and power and bring morale up due to the loss of Wroclaw. Other smaller kingdoms have allowed this due to the massacre that recently happened.

N.A.M.E decided to retrain him of the refugees human and nonhuman for logistical support and this was a massive effort. But it worked it allows to create an additional mercenary corps as mentioned earlier. A total of four mercenary armies were made very easy. They were composed of refugee’s human and nonhuman as well as retired soldiers from different branches of Germany and other small kingdoms. Also unknown to me there was also additional refugees from Russia or the old Soviet empire which were added to the mix. This allowed to increase to mercenary armies very fast but also streamlined. The reason was to let the local natives in Germany and other small nations or kingdoms a familiar face of the old days.

When this was being done mainly decided to use the old Soviet like hardware. Simple reliable easy to repair and maintain a mass-produced large numbers. Within DMZ zone as well as name and its secret allies found in North America and South America this allowed to transport additional resources that were needed to get all four mercenary forces ready in less than a year and half. Germany didn't see this coming and by the time hardliners try to stop it it was already too late. However it also showed that it was greatly needed to of mercenary forces in areas with Germany cannot cover and help other small nations or kingdoms.

The style's was Russian like for this mercenary: in Europe. The new mercenary
happy saying not one step back no retreat no surrender". There hardware simple effective hard-hitting but also a prototype design by NGR standards and you and the coalition.

The coalition was surprised and happy at first but when the nonhuman forces were seen they were not happy about it. But did not engage in violent manner but verbal comments are known to be use. And always try to work with only human forces sometimes they don't know. So officers have to be careful and keep the troops in check. But sometimes officers have to keep their troops and keep their man like a dog on a leash.

NGR forces on the other hand try to keep polite manner with all Soviet mercenary forces or mercenary corps. They are seen as a legitimate European mercenary armed forces and NGR troops in the front lines will usually firepower they can get their hands on. Even if the coalition forces frown upon it but recently there have been some coalition forces that have not only looked the other way but are glad to have a legitimate European Soviet mercenary army task force.

In order to make as many robot vehicle N.A.A.T have used the old work horse called hard suits. At the beginning of the golden age of man they became the staple of what was coming down the road .when it came down the , this new arena open volume and many ARM Tech rick. And was the foundation of all robot vehicles to come in rifts earth which was lost in the second Dark Age. However they severed a critical role to save humanity.


The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mecha, but it offers major advantages to war fighters in confined urban areas.

Chaos Earth note ARM TECH (Advanced Research Military Technology) is the leading the amour tech in leaving infantry units in the new M.D.C age.
The H.ARM suit is a robotic load-bearing exoskeleton designed to deliver heavy munitions into any theater of operation. Because of its relatively small size it is not only lighter, "quieter", and more energy efficient than most mechas, but it offers major advantages to war fighters in confined urban areas. Add prowl +25 if they have this skills

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add giant size robot . man size 200 pounds

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

9. Voice actuated locking systems

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

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

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

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

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


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

16. 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: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

21. This the only mecha that can become a with heavy combat escort unit , which is deign to protect and very comfortable the pilot heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only can have TW PPE battery 1000 total

22 . U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

24. female pilot suit all features of a body armored MDC 80 no penalties add 1D4 to PP inside or outside robot and speed add 30% out robot

M.D.C

Main body 1000 Russian core units ,knock off 700
Giant robot
Upper Arms (2) 450
Lower Arms (2)450
Small robot
Upper Arms (2)240
Lower Arms (2)240
Upper Legs (2) 350
Lower Legs (2)350
Feet (2)200
Head 125
Reinforce cockpit compartment:none
Russian Model force field (1)240
N.A.A.T/N.A.M.E.S force field (4)
primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators (1) 100
*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 8d6x10 M.D.C.!!!!


