ARM TECH
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Re: ARM TECH
I'm still getting 'Wall of Text' problems, which is what I think is scaring people off. If things were better formatted for easier reading, I think you would get more attention. As for the actual content, I looks reasonable for what its said to be. You have an interesting take on fast character generation, which is worth turning into a more general system in its own thread. That might up the amount of recognition and attention you get.
I'm personally ambivalent on nearly all MDC conversions of older vehicles and equipment for one reason or another, but that's not just your stuff. It more that simple metal fatigue would have caused all of it to be write offs before they could be converted (2050s), so you may as well start from scratch. But at least you're using actually sensible designs unlike the abominations that Palladium calls tanks, and arm them with weapons that aren't pee shooters.
I'm personally ambivalent on nearly all MDC conversions of older vehicles and equipment for one reason or another, but that's not just your stuff. It more that simple metal fatigue would have caused all of it to be write offs before they could be converted (2050s), so you may as well start from scratch. But at least you're using actually sensible designs unlike the abominations that Palladium calls tanks, and arm them with weapons that aren't pee shooters.
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Re: ARM TECH
Omegasgundam wrote:I'm still getting 'Wall of Text' problems, which is what I think is scaring people off. If things were better formatted for easier reading, I think you would get more attention. As for the actual content, I looks reasonable for what its said to be. You have an interesting take on fast character generation, which is worth turning into a more general system in its own thread. That might up the amount of recognition and attention you get.
I'm personally ambivalent on nearly all M.D.C conversions of older vehicles and equipment for one reason or another, but that's not just your stuff. It more that simple metal fatigue would have caused all of it to be write offs before they could be converted (2050s), so you may as well start from scratch. But at least you're using actually sensible designs unlike the abominations that Palladium calls tanks, and arm them with weapons that aren't pee shooters.
I am humble by your words just this wall of word been knocking me down been try to figure a better way i just don't how i keep trying
Most are older vehicles and equipment which are found in palladium books and converting are stopping gap they seem able to hold there own but they can be taken down like a GB BOOM Gun an example show how powerful they are a tank with a 120 MM tank rifle can either 1d6x10 M.D.C and range in real world 4.7 miles ( and that single shot it possible to fire dual shot doing 2d6x10 M.D.C );while a GB BOOM 3d6x10 M.D.C in two miles and cant move a a Pre-rifts tank can move with standard 288 M.D.C main body can add extra armors from 100 to 200 M.D.C while GB has 770 M.D.C in 2050 era sadly there no 130MM tank rifle my guess would be 2d4x10 single shot a dual shot 4d4x10 MM tank rifle are just an example
now does this make good sense IDK I just guessing and looking for rules with the GAME.A 200 MM tank rifle would do 2d6x10 M.D.C are use a reference point.
NOTE: Update
you can upgrade manage of 120 MM round from an M.D.C to the following
from 6d6 M.D.C to VARIES ROUND TYPES !! FROM AP,HE, HEAT TO DU Rounds 1d6x10 M.D.C
1D6X10 M.D.C to the following 2D4X 10 M.D.C VARIES ROUND TYPES !! FROM AP,HE, HEAT TO DU Rounds
2D4X10 M.D.C to the following 2D6X10 M.D.C VARIES ROUND TYPES !! FROM AP ,HE, HEAT TO DU Rounds
THE MAX 2D6X10 M.D.C to the following FROM AP, HE, HEAT 4D4X10 M.D.C ROUND TYPES BUT 3D6 X10 DU Rounds
RANGE CAN GO FROM 2000 TO 5000 FEET TO REAL WORLD RANGE TO 13123.36 FEET OR 2.4 MILES OR 2.5 MILES [/color]
goggle it range "ABRAHAM 120 TANK RIFLE RANGE"
Last edited by ZINO on Sun Apr 17, 2022 1:58 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
There's a spoiler option in the full editor.
Between on the second row of BBCode options. You highlight the section you want to be compacted, and you can't put a spoiler in a spoiler, but it'll make things less painful. It also adds a line below the spoiler, so you you don't need to add one yourself.
Similarly, the List option (not the List=) in the first row might also be useful for keeping things tidy. This is the format I use for weapons, so cut and rename sections as needed.
As an example of a vehicle template, use this.
Open this post in reply and copy the format to another document that you work on. I suggest putting the Crunch parts in a Spoiler, while leaving the Fluff in full. Give me a few minutes and I'll get something for OCCs as well.
Spoiler:
Between on the second row of BBCode options. You highlight the section you want to be compacted, and you can't put a spoiler in a spoiler, but it'll make things less painful. It also adds a line below the spoiler, so you you don't need to add one yourself.
Similarly, the List option (not the List=) in the first row might also be useful for keeping things tidy. This is the format I use for weapons, so cut and rename sections as needed.
- Range: blah
- 1st Ammo type
2nd Ammo type
- 1st Ammo type
- Single
Bust Size 1
Burst Size 2
ect
- Single
Bust Size 1
Burst Size 2
ect
Payload: Effectively Unlimited or whatever
Bonuses: blah
As an example of a vehicle template, use this.
Spoiler:
Open this post in reply and copy the format to another document that you work on. I suggest putting the Crunch parts in a Spoiler, while leaving the Fluff in full. Give me a few minutes and I'll get something for OCCs as well.
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Re: ARM TECH
Omegasgundam wrote:There's a spoiler option in the full editor.Spoiler:
Between on the second row of BBCode options. You highlight the section you want to be compacted, and you can't put a spoiler in a spoiler, but it'll make things less painful. It also adds a line below the spoiler, so you you don't need to add one yourself.
Similarly, the List option (not the List=) in the first row might also be useful for keeping things tidy. This is the format I use for weapons, so cut and rename sections as needed.Range: blah
1st Ammo type
Damage: blah
2nd Ammo type1st Ammo type
Rate of Fire: ECHH or whateverSingle
2nd Ammo type
Bust Size 1
Burst Size 2
ectSingle
Bust Size 1
Burst Size 2
ect
Payload: Effectively Unlimited or whatever
Bonuses: blah
As an example of a vehicle template, use this.Spoiler:
Open this post in reply and copy the format to another document that you work on. I suggest putting the Crunch parts in a Spoiler, while leaving the Fluff in full.
cool
ty
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
Example O.C.C Format
Example
I suggest fooling around with the BBCode in the PMs with Preview for a while. It doesn't like large and heavy coded messages, but you can figure out how things work there.
Example
Spoiler:
I suggest fooling around with the BBCode in the PMs with Preview for a while. It doesn't like large and heavy coded messages, but you can figure out how things work there.
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Re: ARM TECH
COOL !!! will try in RIFTS NAAT !!!as test run
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
Omegasgundam wrote:Example O.C.C Format
ExampleSpoiler:
I suggest fooling around with the BBCode in the PMs with Preview for a while. It doesn't like large and heavy coded messages, but you can figure out how things work there.
thank you will try it
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
Um. Reservist and active duty can be called on to respond to natural disaster relief. Just not by the governor. The G has to ask the PotUS to recognize a state of emergency and then the PotUS can send in the military.
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Re: ARM TECH
Zer0 Kay wrote:Um. Reservist and active duty can be called on to respond to natural disaster relief. Just not by the governor. The G has to ask the PotUS to recognize a state of emergency and then the PotUS can send in the military.
Agreed with you on this
also did read the US Army / Army reserve solider National guard O.C.C not much ?
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Re: ARM TECH
US Nation guard or / US Army / Army reserve solider National guard or In RIFTS the Foot soldier or guardsmen
Future rifts books guardsmen/Foot solider O.C.C.
Future rifts books guardsmen/Foot solider O.C.C.
Part 1
Our mission makes us different. Unlike the other branches, Guard Soldiers can be deployed by the governors of their resident states to support communities stricken by natural disasters like floods and hurricanes. Guard Soldiers can also be deployed by the president of the United States to defend our country or support our allies overseas. This dual role for the Guard is what makes us unique.
Both Guard Soldiers and Army Reserve Soldiers train one weekend per month and two weeks every summer. Both Guard Soldiers and Army Reserve Soldiers can be called into full-time service to support Army combat missions. The main difference is that Guard Soldiers serve a dual mission. They can be called on by their state governor or the federal government. Reserve Soldiers do not have a state mission and cannot be called to respond to floods and hurricanes, for example.
from Army recruiter before the fall
US national guardsmen/Army reserve solider /Foot solider O.C.C.
Abilities & Bonuses:
1. O.C.C. Modifiers:
Spoiler:
O.C.C.
Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 90% of the last two generations to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Spoiler:
2.M.O.S.:
These sets of skills are areas of specialization. They may be combat oriented or some other area of expertise. These are in addition to O.C.C. Skills, O.C.C. Related Skills and Secondary Skills and reflect U.N paramilitary methods and organizational structure
Select one of the following areas of specialty or roll percentile to make a random determination. If the random method is used and the character does not have the required minimum attribute, select skills that will bump it up to the required amount, adjust a few attributes to meet the minimum, or roll again. All M.O.S. skills are in addition to O.C.C. and other skills. Note: The Communications Expert can use non-combat robot probes and the Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact robots made available to him will depend on the assignment. The EOD Expert will have one or more weapons replaced with explosives, including 1-4 Fusion Blocks.
3.Best MOS AND Special Aptitude Bonuses
instead of rolling 3d6 you can roll the following table
Spoiler:
3.Special Aptitude Bonuses Table
Spoiler:
O.C.C. Skills:
The following skills are in addition to the ONE M.O.S. selected below.
Athletics (General)
Climbing (+10%)
Forced March
Swimming (+10%),
Language: English or native area (+10%)
Language: One of choice (+15%).
Literacy: Native Language; +20%
Mathematics: Basic (+5%)
Military Etiquette (+15%)
Pilot: Hovercraft (Ground)
Hovercycles, Sky cycles
Rocket Bikes (+10%),
Radio: Basic (+10%)
W.P. Energy Rifle
W.P. Knife
Hand to Hand: Basic,
which can be changed to Expert at the cost of one Secondary Skill. Martial Arts and Hand to Hand: Commando are not available to the Infantry Soldier.
O.C.C. Related Skills:
Instead of the usual range of skills available, the Soldier selects one of the following M.O.S. skill bundles, below, based on the character’s area of interest, work and specialty. Note:
There is such a large range of Soldier M.O.S. skill packages, that rather than list them here, they are described at the end of this O.C.C. description. It is important to note that most M.O.S. programs have attribute requirements and may grant additional bonuses. Combat Animal Handler Combat Engineer Communications Specialist EOD/Demolitions Specialist Field Medic
Infantry Soldier M.O.S. descriptions:
Pick one.
• NUMBER 1 Infantryman:
• NUMBER 2 Infantryman:Melee Specialist
• NUMBER 3 Motorized Rifleman
• NUMBER 4 Rifleman
• NUMBER 5 Combat Engineer:
• NUMBER 6 Marksman/sniper
• NUMBER 7 Communications Specialist
• NUMBER 8 Pig Man Specialist
• NUMBER 9 Missiles Ballistic operator
• NUMBER 10 Point Man
• NUMBER 11 Scout
• NUMBER 12 Militray Specialist Branch or MS )News Correspondent/ recruiter
• NUMBER 13 Sailor
• NUMBER 14 Naval Infantryman
• NUMBER 15 Rotor/VTOL /STOL wing Air support
• NUMBER 16 fix wing Aviator
• NUMBER 17 Tank pilots
• NUMBER 18 Cyber Combat Handler
• NUMBER 19 Giant size Robot pilots
• NUMBER 20 Power armor pilots
• NUMBER 21 Drone operator
• NUMBER 22 Transportation Specialist
• NUMBER 23 EOD/Demolitions Specialist
• NUMBER 24 Field Combat Medic
• NUMBER 25 Field Engineer
• NUMBER 26 (MS) Research Specialist
• NUMBER 27 Spy or Undercover Agent
• NUMBER 28 Intelligence & Reconnaissance
• NUMBER 29 (MS) Electronic Intelligence
• NUMBER 30 (MS) Man-Hunter (MS)
• NUMBER 31 (MS) Sabotage & Harassment
• NUMBER 32 Robot Specialist Glitter boy
Spoiler:
Secondary Skills:
Select 12 skill from the Secondary Skill list on page 300 of Rifts® Ultimate Edition at levels 1, 3, 7, 9 and 12. These are additional areas of knowledge that do not get any bonuses, other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.
Standard Equipment:
Military I.D. and ration card, standard body armor, one weapon per W.P. and six E-Clips per weapon, one Vibro-Knife or Vibro-Sword, two signal flares, two smoke grenades, two fragmentation grenades, silver-plated survival knife (2D4), flashlight, distancing binoculars, utility belt, gun holster for side arm, additional air filter and gas mask, walkie-talkie, canteen, water purification tablets, anti-radiation pills, four standard uniforms, one dress uniform, pocket-sized silver cross signal mirror, utility belt, backpack and bedroll.
Naval or light Body Armor
Army Combat Armor
Spoiler:
Equipment Available Upon Assignment:
Any vehicle in which the character is trained, additional weapons, energy clips, medical kit, tool kit, portable computer, portable language translator, cameras, surveillance equipment, explosives (including fusion blocks), and has low to mid-level military clearance. Note: Availability of equipment and resources may be dependent upon the local commander, supply stock, location, casualties and combat conditions.
Money:
The foot soldiers gets a roof over his head, food, clothing, access to vehicle storage, hangars, maintenance areas, medical care and all other basic needs provided for free as part of his/her pay. The Infantry Soldier starts as a Private with a monthly salary starting at 1,100 credits a month.
Cybernetics and Bionics:
Cybernetic and Bionic Enhancement:
Cybernetic and Bionic Enhancement:
Though the Infantry themselves usually reserve the designation for partial cyborgs, light, full conversion cyborgs, many Infantry Soldiers can be classified as Light cyborgs Machines or partial conversion cyborgs due to the extensive bionic reconstruction they undergo. Approximately 25% of infantry soldiers receive bionic augmentations for approximately 40-50% of their bodies, making them partial cyborgs. Another 15% of infantry soldiers are full conversion cyborg classified as Light cyborgs. The remaining 50% of the infantry start out as completely human with only 6 cybernetic implants of choice. Of course, injuries in combat may substantially increase the amount of bionic augmentation a soldier ultimately ends up with.
Note:
Infantry soldiers who receive 55% or more bionic conversion usually stay in the military for life or a long stretch of 30-50 years of service.
Spoiler:
Last edited by ZINO on Thu Nov 11, 2021 11:37 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
Looking much better. There's some bits with the skills that amount to clashes with my personal preferences, but that's minor. The largest issue I have is the proportion of cybernetics and bionics. My feeling was that the US was much more conservative that some others (and that's not including Russia), but again that's personal preference.
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Re: ARM TECH
Omegasgundam wrote:Looking much better. There's some bits with the skills that amount to clashes with my personal preferences, but that's minor. The largest issue I have is the proportion of cybernetics and bionics. My feeling was that the US was much more conservative that some others (and that's not including Russia), but again that's personal preference.
cool thank you so much!!!
I will post detail information on each M.O.S but don't have the time
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
https://www.deviantart.com/yinteck/art/ ... -413134851
https://images-wixmp-ed30a86b8c4ca88777 ... IhZOxoxjwU
Draft
Military Cyber Combat -Humanoid Called Jellyfish O.C.C.
Light Full Conversion Cyborg
Size & Shape:
Completely human size !!! Or whatever natural appearance is suitable for the character' s race. Likewise, skin, hair, etc., are all natural-looking and even cosmetic cybernetics are usually avoided
https://images-wixmp-ed30a86b8c4ca88777 ... IhZOxoxjwU
Draft
Military Cyber Combat -Humanoid Called Jellyfish O.C.C.
Light Full Conversion Cyborg
Statistics for Military cyber-Humanoids
Size & Shape:
Completely human size !!! Or whatever natural appearance is suitable for the character' s race. Likewise, skin, hair, etc., are all natural-looking and even cosmetic cybernetics are usually avoided
Spoiler:
Military Combat Cyber-Humanoid O.C.C.
Spoiler:
Secondary Skills:
Spoiler:
Standard Equipment:
Spoiler:
Weapons:
Spoiler:
Bionics & Cybernetics:
Spoiler:
Last edited by ZINO on Sat Oct 02, 2021 10:36 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.
As a note, you don't need to spoiler the small sections (Secondary Skills and after).
As a note, you don't need to spoiler the small sections (Secondary Skills and after).
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Re: ARM TECH
Omegasgundam wrote:Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.
As a note, you don't need to spoiler the small sections (Secondary Skills and after).
ok thank you getting the hang of this
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
ZINO wrote:Omegasgundam wrote:Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.
As a note, you don't need to spoiler the small sections (Secondary Skills and after).
ok thank you getting the hang of this
At the very least I can expect to be able to actually READ everything you post on the page, which is an improvement.
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Re: ARM TECH
Omegasgundam wrote:ZINO wrote:Omegasgundam wrote:Mhm. This is the sort of thing that almost everybody with the tech would make at some point or another. While not appropriate (or cost effective) for the battlefield there are no shortage of covert ops where it would be far more effective than a normal human.
As a note, you don't need to spoiler the small sections (Secondary Skills and after).
ok thank you getting the hang of this
At the very least I can expect to be able to actually READ everything you post on the page, which is an improvement.
have you seen
N.A.A.T
page 7
The Foot solider O.C.C.
In RIFTS North America and Europe Foot soldier, THE guards men ,THE guards , Guardians or Peace keeper
that has 40 M.O.S
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
Thank you for your emails I will post more later on need time
let your YES be YES and your NO be NO but plz no maybe
- ZINO
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Re: ARM TECH
OK I am back working on drafts thank you for your emails but please vote that all I ask some have seen without logging
It ok but log in if-then make an account it's free !!!
It ok but log in if-then make an account it's free !!!
let your YES be YES and your NO be NO but plz no maybe
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Re: ARM TECH
Weapons Of ArmTech
Note Please
roll a one (1) weapon blow up!! Roll 2 (two)gun jam ,3(three) gun jam,4(four) gun jam,5 ( five) MISS on a D20 OR 1D20 TO strike !!!for all weapons 18 or better double damage
Rate of fire (ROF):
varies For M.D.C
This will tell you the type of weapon can fire per attack
Damage:
There is going S.D.C ROUND AND M.D.C ROUND you can only have one type of rounds not combine both either using S.D.C ROUND OR M.D.C ROUND both damage per round will be posted
The one posted will be high-end M.D.C ROUND if you can go lower Damage yes you can ther is some that will say Phase world mean not found in rifts earth and may be brought to Rifts earth
Effective Range:
This is how far these weapons can go mind you this base and general information
Payload:
How many rounds are in that weapon systems
M9 Beretta:
The Beretta M9, officially the Pistol, Semiautomatic, 9mm, M9, is the designation for the Beretta 92FS semi-automatic pistol used by the United States Armed Forces. The M9 was adopted by the United States military as their service pistol in 1985.
The 92FS won a competition in the 1980s to replace the M1911A1 as the primary sidearm of the U.S. military, beating many other contenders, and only narrowly defeating the SIG Sauer P226 for cost reasons. It officially entered service in 1990. Some other pistols have been adopted to a lesser extent, namely the SIG P228 pistol, and other models remain in use in certain niches.
The M9 was scheduled to be replaced under a United States Army program, the Future Handgun System (FHS), which was merged with the SOF Combat Pistol program to create the Joint Combat Pistol (JCP). The JCP was renamed Combat Pistol (CP), and the number of pistols to be bought was drastically cut back. The U.S. Army, Navy, Air Force, and Marine Corps are replacing the M9 with the SIG Sauer M17 and M18.[11]
Colt Style 9mm Pistol:
History
The pistol that would eventually be named the Colt Commander was Colt's Manufacturing Company's candidate in a U.S. government post-World War II trial to find a lighter replacement for the M1911 pistol that would be issued to officers. Requirements were issued in 1949 that the pistol had to be chambered for 9 mm Parabellum and could not exceed 7 inches in length or weigh more than 25 ounces.[2]
Candidates included Browning Hi-Power variants by Canada's Inglis and Belgium's Fabrique Nationale, and Smith & Wesson's S&W Model 39. Colt entered a modified version of their M1911 pistol that was chambered for 9 mm Parabellum, had an aluminum alloy frame, a short 4.25-inch barrel, and a 9-round magazine. In 1950, Colt moved their candidate into regular production. It was the first aluminum-framed large frame pistol in major production and the first Colt pistol to be originally chambered in 9 mm Parabellum. The first year's production included 45 ACP and 38 Super chamberings.[2]
In 1970, Colt introduced the all-steel "Colt Combat Commander", with an optional model in satin nickel. To differentiate between the two models, the aluminum-framed model was renamed the "Lightweight Commander".[2]
Rate of fire (ROF): varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D per single shot.
5D8X10 OR 4 M.D OR 1D4 M.D per single shot.
Effective Range: 150 feet (45.7 m).
Payload: 15 shot clip.
45 caliber Pistol:
The .45 ACP (not to be confused with .45 colt) cartridge is a very popular caliber due to its low velocity and relatively high stopping power. This caliber is associated most with the Colt M1911, logically, as ACP literally means 'Automatic Colt Pistol'. However, there are many more guns and variations on the M1911 that are chambered in .45 ACP. This list does not list all of them, just ones that have links to pages on Wikipedia, for further inquiry.
Effective Range: 150 feet (45.7 m).
Rate of fire (ROF): varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double-tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage: 4D6 S.D.C.
Mega-Damage:
Notes/SINGLE ROUND
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech
Payload: 7 or 13 shot ammo clip.
10mm Colt Delta Elite:
History
The Delta Elite is credited as being the first firearm produced by a major manufacturer to chamber the 10mm.[2] The ill-fated[clarification needed] Bren Ten sparked a genuine interest in the 10mm round with outdoorsmen and as a defense round.
The pistol was dropped from production in 1996 due to lackluster sales and the availability of smaller pistols with higher magazine capacities chambered in .40 S&W.[3]
Colt announced the re-introduction of the Delta Elite at the 2008 SHOT Show. This new generation is generally similar to the previous version. The "new" Delta Elites will be manufactured with the traditional barrel/bushing arrangement. Colt Customer Service stated they had a lack of acceptable accuracy problem with the "bull" bushingless barrel setup. That was the cause of the delay in the Delta Elite's production schedule. The new Delta Elite pistol was released March 31, 2009.[
Rate of fire (ROF): varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
4D6 S.D.C.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range: 150 feet (45.7 m).
Payload: 9 or 15 shot clip.
.357 Magnum Revolver
.357 Magnum Revolver Pistol:
The .357 Smith & Wesson Magnum, .357 S&W Magnum, .357 Magnum, or 9×33mmR as it is known in unofficial metric designation, is a smokeless powder cartridge with a .357-inch (9.07 mm) bullet diameter. It was created by Elmer Keith, Phillip B. Sharpe,[2] and Douglas B. Wesson[2][3] of firearm manufacturers Smith & Wesson and Winchester.[4][5] The .357 Magnum cartridge is notable for its highly effective terminal ballistics.
The .357 Magnum cartridge is based upon Smith & Wesson's earlier .38 Special cartridge. It was introduced in 1935, and its use has since become widespread. This cartridge began the "Magnum era" of handgun ammunition.[6] The "Magnum era" began with the .375 H&H rifle cartridge, spreading to handguns with the .357 Magnum.
Rate of fire (ROF): varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage: 4D6+2 S.D.C.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.
Effective Range: 150 feet (45.7 m).
Payload: 6 or 13 shot clips
.41 Magnum Revolver:
Development
In 1963, Elmer Keith and Bill Jordan, with some help from Skeeter Skelton, petitioned Smith & Wesson, Remington, and Norma to produce a pistol and ammunition in .41 caliber which would fall between the extant .357 Magnum and .44 Magnum cartridges in ballistic performance, and at the same time address perceived shortcomings with those loads.[1] While as early as 1955 Keith had suggested a new, medium-powered ".41 Special" cartridge, this idea was passed over in favor of the higher-powered "Magnum" option, and the Special survives only as a custom wildcat cartridge, bearing roughly the same relation to the .41 Remington Magnum as the .38 Special does to the .357 Magnum and as the .44 Special does to the .44 Magnum.[2]
The .357 Magnum suffered from restricted terminal ballistic effectiveness in the early 1960s, as jacketed hollow point bullets were not yet commonly available, and the manufacturer's standard loadings consisted of simple lead bullets. The powerful .44 Magnum, primarily a heavy hunting round, was considered overkill for police use, generating too much recoil for control under rapid fire. In addition, the revolvers chambered for the .44 were considered too large, bulky, and heavy for police to carry.[1][3]
Keith's original vision called for dual power levels in the .41, a heavy magnum load pushing a 210-grain (14 g) JHP at a muzzle velocity of 1,300–1,400 feet per second (ft/s), and a milder police loading which was to send a 200-grain (13 g) downrange at around 900 ft/s.[1][3]
These plans went awry due to an ongoing fascination in the firearms community with high-powered cartridges; Remington was swayed by this community's influence and instead of following Keith's blueprint, chose to emphasize the performance of the new cartridge. As a result, the .41 "Magnum" load was released at an advertised 1,500 ft/s, and even the "light" police loading was introduced with a 210 grain lead "warmed up" to about 1,150 ft/s. However, the police load as delivered was regarded as overpowered by most law enforcement agencies, many of whom were still using .38 Special revolvers.[1][3]
Additionally, Smith & Wesson had simply adapted their large N-frame revolvers for the new cartridge, which did not address size and weight concerns.[1][4] The Model 58, targeted for the law enforcement market, was introduced on July 10, 1964. Weighing 41 ounces, the Model 58 compared unfavorably with other revolvers available at the time, such as Smith's own 34 ounce Model 10 in .38 Special.
These combined factors mostly eliminated the .41 Magnum from consideration for its intended market as a law enforcement firearm, although it continued to be touted as such and was adopted by a few law enforcement agencies. Ultimately, the greater round capacities of most semi-automatic, magazine fed handguns has eclipsed the traditional six-shot revolver for law enforcement work, though revolvers in general are still more prevalent in the field.
Smith & Wesson produced a high-end, premium revolver in .41 Magnum, the Model 57, almost identical to the .44 Magnum-chambered Model 29.[1] Magnum Research's Desert Eagle division produced a .41 Remington Magnum in their semi-automatic Mark VII. Sturm Ruger began producing their Blackhawk series single-action revolver in the mid-1960s in .41 Magnum and is still in production today.
A couple of manufacturers have produced lever-action rifles chambered in .41 Magnum. Marlin produced four variants of its Model 1894, including the 1894S (20 in barrel, blued, straight stock), 1894FG (20 in barrel, blued, pistol-grip stock), 1894SS LTD (16 in barrel, stainless steel, straight stock) and 1894 CCL (20 in octagonal barrel, blued, straight stock.) However, they no longer offer any model chambered for it. Henry Repeating Arms introduced a .41 Magnum variant of their Big Boy Steel model in 2016.
Rate of fire (ROF): varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage: 5D6 S.D.C
Mega-Damage:
Notes/SINGLE ROUNDS.
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
180 feet (54.8 m).
Payload:
6 round cylinder.
.44 Magnum Revolver:
The .44 Remington Magnum, also known as .44 Magnum or 10.9x33mmR, is a rimmed, large-bore cartridge originally designed for revolvers and quickly adopted for carbines and rifles. Despite the ".44" designation, guns chambered for the .44 Magnum round, and its parent, the .44 Special, use 0.429 in (10.9 mm) diameter bullets.[2] The .44 Magnum is based on the .44 Special case but lengthened and loaded to higher pressures for greater velocity and energy.
Famously called "the most powerful handgun [cartridge] in the world" by Clint Eastwood in Dirty Harry, the .44 Magnum has since been eclipsed in power by the .454 Casull, .460 S&W Magnum, .480 Ruger, .50 Action Express, and .500 S&W Magnum; nevertheless, due in part to more manageable recoil it has remained one of the most popular commercial large-bore magnum cartridges.
Damage:
6D6 S.D.C.
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Effective Range:
180 feet (54.8 m).
Payload:
6 round cylinder.
.38 Smith & Wesson and Colt Revolver:
The round was first introduced in 1877 for use in the S&W .38 Single Action.[1] As standard for the era, it featured heeled bullet with the same diameter of bullet and case neck equal to .38 inch; later versions discarded the feature and downsized the bullet, but the designation didn't change.
After World War I, the British military sought to replace pre-war revolvers with easier to handle weapons. Webley demonstrated a lighter version of their Mk III revolver with modified .38 S&W ammunition, firing a heavy 200-grain (13 g) bullet. It received favorable reports, and the revolver was accepted in principle.
As Webley had used the .38 S&W cartridge dimensions for their revolver, and the cartridge length was fixed by the size of the cylinder of the revolver (the same as for the wider .455), Kynoch produced a cartridge with the same dimensions as the .38 S&W but with 2.8 grains (0.18 g) of "Neonite" nitrocellulose powder and a 200 grain (13.0 g) bullet. In tests performed on cadavers and live animals, it was found that the lead bullet, being overly long and heavy for its calibre, become unstable after penetrating the target, somewhat increasing target effect. The relatively low velocity allowed all of the energy of the cartridge to be spent inside the human target, rather than the bullet passing through. This was deemed satisfactory and the design for the cartridge was accepted as the ".38/200 Cartridge, Revolver Mk I".
After a period of service, it was realized that the 200 gr (13 g) soft lead bullet could arguably contravene the Hague Conventions, which outlawed the use of bullets designed so as to "expand or flatten easily in the human body". A new cartridge was therefore adopted as "Cartridge, Pistol, .380 Mk II" or ".380 Mk IIz", firing a 180 gr (11.7 g) full metal jacket bullet. The .38/200 Mk I loading was retained in service for marksmanship and training purposes. However, after the outbreak of war, supply exigencies and the need to order readily available and compatible ammunition, such as the .38 S&W Super Police, from U.S. sources forced British authorities to issue both the .38/200 Mk I and MkII/IIz cartridges interchangeably to forces deploying for combat.[2]
The Cartridge S.A. Ball Revolver .380 inch Mark II and Cartridge S.A. Ball Revolver .380 inch Mark IIz cartridge were theoretically phased out of British service in 1963, when the 9×19mm semi-automatic Browning Hi-Power pistol was finally issued to most British and Commonwealth forces.