Stats
Height 35 feet
Length 13 feet
Depth/width 19 feet
Weight Generators add 1 ton ,empty 15 tons
Cost Russian core unit 15 million ,konk off model 10 million
Black market 27 million either

Speed
Range: unlimited by pilots endurance
Flying 125 MPH maximum height 2000 feet
Running 50 MPH to 110 MPH
Walk 2 to 49 MPH
30 mm cannon under water depth 4000 feet

Hand to hand: Use robotic P.S 40
Weapons systems summary eilte units and TW model
1. ATL systems ,or quad laser Vulcan cannon left shoulder(x1) add the famous BOOM gun but add pylons if not negative 3 to fire each time and 10% to fly out it hands!!! Each time fired!!!! Payload time 3 times the normal due to size .
2. Shoulder mounted missiles systems short range ,medium range misslies (x1) right side
3. Head mounted weapon systems pick two beam type laser ,particle beam ,Ion ,and machinegun (2)
4. Arm Mounted ATL systems (x2) or both arm mounted M.D.C machine guns (x2)
5. Hip mounted mini missiles 24(3) each leg
6. Any human hand size weapons systems they carry one of each ATL rifle cannon and macgic rifle
7. Any giant size robot gun or giant size ancient weapon
8. TW abiltes invisible superior level 15 , global of silent 15 level , fire ball spell level 15 , or pick three spell all 15 level P.P.E battery 1000 (x5) or 5000 PPE !!!

Weapons systems summary knock off
1. pick one ATL systems ,or quad laser Vulcan cannon left shoulder(x1) or heavy rail gun but no BOOM gun from glitter boy Payload time 3 times the normal due to size .
2. Shoulder mounted missiles systems pick one short range ,medium range misslies (x1) right side
3. Head mounted weapon systems pick one beam type laser ,particle beam ,Ion ,and machinegun (2)
4. pick one Arm Mounted ATL systems (x2) or both arm monted M.D.C machine guns (x2)
5. Hip mounted mini missiles 24(3) each leg
6. Any human hand size weapons systems
7. Any giant size robot gun or giant size ancient weapon


Weapons systems left shoulder modular systems
Weapons systems one left shoulder modular systems 30 mm cannon left shoulderType
Damage look below

Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
20 MM cannon 3d4+2 M.D.C ,
Damage
4d6 +2 M.D Two round Burst, 6d6+2 M.D three round Burst, 1d4x10+8 M.D four round Burst,1d6x10 M.D five round Burst, 2d6x10+20 M.D ten round Burst
Damage
2 generation auto-cannon standard rounds
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
30 mm cannon left shoulder M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst, 9D6 M.D three round burst, N/A M.D four round burst, 2D4X10+10 M.D five round burst, N/AMD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 3D6X10 M.D ten round burst , 6D6X10M.D twenty round burst , 9D6X10 M.D thirty round burst, N/A fourth round burst

H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius

30 mm cannon left shoulder -5d4 M.D (max damage 20)
1d4x10 M.D Two round burst, 1d6x10 M.D three round burst, 2d4x10 M.D four round burst, 1d10x10 M.D five round burst, 2d6x10 MD six round burst, 4d4x10 M.D eight round burst, 3d6x10 M.D nine round burst , 5d4x10M.D ten round burst ,1d4x100 M.D twenty round burst , M.D thirty round burst, fourth round burst

A.P.F.S.D.S round NO blast radius

30 mm cannon left shoulder - 6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst, 1D10X10+8 M.D three round burst, N/A M.D four round burst, 3D6X10 M.D five round burst, 5D4X10+16 MD six round burst, N/A M.D eight round burst, N/A M.D nine round burst , 6D6X10M.D ten round burst ,12D6X10 M.D twenty round burst , N/A M.D thirty round burst, N/A fourth round burst

The "cartridge" energy weapon system
30 mm cannon left shoulder 1d4x10=40 M.D
M.D Two round Burst, M.D three round Burst, M.D four round Burst, M.D five round Burst, M.D ten round Burst