Colt Revolver:
The .38 Long Colt, also known as .38 LC, is a black powder cartridge introduced by Colt's Manufacturing Company in 1875. In 1892, it was adopted as a standard military pistol cartridge by the United States Army for the Colt M1892 revolver. The metric designation for the .38 Long Colt is 9.1×26mm. It is slightly more powerful than the .38 Short Colt, also known as .38 SC. The original .38 SC and .38 LC differ in case length, bullet diameter, weight, and design and are not interchangeable; however, modern production .38 SC ammunition is now loaded with a smaller, internally-lubricated bullet which can be fired from firearms chambered in .38 LC or .38 Special. The modern .38 LC can be fired from .38 Special firearm, but not from a firearm designed for the .38 SC, since the case length is too long.[2]
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
2D6+2 S.D.C.
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range:
120 feet (36.5 m).
Payload:
6 round cylinder.
9mm round
The 9×19mm Parabellum (also known as 9mm Parabellum or 9mm Luger) is a rimless, tapered firearms cartridge.
Originally designed by Austrian firearm designer Georg Luger in 1901,[6] it is widely considered the most popular handgun and submachine gun cartridge due to its low cost and extensive availability.[7][8][9] It is a standard cartridge for NATO forces as well as in many non-NATO countries.
Since the cartridge was designed for the Luger semi-automatic pistol, it has been given the designation of 9mm Luger by the Sporting Arms and Ammunition Manufacturers' Institute (SAAMI)[10] and the Commission Internationale Permanente pour l'Epreuve des Armes à Feu Portatives (CIP).[2]
A 2007 US survey concluded that "about 60 percent of the firearms in use by police are 9mm [Parabellum]" and credited 9×19mm Parabellum pistol sales with making semiautomatic pistols more popular than revolvers.[11
9mm Submachine-gun:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C. per single shot
6D6 per three round short burst
Mega-Damage:Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
650 feet (198 m).
Payload: 30 round magazine.
9mm Ingram Submachine-gun:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
4D6 S.D.C. per single shot,
1D4x10 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
650 feet (198 m).
Payload:
30 or 50 round magazine.
9mm Uzi Submachine-gun:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C. per single shot
6D6 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
600 feet (183 m). Payload: 30 or 50 round magazine.
9mm Mini-Uzi Submachine-gun:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
2D6 S.D.C. per single shot
4D6 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
Effective Range:
500 feet (152 m).
Payload:
15 or 30 round magazine.
5.6mm round
The 5.6×39mm, also known in the U.S. as .220 Russian, is a cartridge developed in the late 1950s for deer hunting in USSR as well as 100 meter running deer competitions. It fires a 5.6mm projectile from necked down 7.62×39mm brass. It was later adopted by Finland, and by around 1965 was being produced by SAKO and Lapua. When it was introduced to the United States, Sako, and later Lapua, brass was stamped ".220 Russian".
Soviet 5.6×39mm cartridges were loaded with smokeless powder VT (винтовочный пироксилиновый порох ВТ), as well as Soviet 7.62×54mmR and 9×53mmR hunting cartridges[4]
The 7.62×39mm is the parent case for the .220 Russian, .22 PPC, 6mm PPC, 6mm ARC, and the 6.5mm Grendel cartridges.
5.6mm Bolt-Action Sniping Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
5D6 S.D.C. per single shot.
Mega-Damage:
Notes/SINGLE ROUNDS
5D4 X10 S.D.C OR 2 M.D
Effective Range:
2000-2400 feet
Payload: 8-16 round magazine.
Note:
Stats vary slightly with , specific weapon models and manufacturers.
7.6mm round
7.6mm Sniping Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double-tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
6D6 S.D.C. per single shot.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range:
2200-2800 feet
Payload:
8-16 round magazine.
Note: Stats vary slightly with specific weapon models and manufacturers.
5.56mm Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C. per single shot
6D6 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D4 X10 S.D.C OR 2 M.D
5d6x10 S.D.C OR 3 M.D
Effective Range:
1200 feet (366 m). Payload: 20 to 50 round magazine.
5.56mm M16A2 Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C. per single shot
6D6 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D4 X10 S.D.C OR 2 M.D
Effective Range:
1900 feet (579 m).
Payload:
20, 30 or 50 round magazine.
7.56mm Assault Rifle:
The 7.62 mm caliber is a nominal caliber used for a number of different cartridges. Historically, this class of cartridge was commonly known as .30 caliber, the imperial unit equivalent, and was most commonly used for indicating a class of full-power military main battle rifle (MBR) cartridges. The measurement equals 0.30 inches or three decimal lines, written .3″ and read as three-line.[1]
The 7.62 mm designation refers to the internal diameter of the barrel at the lands (the raised helical ridges in rifled gun barrels). The actual bullet caliber is often 7.82 mm (0.308 in), although Soviet weapons commonly use a 7.91 mm (0.311 in) bullet, as do older British (.303 British) and Japanese cartridges
7.56mm Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
5D6 S.D.C. per single shot
1D6x10 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D4 X10 S.D.C OR 2 M.D
Effective Ranse:
1600 feet (488 m).
Payload:
30 to 50 round magazine.
7.56mm AK-47 Assault Rifle:
The AK-47, officially known as the Avtomat Kalashnikov (Russian: Автомат Калашникова, lit. 'Kalashnikov's automatic [rifle]'; also known as the Kalashnikov or just AK), is a gas-operated assault rifle that is chambered for the 7.62×39mm cartridge. Developed in the Soviet Union by Russian small-arms designer Mikhail Kalashnikov, it is the originating firearm of the Kalashnikov (or "AK") family of rifles. After more than seven decades, the AK-47 model and its variants remain the most popular and widely used rifles in the world.
The number "47" refers to the year the rifle was finished. Design work on the AK-47 began in 1945. It was presented for official military trials in 1947, and, in 1948, the fixed-stock version was introduced into active service for selected units of the Soviet Army. In early 1949, the AK was officially accepted by the Soviet Armed Forces[9] and used by the majority of the member states of the Warsaw Pact.
The model and its variants owe their global popularity to their reliability under harsh conditions, low production cost (compared to contemporary weapons), availability in virtually every geographic region, and ease of use. The AK has been manufactured in many countries, and has seen service with armed forces as well as irregular forces and insurgencies throughout the world. As of 2004, "of the estimated 500 million firearms worldwide, approximately 100 million belong to the Kalashnikov family, three-quarters of which are AK-47s".[4] The model is the basis for the development of many other types of individual, crew-served and specialised firearms
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
5D6 S.D.C. per single shot
1D6x10 S.D.C. per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
Effective Range:
1000 feet (305 m).
Payload:
30 round magazine or 60 round drum.
Machine-Gun:
A machine gun is a fully automatic, rifled autoloading firearm designed for sustained direct fire with rifle cartridges. Other automatic firearms such as assault rifles and automatic rifles are typically designed more for firing short bursts rather than continuous firepower, and not considered machine guns.
As a class of military kinetic projectile weapon, machine guns are designed to be mainly used as infantry support weapons and generally used when attached to a bipod or tripod, a fixed mount or a heavy weapons platform for stability against recoils. Many machine guns also use belt feeding and open bolt operation, features not normally found on other infantry firearms.
Machine guns can be further categorized as light machine guns, medium machine guns, heavy machine guns, general purpose machine guns and squad automatic weapons
.30 Caliber Light Machine-Gun:
A light machine gun (LMG) is a light-weight machine gun designed to be operated by a single infantryman, with or without an assistant, as an infantry support weapon. LMGs firing cartridges of the same caliber as the other riflemen of the same combat unit are often referred to as squad automatic weapons.
Characteristics
While early light machine guns fired full-powered rifle cartridges, modern light machine guns often fire smaller-caliber rifle cartridges than medium machine guns – generally the same intermediate cartridge fired by a service's standard assault rifle – and are usually lighter and more compact. Some LMGs, such as the Russian RPK, are modifications of existing designs and designed to share the same ammunition. Adaptations to the original rifle generally include a larger magazine, a heavier barrel to resist overheating, a more robust mechanism to support sustained fire and a bipod.
A light machine gun is also defined by its usage as well as its specifications: some machine guns – notably general-purpose machine guns – may be deployed either as a light machine gun or a medium machine gun. Deployed on a tripod and used for sustained fire, it is a medium machine gun; if deployed with a bipod with the operator in a prone position and firing short bursts, it is a light machine gun.
Light machine guns are also designed to be fired from the hip or on the move as a form of suppressive fire intended to pin down the enemy. Marching fire is a specific tactic that relies on this capability.
Lighter modern LMGs have enabled them to be issued down at the fireteam level, with two or three at the section/squad level.
Ammunition feed
Many light machine guns (such as the Bren gun or the M1918 Browning Automatic Rifle) were magazine-fed. Others, such as the Hotchkiss M1922, could be fed either from a belt/strip or from a box magazine. Modern light machine guns are designed to fire smaller caliber rounds and, as such, tend to be belt-fed (from a container attached to the gun) or from a detachable high-capacity drum magazine, but some, such as the FN , will also accept standard rifle magazine feeding as an auxiliary measure when belted ammunition has been exhausted.
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
5D6 S.D.C. per single shot
3D6x10 S.D.C. (equal to 1 M.D.) per 10 round burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range:
3000 feet (914 m).
Payload:
200, 300 or 600 round disintegrating belt or belt fed drum.
7.62mm Medium Machine-Gun:
The 12.7mm 6P50 infantry machine gun on 6T7 infantry tripod or 6U6 universal mount is designed to engage enemy light armored vehicles, fire weapons and manpower at ranges up to 2,000 meters and destroy air targets at slant ranges up to 1,500 meters. The 12.7mm 6P50 machine gun is an automatic belt-fed weapon.
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
6D6 S.D.C. per single shot
4D6x10 S.D.C. (equal to 1D4 M.D.) per 10 round burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
Effective Range: 3000 feet (914 m).
Payload: 200, 300 or 600 round disintegrating belt or belt fed drum.
50 Caliber Heavy Machine-Gun:
The .50 Browning Machine Gun (.50 BMG, 12.7×99mm NATO and designated as the 50 Browning by the C.I.P.[1]) is a .50 in (12.7 mm) caliber cartridge developed for the M2 Browning heavy machine gun in the late 1910s, entering official service in 1921. Under STANAG 4383, it is a standard service cartridge for NATO forces as well as many non-NATO countries. The cartridge itself has been made in many variants: multiple generations of regular ball, tracer, armor-piercing (AP), incendiary, and saboted sub-caliber rounds. The rounds intended for machine guns are made into a continuous belt using metallic links.
The .50 BMG cartridge is also used in anti-materiel rifles. A wide variety of ammunition is available, and the availability of match grade ammunition has increased the usefulness of .50 caliber rifles by allowing more accurate fire than lower quality rounds.[3]
n response to the need for new anti-aircraft weaponry during World War I, John Browning developed the .50 BMG. He wanted the round to be used in a machine gun, and wanted the machine gun to be based on a scaled-up version of the M1917 Browning.[4]
The development of the .50 BMG round is sometimes confused with the German 13.2 mm TuF, which was developed by Germany for an anti-tank rifle to combat British tanks during WWI and against aircraft. According to the American Rifleman: "Actually, the Browning .50 originated in the Great War. American interest in an armor-piercing cartridge was influenced by the marginal French 11 mm design, prompting U.S. Army Ordnance officers to consult Browning. They wanted a heavy projectile at 2700 feet per second (f.p.s.), but the ammunition did not exist. Browning pondered the situation and, according to his son John, replied, 'Well, the cartridge sounds pretty good to start. You make up some cartridges and we'll do some shooting.'"[5]
The American Rifleman further explains that development was "[r]eputedly influenced by Germany's 13.2x92 mm SR (.53-cal.) anti-tank rifle" and that then "Ordnance contracted with Winchester to design a .50-cal. cartridge. Subsequently, Frankford Arsenal took over from Winchester, producing the historic .50 BMG or 12.7x99 mm cartridge. The Army then returned to John Browning for the actual gun. Teamed with Colt, he produced prototypes ready for testing and, ironically, completed them by Nov. 11, 1918—the Great War's end."[5]
The round was put into use in the M1921 Browning machine gun. This gun was later developed into the M2HB Browning which with its .50 caliber armor-piercing cartridges went on to function as an anti-aircraft and anti-vehicular machine gun, capable of penetrating 0.9 inches (23 mm) of face-hardened armor steel plate at 200 meters (220 yd),[6] 1 inch (25 mm) of rolled homogeneous armor at the same range,[7] and 0.75 inches (19 mm) at 547 yards (500 m).[8]
During World War II the .50 BMG was primarily used in the M2 Browning machine gun, in both its "light barrel" aircraft mount version and the "heavy barrel" (HB) version on ground vehicles, for anti-aircraft purposes. An upgraded variant of the M2 Browning HB machine gun used during World War II is still in use today. Since the mid-1950s, some armored personnel carriers and utility vehicles have been made to withstand 12.7 mm machine gun fire, restricting the destructive capability of the M2. It still has more penetrating power than lighter weapons such as general-purpose machine guns, though it is significantly heavier and more cumbersome to transport. Its range and accuracy, however, are superior to light machine guns when fixed on tripods, and it has not been replaced as the standard caliber for Western vehicle-mounted machine guns (Soviet and CIS armored vehicles mount 12.7×108mm NSVs, which have similar dimensions to .50 BMGs).
Decades later, the .50 BMG was chambered in high-powered rifles as well.[4] The Barrett M82 .50 caliber rifle and later variants were developed during the 1980s and have upgraded the anti-materiel power of the military sniper.[4] A skilled sniper can effectively neutralize an infantry unit by eliminating several targets (soldiers or equipment) without revealing his precise location. The long range (over one mile) between firing position and target allows time for the sniper to avoid enemy retaliation by either changing positions repeatedly, or by safely retreating.
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
1D6x10 S.D.C. per single shot
1D6x100 S.D.C. (equal to 1D6 M.D.) per 10 round burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech
Effective Range:
6000 feet (1828 m).to 4.7 miles
Payload:
300, 600 or 1200 round disintegrating belt or belt fed drum.
50 Caliber Six Barrel Machine-Gun or a Minigun:
The M134 Minigun is an American 7.62×51mm NATO six-barrel rotary machine gun with a high rate of fire (2,000 to 6,000 rounds per minute).[2] It features a Gatling-style rotating barrel assembly with an external power source, normally an electric motor. The "Mini" in the name is in comparison to larger-caliber designs that use a rotary barrel design, such as General Electric's earlier 20 mm M61 Vulcan, and "gun" for the use of rifle ammunition as opposed to autocannon shells.
"Minigun" refers to a specific model of weapon that General Electric originally produced, but the term "minigun" has popularly come to refer to any externally powered rotary gun of rifle caliber. The term is sometimes used loosely to refer to guns of similar rates of fire and configuration, regardless of power source and caliber.
The Minigun is used by several branches of the U.S. military. Versions are designated M134 and XM196 by the United States Army, and GAU-2/A and GAU-17/A by the U.S. Air Force and U.S. Navy.
Contents
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
2D6x10 S.D.C. per single shot
2D6x100 S.D.C. (equal to 2D6+3 M.D.) per 10 round burst.
Mega-Damage:
Notes/SINGLE ROUNDS
recomended ROUND TO FIRE 1d10 X10 S.D.C OR 1M.D OR 5D4 X10 S.D.C OR 2 M.D TO AVOID OVER HEAT BARREL
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech
a brust of all 6 barrels is possble 100 fire there a danager of jaming or expolsong due to heat if fire more than once ,never recomended to fire at MAX ROF the most is 80 rounds
Effective Range:
8000 feet (2438 m). Payload: 300, 600 or 1200 round disintegrating belt or belt fed drum.
40 mm Grenade Launcher (attaches to assault rifle):
The M203 is a single-shot 40 mm under-barrel grenade launcher designed to attach to a rifle. It uses the same rounds as the older stand-alone M79 break-action grenade launcher, which utilizes the high-low propulsion system to keep recoil forces low.
ince grenade launchers require relatively low internal pressure and only a short barrel, a lightweight launcher can be mounted under the barrel of a traditional rifle; this type of device is referred to as an under-barrel grenade launcher (UBGL).[10][11] This reduces the weight the soldier must carry by eliminating the grenade launcher's buttstock and makes the grenade launcher available for use at a moment's notice. Underbarrel 40mm grenade launchers generally have their own trigger group; to fire, one simply changes grips, disengages the safety, and pulls the trigger. In Western systems, the barrel slides forward or pivots to the side to allow reloading; most fire a 40×46mm grenade cartridge.[12] Soviet/Russian launchers are instead loaded from the muzzle, with the cartridge casing affixed to the projectile in the style of a mortar shell. For aiming, underbarrel grenade launchers typically use a separate ladder, leaf, tangent or quadrant sight attached to the launcher or the rifle, either to one side of the handguard or on top of the handguard in between the iron sights. Modern launchers often have the option of mounting more sophisticated aiming systems, such as ballistic rangefinders and day / night sights.
As with the M79, the concept of mounting a dedicated grenade launcher to a service rifle has its roots in the Special Purpose Individual Weapon program; though the experimental Colt XM148 grenade launcher had been produced earlier, it had proved too problematic to adopt. One AAI submission for SPIW mounted a "simple" single-action, single-shot breech-loading underbarrel grenade launcher in lieu of the required semi-automatic multi-shot device. With refinement, this was adopted as the M203 grenade launcher in 1968.[13] A variety of lengths of M203 are available along with numerous parts kits to fit it to various rifles aside from the AR15 pattern weapons it was designed for.
More modern Western grenade launchers address some of the shortcomings of the M203, such as the sliding breech limiting the weapon's ability to load outsize projectiles and the lack of factory-fitted sight mounts, with designs like FN Herstal's ELGM and Heckler & Koch's AG36 featuring a swing-out breech to provide better access, integral sight mounts, and built-in support for standalone conversion. A variant of the latter weapon, the M320 Grenade Launcher Module, was salvaged from the failed XM8 program and adopted in 2008 as the US military's replacement for the M203.[14]
Soviet development of an underbarrel launcher for the AK rifle series began in 1966 and in 1978 produced the GP-25, a muzzle-loading device for the AK-74 rifle using a mortar-like grenade round which functions by venting its propellant through holes in the base; this is a variation of the high-low system used by Western rounds, with the base of the projectile acting as the high-pressure chamber and the launcher's barrel acting as the low-pressure chamber. Further developments led to the GP series of grenade launchers.
A number of experimental weapon systems have attempted to produce combination weapons which consist of a permanently attached grenade launcher and a carbine assault rifle, often with the rifle mounted underneath the launcher, most notably the XM29 OICW,[15] but so far the only such weapon to reach full production is the S&T Daewoo K11, adopted in limited numbers by the South Korean military.[16]
Damage:
SINGLE ROUNDS ONLY
2D4x10 S.D.C.
MEGA-DAMAGE :
single shot
Explosive round 1d10 M D.C
H.E 5D4 M D.C
H.E.A.T 5D6 M.D.C
A.P round 4d6 M.D.C
SMOKE
Flare
Tear gas
Knock our gas
Effective Range: 1200 feet (366 m).
Payload: Single shot.
40mm Multiple Grenade Launcher: SINGLE ROUNDS ONLY
A grenade launcher[1][2][3] is a weapon that fires a specially-designed large-caliber projectile, often with an explosive, smoke or gas warhead. Today, the term generally refers to a class of dedicated firearms firing unitary grenade cartridges. The most common type are man-portable, shoulder-fired weapons issued to individuals, although larger crew-served launchers are issued at higher levels of organisation by military forces.[4]
Grenade launchers can either come in the form of standalone weapons (either single-shot or repeating) or attachments mounted to a parent firearm, usually a rifle. Larger crew-served automatic grenade launchers such as the Mk 19 are mounted on tripods or vehicles.
Some armored fighting vehicles also mount fixed arrays of short range, single-shot grenade launchers as a means of defense.
Standalone
Israeli Border Guard with a Federal M201-Z 37mm riot gun
The earliest examples of standalone grenade launchers in the modern sense were breech-loading riot guns designed to launch tear gas grenades and baton rounds, such as the Federal Riot Gun developed in the 1930s. One of the first examples of a dedicated breech-loading launcher for unitary explosive grenade rounds was the M79 grenade launcher, a result of the American Special Purpose Individual Weapon program (specifically the 40×46mm grenade round developed during Project NIBLICK,[8] applying the German-developed high–low system to produce manageable recoil). The goal for the M79 was the production of a device with greater range than a rifle grenade but more portable than a mortar.[9] Such single-shot devices were largely replaced in military service with underbarrel grenade launchers, removing the need for a dedicated grenadier with a special weapon. Many modern underbarrel grenade launchers can, however, also be used in standalone configurations with suitable accessories fitted; this is of particular preference for groups using submachine guns as their primary armament, since it is rarely practical to mount an underbarrel launcher on such a weapon. Single shot launchers are also still commonly used in riot control operations.
Heavier multi-shot grenade launchers like the ARWEN 37 are used as tear gas and smoke projectors in riot control, while military launchers like the Milkor MGL are used to provide heavy sustained firepower to infantry; most such devices, dating back to the Manville machine-projector, use a revolver-style cylinder, though a handful of pump-action weapons built like oversized shotguns, such as the China Lake grenade launcher and GM-94, also exist. Magazine-fed semi-automatic designs such as the Neopup PAW-20 and XM25 CDTE have also been created for military use, using smaller rounds (respectively 20 and 25mm) for purposes of practicality in terms of the size of the magazine, and reduced collateral damage compared to 40mm rounds.
Damage:
2D4x10 S.D.C.
Effective Range:
1200 feet (366 m).
Payload:
Single shot.
Shotguns:
The effective range for all shotguns is 150 feet (45.7 m).
Buckshot and similar fragmentation rounds will spray a 3 foot (0.9 meter) area. A sawed-off shotgun has a dramatically reduced barrel size which increases the width of the buckshot "spray" (covers a 1.5 m/5 foot area), but reduces the effective range to 60 feet (18 m).
Semi-automatic/self-loading or full Auto shotguns can fire a three-round burst that acts as a short burst, but it is -1 to strike.
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Typical Damage:
4D6 S.D.C. for Buckshot (scatters to cover a 3 ft/0.9 m area at 30 feet/9.1 m and a 10 feet/3 m area at 60 feet/18.3 m);
5D6 S.D.C. for solid slug.
NOTE: For a variety of specific S.D.C.
M.D.C Damage:
SINGLE ROUNDS ONLY
Buckshot 3D6 M.D
solid slug 1D4X10
weapons of the 20th and 21st Century, see the Compendium of Contemporary Weapons sourcebook with 700 weapons listed, stated out and illustrated, plus body armor, grenades, EOD, mortars, and select armored vehicles.
The 20 mm caliber
is a common firearm bore diameter, typically used to distinguish smaller-caliber weapons, commonly called "guns", from larger-caliber "cannons" (e.g. machine gun vs. autocannon). All 20 mm cartridges have an outside projectile (bullet) diameter and barrel bore diameter of 0.787 inches (20.0 mm). These projectiles are typically 75 to 127 mm (3–5 in) long, cartridge cases are typically 75 to 152 mm (3–6 in) long, and most are shells, with an explosive payload and detonating fuze.
Weapons using this caliber range from anti-materiel rifles and anti-tank rifles to aircraft autocannons and anti-aircraft guns.
Usage
A 20×102 mm round (2nd from left) with .50 BMG rounds, golf ball, and a stick of 168-pin SDRAM computer memory
Twenty-millimeter-caliber weapons are generally not used to target individual soldiers, but against targets such as vehicles, buildings, or aircraft.
Types of ammunition
High explosive (HE)
High explosive incendiary (HEI)
Armour-piercing (AP)
Semi-armor-piercing high explosive incendiary (SAPHEI)
Armor-piercing discarding sabot (APDS)
High-explosive fragmentary tracer (HEF-t)
Penetrator with enhanced lateral effect (PELE)
Target practice - inert projectile (i.e., PGU-27A/B).[1] Used for training. (TP)
Target practice tracer - inert projectile with tracer material in base for visual trajectory tracking (i.e., PGU-30A/B). (TP-T)
20 mm weapons
type: Common cartridges 20 x 102 mm, 20x138mmB
Caliber.79
Metric equivalent20 mm
Typical bullet diameter0.787 in
Notes/SINGLE ROUNDS
Anti-material rifle and auto cannon caliber, from this these heavy calibers
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 6 M.D 1D6 M.D phase world tech
2D4X100 S.D.C OR 8 M.D or 2D4M.D phase world tech
2D6X100 S.D.C OR M.D or 12MD 2D6 M. D phase world tech
4d4x100 S.D.C M.D or 16 M.D phase world tech
5D4 X100 S.D.C OR 5d4M.D phase world tech
type:
Caliber.95
Metric equivalent 24.13 mm
Typical bullet diameter0.950 in
Common cartridges.950 JDJ
Mega-Damage: Notes/SINGLE ROUNDS
.950 JDJ is the only known cartridge beyond .79 caliber to be used in a rifle
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D phase world tech
2D4X100 S.D.C OR 2D4M.D phase world tech
2D6X100 S.D.C OR 2D6 phase world tech
4D4X100 S.D.C OR 4D4 M.D phase world tech
5D4 X100 S.D.C OR 5d4M.D phase world tech
30 mm caliber
is a specific size of autocannon ammunition. Such ammunition includes NATO standard 30×113mmB, 30×173mm (STANAG 4624), and 35x228mm NATO rounds, Soviet 30×165mm, 30x210mmB, and 37×250mm, Yugoslav 30x192mm, and Czechoslovak 30x210mmCz rounds which are widely used around the world.
Usage
The depleted uranium penetrator of a 30×173 mm round used in the GAU-8
30 mm ammunition
is typically not used against personnel, but rather as an anti-materiel or armor-piercing round. Rounds of this size can be effective against lightly armored vehicles as well as fortified bunkers. 30 mm is also a popular caliber for shipboard close-in weapons systems, such as the Russian AK-630 and Dutch Goalkeeper CIWS.
The Armed Forces of the Russian Federation use their 30 mm weapons in a variety of vehicles, including the Su-25 attack aircraft, Mi-24 helicopter, Mi-28 attack helicopter, Ka-50 attack helicopter, and the BMP-2, BMP-3, and BTR-90 infantry fighting vehicles. The most modern anti-aircraft gun systems in use by Russia are 30 mm. The U.S. military uses 30 mm weapons in their A-10 Thunderbolt II and AH-64 Apache helicopter. It was going to be used in the Expeditionary Fighting Vehicle until the project was cancelled.
Types of 30 mm ammunition
30 mm ammunition generally comes in three varieties: armor-piercing (AP), high-explosive (HE), and target practice (TP) rounds. Both AP and HE cartridges commonly possess incendiary or tracer characteristics.
Mega-Damage: Notes/SINGLE ROUNDS
1D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
2D6X100 S.D.C OR 2D6 phase world tech
4D4X100 S.D.C OR 3D6 M.D phase world tech
5D4 X100 S.D.C OR 5d4M.D phase world tech
5D6 X100 S.D.C OR 5d6M.D phase world tech
Golden Age Ammunition Golden Age
operates four munitions plants that produce every conceivable type of ammunition, from S.D.C. types to Mega-Damage rounds and explosives. Two of these recently opened in Huntsville as part of the new marketing strategy. The oldest two are located in Guntersville where for decades the largest factory has been making old S.D.C. pistol, rifle, shotgun and machine-gun cartridges in most standard calibers.
Notes/SINGLE ROUNDS
.22 caliber, 15 credits — damage 2D4 S.D.C. .
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D
.32 A.C.P. caliber, 20 credits — damage.2D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.32 Long, 30 credits —damage 3D6 S.D.C. .
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.38 caliber, 30 credits — damage.3D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.38 Power caliber, 40 credits — damage.4D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.45 A.C.P., 42 credits — damage.4D6 S.D.C.
Mega-Damage: Notes/SINGLE ROUNDS
Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech
.41 Magnum, 50 credits — damage.5D6 S.D.C.
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.44 Magnum, 60 credits — damage.6D6 S.D.C.
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
.357 Magnum, 45 credits — damage.4D6+2 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
9mm & 7.65mm (pistol), 32 credits — damage.3D6 S.D.C.
Mega-Damage:
Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
10 mm (pistol), 40 credits — damage.4D6 S.D.C.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
5.56mm (rifle), 50 credits — damage.5D6 S.D.C.
Mega-Damage:
3D6 S.D.C. per single shot
6D6 per three round short burst.
Mega-Damage:
Notes/SINGLE ROUNDS
5D4 X10 S.D.C OR 2 M.D
7.52 mm (rifle), 55 credits — damage.5D6 S.D.C.
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D
7.62mm (rifle), 45 credits — damage.4D6 S.D.C.
Mega-Damage:Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
.30 caliber (rifle), 42 credits — damage
Mega-Damage:
5D6 S.D.C. per single shot
3D6x10 S.D.C. (equal to 1 M.D.) per 10 round burst.
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
.50 caliber (rifle), 55 credits
Damage: 1D6x10 S.D.C. per single shot
1D6x100 S.D.C. (equal to 1D6 M.D.) per 10 round burst.
Mega-Damage:Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech
7.62 Medium Machine-gun, 200 credits —
damage 6D6 S.D.C. per single round.
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
.30 Caliber Machine-gun, 150 credits —
damage 5D6 S.D.C. per single round.
1D6x10 per three round short burst.
Mega-Damage:Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
.50 Caliber Machine-gun, 300 credits —damage
Damage: 1D6x10 S.D.C. per single shot
1D6x100 S.D.C. (equal to 1D6 M.D.) per 10 round burst.