Third generation ram jet rail gun 30 mm cannon left shoulder

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

20MM 1d4x10
2d4x10 M.D Two round Burst, 3d4x10M.D three round Burst, 4d4x10 M.D four round Burst,5d4x10 M.D five round Burst, 5d8x10 M.D ten round Burst
type Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
Rate of fire:
Payload:
Bonus/note/ penalties:

Weapons systems two left shoulder modular systems quad laser Vulcan cannon left shoulder

ATL-7 Anti-Tank Laser Rifle or cannon
This was a 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. The same design was kept but add a mini nuclear add to weight 100 pounds for cyborgs and power armor troopers can use it as a rifle without trouble. No recoil when fire and can have an extended range which is love by many. the and finally addition to this heavy weapon systems is there variable laser systems but only N.A.A.T , N.A.M.E.S , N.A.T.O , Russian core unit and allied forces in A.M.C as well .
Mega-Damage:
3D6x 10+20 M.D. per shot!
Weight 100 pounds standard
Rate of Fire: Single shot only. Each shot empties an entire E-Clip!
Range: 3,000 feet (914 m)
Payload: 1 shot per E-Clip. Cost: 100,000 credits; poor availability even in South America.
Weapon system: # A.T.L AKA anti-tank Variable heavy laser 8 this is similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or Mecha with reflection abilities

Weapons systems three left shoulder modular systems BOOM gun left shoulder
Weapons systems BOOM gun there the black market version boom gun or the glitter boom ,in left shoulder
The famous "Boom Gun" is a unique rail gun that can accelerates it flechette style rounds to a speed of Mach 2 and actually creates a sonic boom when fired. The weapon is the most powerful
Pre-Rifts weapon to survive the Time of Rifts and has not yet been successfully duplicated or seen as a worthwhile item for duplication (other comparable weapons exist without the detriments of a sonic
boom and shock waves to be overcome) except in Japan, Free Quebec and the NGR. The Boom Gun is attached to the back and right shoulder of the armor. When not in use, it is flipped back and stored
in a upward position. When needed for combat, the GB's operator simply reaches back, grasps the handle and pulls forward. The blast is so powerful that without the automatic stabilization system (thrusters and pylons), the Glitter Boy would be thrown to the ground and knocked back 30 feet (9.1 m). The automatic stabilization system is a synchronized system of jet thrusters and retractable reinforcement pylons in the legs that hold the armor steady. The pylons and the jets fly into action the
moment the Boom Gun is fired.

Weight: Rail Gun: 867 pounds (390 kg)
Mega-Damage:
One Boom Gun Flechette round holds 200 slugs that inflict 3D6xlO M.D.

Effects of the Sonic Boom: The GB suit is specially insulated from the shock waves of the Boom Gun, however, everybody within 200 feet (61.0 m) will be temporarily deafened. Characters without any type of head/ear protection will be temporarily deafened for 2D4 minutes and are -8 on initiative and -3 to parry and dodge. Characters who are in protective body or power armor will have some protection, but are still temporarily deafened for 1D4 minutes; same penalties apply. Each sonic boom adds to the duration of the deafness. The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within 300 feet (91.4 m) of the boom.

Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot and his power armor (usually 4-6, see Power Armor Training). Bursts and sprays are not possible!

Maximum Effective Range: 11,000 feet (about two miles/3.2 km).