Mega-Damage:Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech
Recoil address
Recoil in the golden age where Armtech had it under control very little to none in side arms or pistols or revolvers, Bolt-Action Sniping Rifle, Assault Rifle: But not so for heavy weapons .Aslo take account that some will have requirements that are lower end weapon systems that are removed for varies reason
10mm Colt Delta Elite:
.41 Magnum Revolver:
.357 Magnum Revolver
.357 Magnum Revolver Pistol:
.41 Magnum Revolver:
.44 Magnum Revolver:
.38 Smith & Wesson and Colt Revolver: Colt Revolver:
9mm Submachine-gun:
9mm Ingram Submachine-gun:
9mm Uzi Submachine-gun:
5.6mm round
5.6mm Bolt-Action Sniping Rifle:
7.56mm Assault Rifle:
7.56mm AK-47 Assault Rifle:
The Shotguns have their own rules please look
Heavy Weapons that are mounted unless used handheld weapon than my be supernatural or Robot PS regular humans can hold and fire due to recoil
.30 Caliber Light Machine-Gun:
7.62mm Medium Machine Gun:
50 Caliber Heavy Machine-Gun:
50 Caliber Heavy Machine-Gun:
50 Caliber Six Barrel Machine-Gun or a Minigun:
The 20 mm caliber
24.13 mm caliber
30 mm caliber
Damage per single round.
Dum Dum
(handmade, black market, any caliber), add 150 credits to the cost of the box and +1D4 to S.D.C. damage per round.
Mega-Damage add 1d6 per round
Full Metal Jacketed,
add 30 credits to cost of the box and +1 to damage per round.
Mega-Damage
+1 per round flesh, non flesh +3 per round
Hollow Point,
add 40 credits — +1 damage per round/bullet.
Mega-Damage
+3 per round flesh, non flesh +1 per round
Teflon (armor piercing, not available to the public), add 100 credits to the cost of the box and +2 damage per round/bullet.
Mega-Damage
+1 per round flesh, non-flesh +2 per round
Exploding S.D.C. Shell
(not available to the public), add 300 credits to the cost of the box and +2D6 to S.D.C. damage per round.
Exploding M.D.C. Shell
Mega-Damage
1D6 per round
Tracer Cartridge add +1 to strike, 45 credits — no damage.
Mega-Damage none
40mm Grenade Cartridge, 900 credits (per 100).
Mega-Damage
single shot only
Explosive round 1d10 M D.C blast radius 10 feet per round
H.E 5D4 M D.C blast radius 5 feet per round
H.E.A.T 5D6 M.D.C blast radius 5 feet per round
A.P round 4d6 M.D.C blast radius none
SMOKE blast radius 10 feet per round
Flare
Tear gas blast radius 20 feet per round
Knock our gas blast radius 20 feet per round
Accessories
Field Gun Cleaning Kit:
A complete cleaning kit contained in its own pouch. 50 credits.
Flash Suppressor:
An attachment that fits over a gun barrel to mask the muzzle flash during firing. Characters within 100 feet (30.5 m) of a suppressed shot have only a 25% chance of seeing it. Outside of that, suppressed shots are not visible. Cost: 400 for pistol or submachine-gun or 900 for a rifle. Note: Combined silencers and flash suppressors cost 1,000 credits for pistol or submachine-gun or 2,000 credits for a rifle, but reduce the weapon's range by 25%.
Gun Repair Kit:
This is a 4 pound (1.8 kg) gun repair kit. Each tool is fitted into a separate loop and there's plenty of room for spare bolts, screws, springs and cleaning rods. Contained in a 12 inch by 8 inch by 2 inch (30x20x5 cm) case. Can be attached to a harness or worn over the shoulder with strap, which is included. 250 credits.
Last edited by ZINO on Wed Apr 20, 2022 1:00 pm, edited 7 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
The M.D.C 40 MM ( varies design ) is a rapid-fire, heavy weapon originally designed as an anti-armor and anti-fortification weapon, but is versatile enough to be used for riot control (firing heavy rubber shells doing 1D4 S.D.C. damage or gas and smoke grenades). Since the Coming of the Rifts, this weapon has proven ideal against demons, monsters, and attacks by drones and animated dead attacking en masse. Best suited for cyborgs and humans with a P.S. of 10 or higher. Its big drum holds 6 rifle grenades that can be fired one at a time or in bursts of two, three, four, or all. Used primarily by the Military Specialist, Special Forces, and the Heavy Weapons Pigman.
Weight:
12 lbs (16.2 kg) fully loaded;
3 lbs (3 kg) without the grenades and ammo drum.
Mega-Damage:
Explosive round 1d10 M D.C blast radius 10 feet per round
H.E 5D4 M D.C blast radius 5 feet per round
H.E.A.T 5D6 M.D.C blast radius 5 feet per round
A.P round 4d6 M.D.C blast radius none
SMOKE blast radius 10 feet per round
Flare
Tear gas blast radius 20 feet per round
Knock our gas blast radius 20 feet per round
Rate of Fire:
Single shot or burst 2 ,4 or all 6 counting as one melee attack.
Effective Range:
1600 feet (488 m).this can be direct fire or indirect fire mortar style shoots
Payload:
6 grenades. One or two additional loaded drums are usually carried in a satchel or backpack. Individual grenades can be carried in any number and in any variety lose in a bag, backpack, satchel, or carrying case.
Weight:
12 lbs (16.2 kg) fully loaded;
3 lbs (3 kg) without the grenades and ammo drum.
Mega-Damage:
Explosive round 1d10 M D.C blast radius 10 feet per round
H.E 5D4 M D.C blast radius 5 feet per round
H.E.A.T 5D6 M.D.C blast radius 5 feet per round
A.P round 4d6 M.D.C blast radius none
SMOKE blast radius 10 feet per round
Flare
Tear gas blast radius 20 feet per round
Knock our gas blast radius 20 feet per round
Rate of Fire:
Single shot or burst 2 ,4 or all 6 counting as one melee attack.
Effective Range:
1600 feet (488 m).this can be direct fire or indirect fire mortar style shoots
Payload:
6 grenades. One or two additional loaded drums are usually carried in a satchel or backpack. Individual grenades can be carried in any number and in any variety lose in a bag, backpack, satchel, or carrying case.
Last edited by ZINO on Wed Apr 20, 2022 12:59 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
Not everyone is a soldier this was so much fun to play
Chaos Earth ArmTech
Chef/Cook
Doctor
Gambler (Hustler)
History consultant
ArmTech Cycle patrol (later motorcycle gangs no ArmTech Militia Trainee Member )
Journalist
ArmTech Nurse
ArmTech Office Worker
ArmTech Rancher
Militia Member
ArmTech Militia Trainee Member
Attribute Requirements: None; this O.C.C. embodies common people of all stripes. Survivors of the Great Cataclysm are roughly evenly split between male and female.
Starting S.D.C.: 2D6+12
augmentation was the rage during the Golden Age of Science. That means 70% of the last two generations to join NEMA or the US military/ ArmTech were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and im-proved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of
choice
O.C.C. Skills: These are basic, everyday skills known by people
of virtually every profession. If a Professional Skill duplicates
one of the below, use the higher of the two bonuses; do
not combine them.
O.C.C Related Skills: Select five other skills from those available below, with the given bonuses, if any. Add one additional skill at levels 2, S, 8, 11 and 14. All new skills start at level one proficiency.
OCC Related Skills for the Civilian O.CC.
are typically supportive or in some way tangential to the character's profession, or else are skills in which the character has some type of formal study. This list contains only the skills most commonly
practiced by ordinary people during the Golden Age; other, more advanced or rarer skills are typically Professional Skills. As the character progresses after the Coming of the Rifts, skills other than those included below may become available as O.CC. Related or Secondary Skills for the average Civilian
(such as Excavation & Rescue, Lore: Magic or W.P. Energy Pistol). Take note of the suggested limitations for skill selection listed in the optional rules for character building found elsewhere in this sourcebook.
Other than the clothes on his or her back, standard equipment could be anything. Those traveling
or at work when the Apocalypse struck may have nothing but what they were carrying in their pockets. Those at home might have access to a lot of clothes and some basic amenities, at least at first. On the first day of the cataclysm, a good portion of Civilians had access to a hovercraft (though many used public transportation), or occasionally a car or a motorcycle, and most had ID6 changes of clothes, a warm coat or jacket, a handheld computer communicator and very little else of use. Game Masters and players should work together to determine what is or is not reasonable, based on the
character.
At the time of the Great Cataclysm, the resources of the common person varied greatly. On average, a working adult had roughly 3d6x1000 credits in currency on-hand when the Great Cataclysm began. He or she would also have 6d6x1000 credits readily available in a financial institution, though that is not likely accessible. With credits rapidly devaluing in most of North America, the average citizen has
next to nothing in terms of currency, and likely only 1d6x5O credits worth of tradable goods
None under normal circumstances. But some people with medical problems ranging from arthritis to
organ failure might have a few cybernetic systems, but never augmentations; the cybernetics just replaced the basic function of a natural organ or bodily system.
Chaos Earth ArmTech
ArmTech Civilian Employees staff OCC
Chef/Cook
Spoiler:
Doctor
Spoiler:
Gambler (Hustler)
Spoiler:
History consultant
Spoiler:
ArmTech Cycle patrol (later motorcycle gangs no ArmTech Militia Trainee Member )
Spoiler:
Journalist
Spoiler:
ArmTech Nurse
Spoiler:
ArmTech Office Worker
Spoiler:
ArmTech Rancher
Spoiler:
Militia Member
Spoiler:
ArmTech Militia Trainee Member
Spoiler:
Civilian O.C.C.
Attribute Requirements: None; this O.C.C. embodies common people of all stripes. Survivors of the Great Cataclysm are roughly evenly split between male and female.
Starting S.D.C.: 2D6+12
augmentation was the rage during the Golden Age of Science. That means 70% of the last two generations to join NEMA or the US military/ ArmTech were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and im-proved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
01-10% +1D4 to I.Q. and +2 to M.E.
11-30% +2 to I.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of
choice
O.C.C. Skills: These are basic, everyday skills known by people
of virtually every profession. If a Professional Skill duplicates
one of the below, use the higher of the two bonuses; do
not combine them.
Spoiler:
O.C.C Related Skills: Select five other skills from those available below, with the given bonuses, if any. Add one additional skill at levels 2, S, 8, 11 and 14. All new skills start at level one proficiency.
OCC Related Skills for the Civilian O.CC.
are typically supportive or in some way tangential to the character's profession, or else are skills in which the character has some type of formal study. This list contains only the skills most commonly
practiced by ordinary people during the Golden Age; other, more advanced or rarer skills are typically Professional Skills. As the character progresses after the Coming of the Rifts, skills other than those included below may become available as O.CC. Related or Secondary Skills for the average Civilian
(such as Excavation & Rescue, Lore: Magic or W.P. Energy Pistol). Take note of the suggested limitations for skill selection listed in the optional rules for character building found elsewhere in this sourcebook.
Spoiler:
Secondary Skills:
Spoiler:
Standard Equipment:
Other than the clothes on his or her back, standard equipment could be anything. Those traveling
or at work when the Apocalypse struck may have nothing but what they were carrying in their pockets. Those at home might have access to a lot of clothes and some basic amenities, at least at first. On the first day of the cataclysm, a good portion of Civilians had access to a hovercraft (though many used public transportation), or occasionally a car or a motorcycle, and most had ID6 changes of clothes, a warm coat or jacket, a handheld computer communicator and very little else of use. Game Masters and players should work together to determine what is or is not reasonable, based on the
character.
Money:
At the time of the Great Cataclysm, the resources of the common person varied greatly. On average, a working adult had roughly 3d6x1000 credits in currency on-hand when the Great Cataclysm began. He or she would also have 6d6x1000 credits readily available in a financial institution, though that is not likely accessible. With credits rapidly devaluing in most of North America, the average citizen has
next to nothing in terms of currency, and likely only 1d6x5O credits worth of tradable goods
Cybernetics and Bionics:
None under normal circumstances. But some people with medical problems ranging from arthritis to
organ failure might have a few cybernetic systems, but never augmentations; the cybernetics just replaced the basic function of a natural organ or bodily system.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
https://www.deviantart.com/johnsheppard ... -801865218
https://www.deviantart.com/johnsheppard ... -801865085
To protect its soldier, it has issued a version of the padded and Flex amour combat armor commonly used in pre-Rifts days. This body armor is lighter and more comfortable than the soldier's combat armor which is issued to all combat personnel, but it can mean the difference between life and death for a soldier.it is considered a lightweight armor for its M.D.C capacity.
The armor consists of a fully Heavy armored padded bodysuit with a helmet; not required on duty except while under threat of attack. The armor has special flotation devices that add +5% to swimming rolls and serves as a life jacket. It has all the features common to modern body armor (see Rifts RPG, page 209). but it has the addition of a faceplate/mask, can be made airtight in an instant, and has life support, as well as a built-in radio, insulation, and all features common to environmental body armor (as listed in the Rifts RPG, page 209).
Comes in any or olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. Marine Combat armor is manufactured at both bases.
• M.D.C.: 65 Add on plate 25 or55
• helmet, arms, legs, backpack are 45 M.D.C. can Add on plates 25 to 55
• two extra optics on the helmet (look at the pic above)
• Weight: 5 lbs
• Excellent Mobility; -5% on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 1000 feet (305 m); ruptures at greater depths.
• Full EVA
• Market Cost: 40,000 credits
https://www.deviantart.com/johnsheppard ... -801865085
All-purpose Modular Combat Body Armor or APMCBQ 1
To protect its soldier, it has issued a version of the padded and Flex amour combat armor commonly used in pre-Rifts days. This body armor is lighter and more comfortable than the soldier's combat armor which is issued to all combat personnel, but it can mean the difference between life and death for a soldier.it is considered a lightweight armor for its M.D.C capacity.
The armor consists of a fully Heavy armored padded bodysuit with a helmet; not required on duty except while under threat of attack. The armor has special flotation devices that add +5% to swimming rolls and serves as a life jacket. It has all the features common to modern body armor (see Rifts RPG, page 209). but it has the addition of a faceplate/mask, can be made airtight in an instant, and has life support, as well as a built-in radio, insulation, and all features common to environmental body armor (as listed in the Rifts RPG, page 209).
Comes in any or olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. Marine Combat armor is manufactured at both bases.
• M.D.C.: 65 Add on plate 25 or55
• helmet, arms, legs, backpack are 45 M.D.C. can Add on plates 25 to 55
• two extra optics on the helmet (look at the pic above)
• Weight: 5 lbs
• Excellent Mobility; -5% on the performance of prowl and other physical skills such as gymnastics.
• Maximum Depth: 1000 feet (305 m); ruptures at greater depths.
• Full EVA
• Market Cost: 40,000 credits
Last edited by ZINO on Thu Apr 21, 2022 11:33 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
https://www.deviantart.com/g-wolfe/art/ ... -292577237
This heavy body armor has some superficial similarities to 21st
Century helmets and body armor with flak jackets, but it has the addition of a faceplate/mask, can be made airtight in an instant, and has limited life support, as well as a built-in radio, insulation, and limited environmental body armor but high protection base for combat.
Comes in olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. Combat armor is manufactured at both bases . this is Army base armor.
• M.D.C.: 95
• M.D.C.: helmet 45, arms, legs, backpack are 65 Add on plates 35 or 45
• Internal Combat vest 35 M.D.C
•flak jackets ( external only )85
• Weight: 15 lbs (9.5 kg)
• Good Mobility: -5% on the performance of prowl and other physical skills such as gymnastics.
• two extra optics helmet
• Maximum Depth: no possible
• Market Cost: 30,000 credits
US Heavy Combat Armor
This heavy body armor has some superficial similarities to 21st
Century helmets and body armor with flak jackets, but it has the addition of a faceplate/mask, can be made airtight in an instant, and has limited life support, as well as a built-in radio, insulation, and limited environmental body armor but high protection base for combat.
Comes in olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. Combat armor is manufactured at both bases . this is Army base armor.
• M.D.C.: 95
• M.D.C.: helmet 45, arms, legs, backpack are 65 Add on plates 35 or 45
• Internal Combat vest 35 M.D.C
•flak jackets ( external only )85
• Weight: 15 lbs (9.5 kg)
• Good Mobility: -5% on the performance of prowl and other physical skills such as gymnastics.
• two extra optics helmet
• Maximum Depth: no possible
• Market Cost: 30,000 credits
Last edited by ZINO on Thu Apr 21, 2022 11:31 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
https://www.deviantart.com/fonteart/art ... -364941368
this had added option of basic light EXO robotic PS and PP add 10 and turn to MDC PS table
https://www.deviantart.com/fonteart/art ... -351977983
this had added option of basic light EXO robotic PS and PP add 8 and turn to MDC PS table triple the cost for both with this feature
This heavy body armor has some superficial similarities to 21th
Advance Century Heavy helmets and Heavy flak jackets, but it has the addition of a Heavy face plate/mask, can be made airtight in an instant, and has life support, as well as a built-in radio, insulation, and all features common to environmental body armor (as listed in the Rifts RPG, page 209).
Comes in olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. Combat armor is manufactured at both bases (as are all energy weapons).
• M.D.C.: 80
• M.D.C.: helmet 35 US and Euro 45, arms, legs, backpack are 75 Add on plates 45 or 65
• Internal Combat vest 35 M.D.C
• External flak jackets 85
• Weight: 12 lbs (9.5 kg)
this Euro Heavy Combat Modular Combat Armor
this had added option of basic light EXO robotic PS and PP add 10 and turn to MDC PS table
https://www.deviantart.com/fonteart/art ... -351977983
US Heavy Combat Modular Combat Armor
this had added option of basic light EXO robotic PS and PP add 8 and turn to MDC PS table triple the cost for both with this feature
US and Euro Heavy Combat Modular Combat Armor
This heavy body armor has some superficial similarities to 21th
Advance Century Heavy helmets and Heavy flak jackets, but it has the addition of a Heavy face plate/mask, can be made airtight in an instant, and has life support, as well as a built-in radio, insulation, and all features common to environmental body armor (as listed in the Rifts RPG, page 209).
Comes in olive green, forest-jungle camouflage pattern, and beige-brown desert camouflage pattern. Combat armor is manufactured at both bases (as are all energy weapons).
• M.D.C.: 80
• M.D.C.: helmet 35 US and Euro 45, arms, legs, backpack are 75 Add on plates 45 or 65
• Internal Combat vest 35 M.D.C
• External flak jackets 85
• Weight: 12 lbs (9.5 kg)
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
https://www.deviantart.com/unspacy/art/ ... -913892616
M9 Beretta Twin Barrel pistol:
The Beretta M9, officially the Pistol, Semiautomatic, 9mm, M9, is the designation for the Beretta 92FS semi-automatic pistol used by the United States Armed Forces. The M9 was adopted by the United States military as their service pistol in 1985.
The 92FS won a competition in the 1980s to replace the M1911A1 as the primary sidearm of the U.S. military, beating many other contenders, and only narrowly defeating the SIG Sauer P226 for cost reasons. It officially entered service in 1990. Some other pistols have been adopted to a lesser extent, namely the SIG P228 pistol, and other models remain in use in certain niches.
The M9 was scheduled to be replaced under a United States Army program, the Future Handgun System (FHS), which was merged with the SOF Combat Pistol program to create the Joint Combat Pistol (JCP). The JCP was renamed Combat Pistol (CP), and the number of pistols to be bought was drastically cut back. The U.S. Army, Navy, Air Force, and Marine Corps are replacing the M9 with the SIG Sauer M17 and M18.[11]
Rate of fire (ROF): varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C.
DAUL SHOT (COUNTS AS ONE ATTACK ) :
6D6 S.D.C. BASE Damage dualshot
Mega-Damage:
5D6X10 S.D.C OR 3 M.D per single shot. (COUNTS AS ONE ATTACK )
DAUL SHOT (COUNTS AS ONE ATTACK ) :
1d6 dual M.D single shot
Brust a 1d6 round table
Two round burst 2d6 M.D
Four round burst 4d6
Six round burst 6d6
Eight round burst 8d6
Ten round burst 1d6x10
Effective Range: 150 feet (45.7 m).
Payload: 15 shot clip.one clip has two clip
NOTE : NONE, Due to 9 MM round been light low to no roil it been chosen over . 45 ACP without the need to develop a more powerful round.
M9 Beretta Twin Barrel pistol:
The Beretta M9, officially the Pistol, Semiautomatic, 9mm, M9, is the designation for the Beretta 92FS semi-automatic pistol used by the United States Armed Forces. The M9 was adopted by the United States military as their service pistol in 1985.
The 92FS won a competition in the 1980s to replace the M1911A1 as the primary sidearm of the U.S. military, beating many other contenders, and only narrowly defeating the SIG Sauer P226 for cost reasons. It officially entered service in 1990. Some other pistols have been adopted to a lesser extent, namely the SIG P228 pistol, and other models remain in use in certain niches.
The M9 was scheduled to be replaced under a United States Army program, the Future Handgun System (FHS), which was merged with the SOF Combat Pistol program to create the Joint Combat Pistol (JCP). The JCP was renamed Combat Pistol (CP), and the number of pistols to be bought was drastically cut back. The U.S. Army, Navy, Air Force, and Marine Corps are replacing the M9 with the SIG Sauer M17 and M18.[11]
Rate of fire (ROF): varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C.
DAUL SHOT (COUNTS AS ONE ATTACK ) :
6D6 S.D.C. BASE Damage dualshot
Mega-Damage:
5D6X10 S.D.C OR 3 M.D per single shot. (COUNTS AS ONE ATTACK )
DAUL SHOT (COUNTS AS ONE ATTACK ) :
1d6 dual M.D single shot
Brust a 1d6 round table
Two round burst 2d6 M.D
Four round burst 4d6
Six round burst 6d6
Eight round burst 8d6
Ten round burst 1d6x10
Effective Range: 150 feet (45.7 m).
Payload: 15 shot clip.one clip has two clip
NOTE : NONE, Due to 9 MM round been light low to no roil it been chosen over . 45 ACP without the need to develop a more powerful round.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
https://www.deviantart.com/unspacy/art/ ... -913896848
5.56mm Assault Rifle: or 6.8 mm round
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C. per single shot
6D6 per three-round short burst.
TWIN BARREL Damage S.D.C
6D6 S.D.C.
1D6X10 per SIX round short burst.
Mega-Damage:TWIN BARREL
5D4 X10 S.D.C OR 2 M.D
Two round burst 1d4 M.D
Four round burst 2d4 M.D
Six round burst 2d6 M.D
Eight round burst 3d6 M.D
Ten round burst 5d4 M.D
20 round burst 1d4x10 M.D
30 round burst 1d6x10 M.D
Effective Range:
1900 feet (579 m).
Payload:
20, 30 , 50,50,80 round magazine.
7.62mm Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage: S.D.C. round
7.62mm (rifle), 45 credits — damage.4D6 S.D.C.
TWIN BARREL Damage S.D.C
7.62mm (rifle), 45 credits — damage.8D6 S.D.C.
Mega-Damage: M.D round
5D6X10 S.D.C OR 3 M.D
5D8X10 OR 4 M.D
TWIN BARREL Damage M.D.C 1d4 M.D
5D6X10 S.D.C OR 3 M.D
Two round burst 1d6 M.D
Four round burst 2d6 M.D
Six round burst 6d6 M.D
Eight round burst 8d6 M.D
Ten round burst 1d6 x10 M.D
1d4 round table
Two round burst 4d4 M.D
Four round burst 4d8 M.D
Six round burst 1d4x10+8 M.D
Eight round burst 1d6x10 M.D
Ten round burst 2d4 x10 M.D
Effective Range:
3000 feet
Payload:
20, 30 , 50,50,80 round magazine.
30 caliber Beowulf Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
30 caliber (rifle), 45 credits — damage.5D6 S.D.C.( I think )
TWIN BARREL Damage S.D.C
30 caliber (rifle), 45 credits — damage.1d6x10 S.D.C. ( I think )
Mega-Damage:
5D6X10 S.D.C OR 3M.D
TWIN BARREL Damage M.D.C
1d6 or 1d4 M.D pick one
1d6 M.D
Two round burst 2d6 M.D
Four round burst 4d6 M.D
Six round burst 6d6 M.D
Eight round burst 8d8 M.D
Ten round burst 1d6x10 M.D
1d4 M.D
Two round burst 2d8 or 1d8 M.D
Four round burst 4d8 M.D
Six round burst 1d4x10+8 M.D
Eight round burst 8d8 M.D
Ten round burst 2d4x10 M.D
Effective Range:
2000 feet
Payload:
20, 30 , 50,50,80 round magazine.
50 caliber Beowulf Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
50 caliber (rifle), 45 credits — damage. 6D6 S.D.C.( I think )
TWIN BARREL Damage S.D.C
50 caliber (rifle), 45 credits — damage.2d4x10 S.D.C. .( I think )
1D6x100 S.D.C. (equal to 1D6 M.D.) per 10 round burst.
Notes/SINGLE ROUNDS NOTE: ak-47
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
TWIN BARREL Damage M.D.C 1d6 or 1d4 M.D pick one
1d6 M.D
Two round burst 2d6 M.D
Four round burst 4d6 M.D
Six round burst 6d6 M.D
Eight round burst 8d8 M.D
Ten round burst 1d6x10 M.D
1d8 M.D
Two round burst 2d8 M.D
Four round burst 4d8 M.D
Six round burst 1d4x10+8 M.D
Eight round burst 8d8 M.D
Ten round burst 2d8x10 M.D
Effective Range:
4000 feet
Payload:
20, 30 , 50,50,80 round magazine.
this is twin-barrel Assault Rifle weapon systems
5.56mm Assault Rifle: or 6.8 mm round
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
3D6 S.D.C. per single shot
6D6 per three-round short burst.
TWIN BARREL Damage S.D.C
6D6 S.D.C.
1D6X10 per SIX round short burst.
Mega-Damage:TWIN BARREL
5D4 X10 S.D.C OR 2 M.D
Two round burst 1d4 M.D
Four round burst 2d4 M.D
Six round burst 2d6 M.D
Eight round burst 3d6 M.D
Ten round burst 5d4 M.D
20 round burst 1d4x10 M.D
30 round burst 1d6x10 M.D
Effective Range:
1900 feet (579 m).
Payload:
20, 30 , 50,50,80 round magazine.
7.62mm Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage: S.D.C. round
7.62mm (rifle), 45 credits — damage.4D6 S.D.C.
TWIN BARREL Damage S.D.C
7.62mm (rifle), 45 credits — damage.8D6 S.D.C.
Mega-Damage: M.D round
5D6X10 S.D.C OR 3 M.D
5D8X10 OR 4 M.D
TWIN BARREL Damage M.D.C 1d4 M.D
5D6X10 S.D.C OR 3 M.D
Two round burst 1d6 M.D
Four round burst 2d6 M.D
Six round burst 6d6 M.D
Eight round burst 8d6 M.D
Ten round burst 1d6 x10 M.D
1d4 round table
Two round burst 4d4 M.D
Four round burst 4d8 M.D
Six round burst 1d4x10+8 M.D
Eight round burst 1d6x10 M.D
Ten round burst 2d4 x10 M.D
Effective Range:
3000 feet
Payload:
20, 30 , 50,50,80 round magazine.
30 caliber Beowulf Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
30 caliber (rifle), 45 credits — damage.5D6 S.D.C.( I think )
TWIN BARREL Damage S.D.C
30 caliber (rifle), 45 credits — damage.1d6x10 S.D.C. ( I think )
Mega-Damage:
5D6X10 S.D.C OR 3M.D
TWIN BARREL Damage M.D.C
1d6 or 1d4 M.D pick one
1d6 M.D
Two round burst 2d6 M.D
Four round burst 4d6 M.D
Six round burst 6d6 M.D
Eight round burst 8d8 M.D
Ten round burst 1d6x10 M.D
1d4 M.D
Two round burst 2d8 or 1d8 M.D
Four round burst 4d8 M.D
Six round burst 1d4x10+8 M.D
Eight round burst 8d8 M.D
Ten round burst 2d4x10 M.D
Effective Range:
2000 feet
Payload:
20, 30 , 50,50,80 round magazine.
50 caliber Beowulf Assault Rifle:
Rate of fire (ROF):
varies For M.D.C
Revolvers single shot or double tap only
Blot rifle (some are calling these scouts rifles )single shot or double tap only
Semi auto / Blot rifle double tap or four round a shots only
Full Auto /assault rifle single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 80 rounds
Full Auto /all machine guns single shot or double tap or fire 4 round , 6 rounds ,8 rounds ,10 rounds etc max 100 rounds but cost two attacks
Damage:
50 caliber (rifle), 45 credits — damage. 6D6 S.D.C.( I think )
TWIN BARREL Damage S.D.C
50 caliber (rifle), 45 credits — damage.2d4x10 S.D.C. .( I think )
1D6x100 S.D.C. (equal to 1D6 M.D.) per 10 round burst.
Notes/SINGLE ROUNDS NOTE: ak-47
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D
TWIN BARREL Damage M.D.C 1d6 or 1d4 M.D pick one
1d6 M.D
Two round burst 2d6 M.D
Four round burst 4d6 M.D
Six round burst 6d6 M.D
Eight round burst 8d8 M.D
Ten round burst 1d6x10 M.D
1d8 M.D
Two round burst 2d8 M.D
Four round burst 4d8 M.D
Six round burst 1d4x10+8 M.D
Eight round burst 8d8 M.D
Ten round burst 2d8x10 M.D
Effective Range:
4000 feet
Payload:
20, 30 , 50,50,80 round magazine.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
The Mark I AGIS
https://www.deviantart.com/mikezzzzz/ar ... -848209082
The Mark I The first in the series is the Mark I . this particular cyborg body is extremely human Is a basic cyborg body with enhanced reflexes. The unit is not much bigger than a standard human and is relatively easy to conceal or pass off as body armor. It retains the original face of the person who is augmented, and a natural looking artificial skin can make the individual seem completely human. This makes it very popular among those who cherish their humanity and/or like to disguise their true nature. Of course, this model doesn't come with any built-in weapon systems, arm mounts, or any other telltale cybernetic appliances. Another advantage to this model of the cyborg is that it is relatively inexpensive for massive production in western markets of the North American and Canada which it looks for. Unlike Europe, the Pacific, Asia, Central America, South America, Africa, and Russia don’t mind looking non-human look.