Payload: 500 rounds. Unlike some of the other power armor suits, the red wolf Boom Gun can be auto-loaded systems , must reload in base
Bonus
Thermos-Imager: A special optical heat sensor that allows the infrared radiation of warm objects to be converted into a visible image. Enables the pilot to see in the dark, in shadows, and through smoke.
Range: 2 miles feet

Infrared and Ultraviolet Optics: This optical system projects a beam of infrared light that is invisible to the normal eye. The infrared beam enables the pilot to see in the dark and to see other infrared beams. The ultraviolet system enables the pilot to see into the ultraviolet spectrum of light and is mostly used to detect the light beams of ultraviolet detection systems. Note: The infrared light beam can be seen by anybody who also has infrared optics, and the beam can be tracked back to its source.
Smoke impairs the infrared beam, making it impossible to see.
Range: 2 miles feet

Advanced Laser Targeting as well as the usual robot standard features. The Boom Gun is +2 to strike. See Power Armor Combat Training in the Rifts RPG for other bonuses and data.
Range: 2 miles feet


Weapons systems right side Shoulder mounted missiles knock off model pick one ,Elite model have both missiles but not long range missiles .
Type
Damage varies
Range varies
Rate of fire: one or any or all counts as one attack
Payload: look below
24 short range missiles and 12 median range missiles
Bonus/note/ penalties: note each SRM weights 35 pounds (that’s a total of 840 pounds )and one medium range misslies weights 250 pounds each ,this systems can carry long range missiles (that’s a total of 3000 pounds )
Combine weight 3840 pounds which allies one long range missile it can carry most of the time they weight 1 ton or 2000 pounds it can carry 2 L.R.m THE MOST AND NO MORE !!!!

Weapons systems knock off model Pick one Arm Mounted ATL systems or arm monted M.D.C machine guns (x2)
Arm Mounted ATL systems
Type LOOK above
Damage LOOK above
Range LOOK above
Rate of fire: LOOK above

Heavy M.D Machine gun: pic LOOK ABOVE k one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 3000

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Bonus/note/ penalties:
Eilte model unit pick any two
50 calibers Bullets or .30 calibers Heavy M.D Machinegun for 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.


1. 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. 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. 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. 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. 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. 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. 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. 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. Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. 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. 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. LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14. H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. 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. Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17. A.S.A.S.P bonus as above but critical 15


Weapons systems arm mounted M.D.C machine guns (x2)
Type LOOK above
Damage above
Range LOOK above
Rate of fire: LOOK above
Payload: LOOK above
Bonus/note/ penalties: LOOK above


Weapons systems Hip mounted mini missiles(x2)
Type missiles
Damage varies
Range varies
Rate of fire:one or any fired or all ( and count as one attack!!!)
Payload: 24 per leg or 48
Bonus/note/ penalties: varies

Weapons systems Any giant size robot gun or giant size ancient weapon
Type varies
Damage varies
Range varies
Rate of fire: varies
Payload: varies
Bonus/note/ penalties: varies

Weapons systems elite only /b] Any human hand size weapons systems elite only A.T.L systems and one heavy magic rifle
[b]Type
A.T.L systems LOOK above
Damage A.T.L systems LOOK above
Range A.T.L systems LOOK above
Rate of fire: A.T.L systems LOOK above
Payload: A.T.L systems LOOK above
Bonus/note/ penalties: A.T.L systems LOOK above

elite only Star fire Pulse Cannon This is a large, heavy weapon that can only be mounted on vehicles and robots. The Star fire Pulse Cannon fires powerful, enemy vehicle with a few shots. The weapon is like the other TW firearms in that it has P.P.E. energy cells to power it, only it has several P.P.E. clips hooked into it. Eight clips are inserted into slots inside the top canister. The cannon is extremely popular, however, as it is more than a match for anything technology can produce. They are often mounted on ATVs, giving these light vehicles surprising firepower. The main drawback to the weapon is its expensive power supply .
Weight: 124 Ibs. (55.8 kg).
Mega-damage: 2D6x10 M.D.
Rate of Fire: Single shots only.
Effective Range: 2000 feet (610 m).
Payload: Two shots per clip, but eight P.P.E. clips fit into the top section of the cannon, providing a total of 16 shots. Direct PPE battery systems 1000 PPE from robot vehicle
Black Market Cost: 520,000 credits for the cannon. 40,000 credits per each P.P.E. clip; 320,000 credits for eight

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