Mark I
Model Type:
Mark I Class: Full Conversion Cyborg
M.D.C. by Location
Spoiler:
* The head, although retaining the original face and brain (often the eyes, tongue, voice and other features of the human head), is reinforced in order to provide the 35 M.D.C. Target-ing the head and hands requires a "called shot" and even then the shooter is -4 to strike.
** Reducing the main body to zero M.D.C. means it is shattered, riddled with holes, leaking vital fluids and incapable of movement or speech. However, the internal life support systems will keep the 'Borg's brain alive for 4D6 hours before it fails and the brain dies.
Note: The human shape and proportions MARK I cyborg can wear conventional body armor like any normal human.
Speed Running:
Speed Factor 132, or 90 mph (148 km).
Can max out to 200MPH
Leaping: 20 feet (6 m) high or lengthwise; double with a running start.
Flying: not capable of flight, but is suitable for use with a jet pack.
Statistical Data Size:
Human Height:
Usually about 6 feet, 4 inches (roughly 1.9 m).
Weight: 200 lbs.
Bionic Physical
Base Attributes: Robot P.S.: 20, P.P: 22, Spd: 132.
Max Attributes Robot P.S.: 48, P.P: 28
Power System:
Nuclear, average life of 25 years. Cost: 3.6 million to 3.9 million credits.
Add 100,000 credits for human-looking skin covering.
Standard Bionic Features:
Bionic Lung
Amplified hearing:
+1 to parry,
+2 to dodge,
+3 to initiative.
Sound filtration system
Clock calendar/computer/gyro compass
Multi-optic eyes: +1 to strike.
Quick draw holsters (2); +1 on initiative.
Head jack
Climbing Cord Combat Computer:
+1 on initiative,
+1 to dodge,
+1 to disarm,
+2 to pull punch,
+2 to roll with punch, fall, or impact.
Weapon Systems:
has no built-in weapon systems.
Special Bonuses:
Any skills that require a high dexterity or reflexes, such as piloting, lock picking, palming, etc., gain a bonus of +10%.
Additional Features
Sound suppression system rifts Japan page 88
Cybernetics and Bionics:
The character has Partial Bionic Reconstruction and 10 bionic features or cybernetic sensors.
AI systems
Allow to use both hands as independent actions adding two extra attacks. This dumb AI system has the ability to negate juicer and Crazy combat rolls
If Cyborg's head had it blown off AI systems takes over to retreat or self-destruct
Use heavy Fusion Block
Horror/Awe Factor 12
When finding out it was a Cyborg
Or when SDC weapons bounce off
Reinforce Cyborg stats the same but doubled M.D.C
Hands
Arms
Legs
Main Body
Add 100 lds
Sound Suppression System:
Spoiler:
Skills use special Forces
Radio: Basic ( + 10%)
Radio: Scramblers ( + 10%)
Cryptography ( + 10%)
Basic Math ( + 20%)
Literacy: One of choice ( + 10%)
Languages: Two of choice ( + 20%)
Intelligence ( + 15%)
Pick Locks ( + 10%)
Disguise ( + 10%)
Forgery ( + 5%) Prowl ( + 10%)
Computer Operations ( + 5%)
W.P. Energy Pistol
W.P. 6 of choice
Hand to Hand: Basic Hand to Hand: Basic can be changed to Hand to Hand: Expert at the cost of one "other" skill, or to Hand to Hand: Martial Arts at the cost of two "other" skills.
O.C.C. Related Skills:
Select six other skills.
Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.
Communications: Any ( + 10%)
Domestic: Any ( +5%)
Electrical: Any
Espionage: Any ( + 5%)
Mechanical: Any
Medical: Paramedic only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any ( + 6%)
Science: Math and chemistry only
Technical: Any
W.P.: Any.
Wilderness: Any ( + 5%)
Secondary Skills:
The character also gets to select 8 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment:
Black fatigues or jump suit (for prowling at night) and a small wardrobe. Portable compact disc recorder/player and headphones, video disc player, portable language translator, hand-held computer and micro-printer, 35 mm camera (still photos) and a dozen discs of film, disc camera (moving pictures) with a dozen discs of film, micro-film camera (fits in the palm of the hand), pen flashlight, large flashlight, backpack, knapsack, utility belt, ammo-belt, canteen, sunglasses and goggles, walkie-talkie radio, air filter, gas mask, and lock picking tools
Weapons:
Can include just about anything. Starts with a survival knife (1D6 S.D.C. damage),
two energy weapons of choice with four E-clips for each, plus select three S.D.C. weapons of choice.
Body armor(M.D) can be of any type, but tends to use lightweight armor (no or low prowl penalties) or concealed Armor or any
Money:
Starts with 2D6 x 1000 credits as 1d6 x1000 per level max 8d6x1000 and 1D10 x 1000 in black market items.
Last edited by ZINO on Sun Jun 12, 2022 5:09 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
https://www.deviantart.com/alpyro/art/C ... -548394436
Mark II is another,
predominately human-sized, human -looking cyborg, except that it is designed for quick draws and has four lightning fast arms. This deadly cyborg can be quite deadly, because the extra pair of arms gives it an extra melee attack and the combat computer enables the 'Borg to draw and fire four (light) weapons simultaneously. However, unlike the future Gunslinger O.C.C., the cyborg can split its attacks between two to four different targets and the firing of each pair of weapons counts as one melee attack/action each (i.e. four weapons drawn — one with each hand — counts as two melee attacks/actions). This cyborg package is more costly, but larger and slightly more armored. When a MARK II comes to town, one word comes to mind...Duck!
this uses dumb AI system built in which will be lost .
Mark II
Model Type: CSLNGR Mark II Class: Full Conversion Cyborg
https://www.deviantart.com/brobossa/art ... -432911809
M.D.C. by Location
* The head, although retaining the original face and brain (often the eyes, tongue, voice and other features of the human head), is reinforced in order to provide the 45 M.D.C.
Targeting the head and hands requires a "called shot" and even then the shooter is -4 to strike.
** Reducing the main body to zero M.D.C. means it is shattered, riddled with holes, leaking vital fluids and incapable of movement or speech. However, the internal life support systems will keep the 'Borg's brain alive for 4D6 hours before it fails and the brain dies.
Note: The close to human shape and proportions means the Super Slinger can wear body armor designed for large humans and D-bees, and modified for its four arms.
Speed Running:
Speed Factor 132, or 90 mph (148 km).
Leaping: 20 feet (6 m) high or lengthwise; double with a running start.
Flying: The MARK II is not capable of flight, but is suitable for use with a jet pack.
Statistical Data Size:
Large, tall human.
Height: Usually about 6 feet, 8' inches to 7 feet (roughly 2.1 m).
Weight: 300 lbs.
Bionic Physical Attributes:
P.S.: 22, P.P: 24, Spd: 132.
Max P.S 48 and speed 200 MPH
Power System:
Nuclear, average life of 25 years.
Cost: 5.6 million credits.
Add 10,000 credits for human-looking skin covering.
Standard Bionic Features:
Four bionic arms
(+4 attack per melee) able to attack four different targets and count as one attack
Bionic Lung
Amplified hearing: +1 to parry, +2 to dodge, +3 to initiative.
Sound filtration system Clock calendar/computer/gyro compass
Multi-optic eyes: +1 to strike.
Quick draw holsters in legs (2); +3 on initiative.
Fingerjack in one hand. Laser finger (1D6 M.D.; 300 ft/91.5 m range) on one hand.
Energy-Clip arm port (1) on one arm.
Headjack Climbing Cord Retractable
Vibro-Sabres in the forearms of one pair of arms.
Combat Computer:
+1 on initiative,
+1 to dodge,
+1 to disarm,
+2 to pull punch
+2 to roll with punch, fall or impact.
AI systems
Allow to use both hands as independent actions adding two extra attacks. This AI system has the ability to negate juicer and Crazy combat rolls
If Cyborg's head had it blown off AI systems take over to retreat or self destruct
Use heavy Fusion Block
https://www.deviantart.com/brobossa/art ... -535773708
Horror/Awe Factor 12
When finding out it a Cyborg
Or when SDC weapons bounce off
Reinforce Cyborg stats the same but M.D.C double
Hands
Arms
Legs
Main Body
Add 100 Lds
Sound Suppression System:
Weapon Systems:
Vibro-Sabres (4, inflict 3D6 M.D. each).
Special Bonuses:
Any skills that require a high dexterity or reflexes, such as piloting, lock picking, palming, etc., gain a bonus of +2%, and +1 on initiative and +2 to parry.
https://www.deviantart.com/alpyro/art/C ... -761851898
or four Vibro blades
all Vibro blades double the damage and range and two arms
weight 200 lds
Mark II is another,
predominately human-sized, human -looking cyborg, except that it is designed for quick draws and has four lightning fast arms. This deadly cyborg can be quite deadly, because the extra pair of arms gives it an extra melee attack and the combat computer enables the 'Borg to draw and fire four (light) weapons simultaneously. However, unlike the future Gunslinger O.C.C., the cyborg can split its attacks between two to four different targets and the firing of each pair of weapons counts as one melee attack/action each (i.e. four weapons drawn — one with each hand — counts as two melee attacks/actions). This cyborg package is more costly, but larger and slightly more armored. When a MARK II comes to town, one word comes to mind...Duck!
this uses dumb AI system built in which will be lost .
Mark II
Model Type: CSLNGR Mark II Class: Full Conversion Cyborg
https://www.deviantart.com/brobossa/art ... -432911809
M.D.C. by Location
Spoiler:
* The head, although retaining the original face and brain (often the eyes, tongue, voice and other features of the human head), is reinforced in order to provide the 45 M.D.C.
Targeting the head and hands requires a "called shot" and even then the shooter is -4 to strike.
** Reducing the main body to zero M.D.C. means it is shattered, riddled with holes, leaking vital fluids and incapable of movement or speech. However, the internal life support systems will keep the 'Borg's brain alive for 4D6 hours before it fails and the brain dies.
Note: The close to human shape and proportions means the Super Slinger can wear body armor designed for large humans and D-bees, and modified for its four arms.
Speed Running:
Speed Factor 132, or 90 mph (148 km).
Leaping: 20 feet (6 m) high or lengthwise; double with a running start.
Flying: The MARK II is not capable of flight, but is suitable for use with a jet pack.
Statistical Data Size:
Large, tall human.
Height: Usually about 6 feet, 8' inches to 7 feet (roughly 2.1 m).
Weight: 300 lbs.
Bionic Physical Attributes:
P.S.: 22, P.P: 24, Spd: 132.
Max P.S 48 and speed 200 MPH
Power System:
Nuclear, average life of 25 years.
Cost: 5.6 million credits.
Add 10,000 credits for human-looking skin covering.
Standard Bionic Features:
Four bionic arms
(+4 attack per melee) able to attack four different targets and count as one attack
Bionic Lung
Amplified hearing: +1 to parry, +2 to dodge, +3 to initiative.
Sound filtration system Clock calendar/computer/gyro compass
Multi-optic eyes: +1 to strike.
Quick draw holsters in legs (2); +3 on initiative.
Fingerjack in one hand. Laser finger (1D6 M.D.; 300 ft/91.5 m range) on one hand.
Energy-Clip arm port (1) on one arm.
Headjack Climbing Cord Retractable
Vibro-Sabres in the forearms of one pair of arms.
Combat Computer:
+1 on initiative,
+1 to dodge,
+1 to disarm,
+2 to pull punch
+2 to roll with punch, fall or impact.
AI systems
Allow to use both hands as independent actions adding two extra attacks. This AI system has the ability to negate juicer and Crazy combat rolls
If Cyborg's head had it blown off AI systems take over to retreat or self destruct
Use heavy Fusion Block
https://www.deviantart.com/brobossa/art ... -535773708
Horror/Awe Factor 12
When finding out it a Cyborg
Or when SDC weapons bounce off
Reinforce Cyborg stats the same but M.D.C double
Hands
Arms
Legs
Main Body
Add 100 Lds
Sound Suppression System:
Spoiler:
Weapon Systems:
Vibro-Sabres (4, inflict 3D6 M.D. each).
Special Bonuses:
Any skills that require a high dexterity or reflexes, such as piloting, lock picking, palming, etc., gain a bonus of +2%, and +1 on initiative and +2 to parry.
https://www.deviantart.com/alpyro/art/C ... -761851898
or four Vibro blades
all Vibro blades double the damage and range and two arms
weight 200 lds
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
ARMTECH:
Corporate Survivalist an example
https://www.deviantart.com/prospass/art ... -478333403
Corporate Prepper an example
https://www.deviantart.com/notmuchnorma ... -915694503
Attribute Requirements: None. 65% are males, 35% females.
Starting S.D.C.: 3D6+12
augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join US military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and im-proved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Most Preppers of the Golden Age had day jobs, in order to pay their daily bills and put money into preparations but Corporate Survivalist train in keeping and help staff alive in case of emergency in wilderness like working overseas and wilderness areas But Corporate Prepper train in maintaining base of operations when light go out. The Corporate Prepper train to keep alive as many people require by the company .So money and resources were made available in of natural disaster
or nuclear war which ArmTech was ahead of the game. It gave safety to Survivalist and Prepper families jobs. ArmTech and other companies that followed this allowed to survive longer than other .Because of they are better trained and supported .
The Free time was spent acquiring goods and skills for survival before and after the fall was vital. There is a wide range of kinds of Preppers, some fanatically prepared for the end of days.
ArmTech wasn't the only one company in the USA /Canada and in Europe. In Europe in case of invasion like Russia or worst nuclear war. In the USA /Canada main reason worst nuclear war or some unforeseen calamity which no one saw the coming of the rifts .
Language: Native (optional speak 1d4 )
Language: Foreign
Literacy: Native
Computer Operation (+ 15%)
Cook (+15%)
First Aid (+15%)
Land Navigation (+20%)
Prowl (+25)
Mathematics: Basic (+10%)
Radio: Basic (+5%)
Wilderness Survival (+25%)
Select one Domestic Skill (+10%)
Select three Piloting skill (+5%) (no power armored )
Military Fortification (+5%)
Select two modern and one melee Weapon Proficiency
Hand to Hand: Expert ONLY
Language: Native
Language: Foreign
Literacy: Native
Computer Operation (+ 15%)
Cook (+15%)
First Aid (+15%)
Land Navigation (+20%)
Mathematics: Basic (+10%)
Radio: Basic (+5%)
Wilderness Survival (+25%)
Select one Domestic Skill (+10%)
Select two Piloting skills (+5%) (no power-armored )
Military Fortification (+5%)
Select one modern and one melee Weapon Proficiency
Hand to Hand: Expert ONLY
Select 4 other skills from those available below, with the given bonuses, if any. Add one additional skill at levels 3, 6, 9, 12 and IS. All new skills start at level one proficiency.
roll or pick one
1)Ex-military infantry add 1d4+1W.P add six Military add 1d8 levels
2)Ex military medical add 4d6+1% if paramedics change to doctor with requirements add two Military add 1d8 levels
4)Ex military tech add five Military or communications skills add
1d8 levels
5)Ex military pilot pick 1d4 any piloting all navigation add two Military 1d8 levels
7)Retire law enforcement pick two additional WP
Add plus +10%
8 ) Retire EMS pick 4 piloting, any medical +15% to all skills
9)Corporate Survivalist Extraction / Corporate Survivalist escort
piloting 1d6 add+20% to all
Rogue skills add 1d4+1 skills add +25 %
10)Corporate Prepper
EX Military
6 Military or Espionage skills add+25 %
W.P 1d4+1
11) Corporate Prepper
Retire Medical Doctor add 1d8 years
Requires an I.Q. and P.P. of 11 or higher. Advanced Mathematics (+10%)
Brewing (+15%)
Biology (+15%)
Chemistry
Pathology (+10%)
Field Surgery (+15%)
Holistic Medicine
Chemistry: Analytical (+5%) Medical Doctor (+5%)
12)engineer
Basic Electronics (+15%)
Command Robots (any/all) Computer Operation (+20%)
Electricity Generation (+10%)
Excavation & Rescue (+15%)
Jury-Rig (+20%)
Math: Advanced (+15%)
Mechanical Engineer (+15%)
Military Fortification (+15%)
Salvage (+20%)
Read (& Operate) Sensory Equipment (+20%)
Trap/Mine Detection (+20%
Communications:Any
Electronic Countermeasures (+10%),
Optic Systems (+ 10%),
Radio: Scramblers (+10%),
Surveillance Systems (+10%),
Sign Language and T.V./Video (+10%)
Domestic: Any (+10%).
Electrical:
Basic Electronics (+10%),
Computer Repair.
Espionage:Any
Detect Ambush (+15%)
Detect Concealment (+15%) .
Horsemanship: General only.
Mechanical:Any
Aircraft Mechanics (+15%),
Automotive Mechanics (+15%),
Basic Mechanics (+15%),
Locksmith and Munitions Expert (+15%) only.
Medical:
Animal Husbandry (+15%),
Brewing (+10%),
Holistic Medicine (+15%)
Paramedic (+10%) only
Military:Any
Camouflage (+15%),
Find Contraband, Weapons & Cybernetics (+15%),
Military Fortification (+15%),
Recognize Weapon Quality (+15%)
Trap Construction (+10%) only.
Physical: Any (+15%),
Pilot: Any. (+15%)no robots or power amour
Pilot Related: Any
Navigation and Read & Operate Sensory (+15%)
Equipment only (+10%).
Rogue:Any
Concealment (+10%),
Find Contraband, Weapons & Cybernetics (+15%),
Prowl (+15%)
Streetwise (+10%)
Science:Any
Chemistry (+15%)
Mathematics: Advanced (+10%)
Technical: Any (+5%).
W.P.: Any.
Wilderness: Any (+10%).
The character also gets 6 Secondary Skills at first level of experience, plus one at levels 4, 6,8 and 13. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All new skills start at level one proficiency.
Standard Equipment:
In the world of Chaos Earth the Survivalist / Prepper will have many suit of S.D.C. armor, a M.D.C. armored vest (4d6 M.D.C. light ) and M.D.C. armored, an S.D.C. rifle or shotgun with 6D6x I00 rounds, an S.D.C. handgun with 2D6x 100 rounds M.D.C Conceal weapons at all times a survival knife, a pocket knife or pocket toolkit, an S.D.C. and M.D.C. cutting torch, half a
dozen sets of fatigues or other utility clothes, a complete set of medical supplies (bandages, antiseptic, antibiotics, etc.), batteries, hand saw and axe, a portable generator, an assortment of books in hard copy and on disk (may be a few volumes or an entire library) and an impressive assortment of survival gear, usually collected into a bug out bag that is mobile (bedrolls, backpack, compass, maps, water purification filters, etc.) Worth 4D6x 100000 credits.
These Corporate Survivalist /Corporate Prepperhave set up personal caches and hideouts, however they know there may come a time when it's safer to bug out then stay put, even if that means abandoning
years' worth of provisions and gear. Prepper has a several Bug out Bag, set, and ready to roll the moment that they need to take off and escape a myriad of dangers. The Preppers can pick a location in North America that he or she has a stockpile of gasoline, batteries, weapons, ammunition, medical supplies, food stores and fresh water to last them (and their family, if they have one) for 5d4+10 years. Keep in mind that due to circumstances the Prepper might need to bug out and leave behind supplies. Due to popular video media during the Golden Age, the Nebraskan Prepper made .
Money:
Most Preppers have spent the majority of their cash/ credits on Prepping. But Corporate Survivalist /Corporate Prepperhave may have 6D6xl,000,000 in valuables on them, carried as cash, gold, and credits.
Cybernetics and Bionics:
Cybernetics are limited to medical and emergency-type systems such as lung filter, oxygen storage cell, Geiger counter, and other augmentation to help one survive in an inhospitable environment.
Note: Corporate Survivalist /Corporate Prepperhave will be an expert at locating supplies and sniffing out valuables wherever they might travel.
Experience Table:
Use militia O.C.C from Chaos Earth on page
Corporate Survivalist /Corporate Prepper O.C.C.
Corporate Survivalist an example
https://www.deviantart.com/prospass/art ... -478333403
Corporate Prepper an example
https://www.deviantart.com/notmuchnorma ... -915694503
Attribute Requirements: None. 65% are males, 35% females.
Starting S.D.C.: 3D6+12
augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join US military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and im-proved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
O.C.C. Skills:
Most Preppers of the Golden Age had day jobs, in order to pay their daily bills and put money into preparations but Corporate Survivalist train in keeping and help staff alive in case of emergency in wilderness like working overseas and wilderness areas But Corporate Prepper train in maintaining base of operations when light go out. The Corporate Prepper train to keep alive as many people require by the company .So money and resources were made available in of natural disaster
or nuclear war which ArmTech was ahead of the game. It gave safety to Survivalist and Prepper families jobs. ArmTech and other companies that followed this allowed to survive longer than other .Because of they are better trained and supported .
The Free time was spent acquiring goods and skills for survival before and after the fall was vital. There is a wide range of kinds of Preppers, some fanatically prepared for the end of days.
ArmTech wasn't the only one company in the USA /Canada and in Europe. In Europe in case of invasion like Russia or worst nuclear war. In the USA /Canada main reason worst nuclear war or some unforeseen calamity which no one saw the coming of the rifts .
Corporate Survivalist
Language: Native (optional speak 1d4 )
Language: Foreign
Literacy: Native
Computer Operation (+ 15%)
Cook (+15%)
First Aid (+15%)
Land Navigation (+20%)
Prowl (+25)
Mathematics: Basic (+10%)
Radio: Basic (+5%)
Wilderness Survival (+25%)
Select one Domestic Skill (+10%)
Select three Piloting skill (+5%) (no power armored )
Military Fortification (+5%)
Select two modern and one melee Weapon Proficiency
Hand to Hand: Expert ONLY
Corporate Prepper
Language: Native
Language: Foreign
Literacy: Native
Computer Operation (+ 15%)
Cook (+15%)
First Aid (+15%)
Land Navigation (+20%)
Mathematics: Basic (+10%)
Radio: Basic (+5%)
Wilderness Survival (+25%)
Select one Domestic Skill (+10%)
Select two Piloting skills (+5%) (no power-armored )
Military Fortification (+5%)
Select one modern and one melee Weapon Proficiency
Hand to Hand: Expert ONLY
OCC Related Skills:
Select 4 other skills from those available below, with the given bonuses, if any. Add one additional skill at levels 3, 6, 9, 12 and IS. All new skills start at level one proficiency.
roll or pick one
1)Ex-military infantry add 1d4+1W.P add six Military add 1d8 levels
2)Ex military medical add 4d6+1% if paramedics change to doctor with requirements add two Military add 1d8 levels
4)Ex military tech add five Military or communications skills add
1d8 levels
5)Ex military pilot pick 1d4 any piloting all navigation add two Military 1d8 levels
7)Retire law enforcement pick two additional WP
Add plus +10%
8 ) Retire EMS pick 4 piloting, any medical +15% to all skills
9)Corporate Survivalist Extraction / Corporate Survivalist escort
piloting 1d6 add+20% to all
Rogue skills add 1d4+1 skills add +25 %
10)Corporate Prepper
EX Military
6 Military or Espionage skills add+25 %
W.P 1d4+1
11) Corporate Prepper
Retire Medical Doctor add 1d8 years
Requires an I.Q. and P.P. of 11 or higher. Advanced Mathematics (+10%)
Brewing (+15%)
Biology (+15%)
Chemistry
Pathology (+10%)
Field Surgery (+15%)
Holistic Medicine
Chemistry: Analytical (+5%) Medical Doctor (+5%)
12)engineer
Basic Electronics (+15%)
Command Robots (any/all) Computer Operation (+20%)
Electricity Generation (+10%)
Excavation & Rescue (+15%)
Jury-Rig (+20%)
Math: Advanced (+15%)
Mechanical Engineer (+15%)
Military Fortification (+15%)
Salvage (+20%)
Read (& Operate) Sensory Equipment (+20%)
Trap/Mine Detection (+20%
Communications:Any
Electronic Countermeasures (+10%),
Optic Systems (+ 10%),
Radio: Scramblers (+10%),
Surveillance Systems (+10%),
Sign Language and T.V./Video (+10%)
Domestic: Any (+10%).
Electrical:
Basic Electronics (+10%),
Computer Repair.
Espionage:Any
Detect Ambush (+15%)
Detect Concealment (+15%) .
Horsemanship: General only.
Mechanical:Any
Aircraft Mechanics (+15%),
Automotive Mechanics (+15%),
Basic Mechanics (+15%),
Locksmith and Munitions Expert (+15%) only.
Medical:
Animal Husbandry (+15%),
Brewing (+10%),
Holistic Medicine (+15%)
Paramedic (+10%) only
Military:Any
Camouflage (+15%),
Find Contraband, Weapons & Cybernetics (+15%),
Military Fortification (+15%),
Recognize Weapon Quality (+15%)
Trap Construction (+10%) only.
Physical: Any (+15%),
Pilot: Any. (+15%)no robots or power amour
Pilot Related: Any
Navigation and Read & Operate Sensory (+15%)
Equipment only (+10%).
Rogue:Any
Concealment (+10%),
Find Contraband, Weapons & Cybernetics (+15%),
Prowl (+15%)
Streetwise (+10%)
Science:Any
Chemistry (+15%)
Mathematics: Advanced (+10%)
Technical: Any (+5%).
W.P.: Any.
Wilderness: Any (+10%).
Secondary Skills:
The character also gets 6 Secondary Skills at first level of experience, plus one at levels 4, 6,8 and 13. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All new skills start at level one proficiency.
Standard Equipment:
In the world of Chaos Earth the Survivalist / Prepper will have many suit of S.D.C. armor, a M.D.C. armored vest (4d6 M.D.C. light ) and M.D.C. armored, an S.D.C. rifle or shotgun with 6D6x I00 rounds, an S.D.C. handgun with 2D6x 100 rounds M.D.C Conceal weapons at all times a survival knife, a pocket knife or pocket toolkit, an S.D.C. and M.D.C. cutting torch, half a
dozen sets of fatigues or other utility clothes, a complete set of medical supplies (bandages, antiseptic, antibiotics, etc.), batteries, hand saw and axe, a portable generator, an assortment of books in hard copy and on disk (may be a few volumes or an entire library) and an impressive assortment of survival gear, usually collected into a bug out bag that is mobile (bedrolls, backpack, compass, maps, water purification filters, etc.) Worth 4D6x 100000 credits.
These Corporate Survivalist /Corporate Prepperhave set up personal caches and hideouts, however they know there may come a time when it's safer to bug out then stay put, even if that means abandoning
years' worth of provisions and gear. Prepper has a several Bug out Bag, set, and ready to roll the moment that they need to take off and escape a myriad of dangers. The Preppers can pick a location in North America that he or she has a stockpile of gasoline, batteries, weapons, ammunition, medical supplies, food stores and fresh water to last them (and their family, if they have one) for 5d4+10 years. Keep in mind that due to circumstances the Prepper might need to bug out and leave behind supplies. Due to popular video media during the Golden Age, the Nebraskan Prepper made .
Money:
Most Preppers have spent the majority of their cash/ credits on Prepping. But Corporate Survivalist /Corporate Prepperhave may have 6D6xl,000,000 in valuables on them, carried as cash, gold, and credits.
Cybernetics and Bionics:
Cybernetics are limited to medical and emergency-type systems such as lung filter, oxygen storage cell, Geiger counter, and other augmentation to help one survive in an inhospitable environment.
Note: Corporate Survivalist /Corporate Prepperhave will be an expert at locating supplies and sniffing out valuables wherever they might travel.
Experience Table:
Use militia O.C.C from Chaos Earth on page
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
been working on new O.C.C. for chaos earth and reusing some vehicles
just need time
just need time
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
P.M.C Operator or Military Operator
P.M.C Operator or Military Operator are the ghost before the fall of mankind or the great 2098
22 /12.They were able get N.E.M.A from Canada to the tip of south America behind the scenes . P.M.C Operator or Military Operator work months to years to head in the right direction from big picture to micro picture to establish what we know now before the fall ,they went even the edge of the solar system under cover and improved their skills. They were the legends of cyborg to juicer. They were elite only USA was ahead of ANYTHING power bloc or superpowers were ,Russian ,Chinese , Japanese , Germans ,India and even Great Britain .They Became ghost in the Chaos Earth. There were 8000 in earth only 3000 were operating the 5000 were in cryo-sleep. These help N.E.M.A survive they were the last to fall 290 years or so it seems. They held a position in the west not knowing they were guarding and waiting. Just one could be equal to a S.A.M.A.S. now imagine a squad. They held a base called during the fall Bunkers hill, this was the rally point but sadly P.M.C Operator or Military Operator didn’t have the intel but held for more than 300 years. They did the impossible, they by some miracle a massive US army Marine and large PMC with civilians were transported via rifts 300 plus year into the lap of P.M.C Operator or Military Operator. With the help of this army trying to get to Bunker , what no one from P.M.C Operator or Military Operator was that there was a total of seven bunker hill !! And bunker hill or bunker hill 1 was just the tip of the icebergs !! it Gave hope to those that live thru that hell of 300 years for the last 500 P.M.C Operator or Military Operator that were left and allies or trainee P.M.C Operator or Military Operator they were 300 as well .
P.M.C Operator or Military Operator were up to date with the new world that these New arrivals from the golden age of man, they know the coalition could be taken down but holding was keep .They saw the coalition to deep into the population and would fall apart trying to make like old US Government and the worst they saw the republican not helping only making worst to accidentally creating the coalition something the P.M.C Operator or Military Operator knew better.
Bunker hill 2 to 7 are fully operational and been getting recruits to from Man of Arms, Civilians and P.M.C Operator or Military Operator too. They with N.A.A.TS and allies they gotten an edge if they engage over the coalition ,if the coalition ever knew they would tremble in fear just 100 can slow the coalition down as a demonstration of their abilities.
P.M.C Operator or Military Operator were known to take down nation replace anything that USA needed and the formation was done by P.M.C Operator or Military Operator !!
Attribute Requirements: P.S. 10, P.P. 10, I.Q. 10.
O.C.C. Bonus:
+2 on initiative,
+2 to roll with impact or fall,
+2 to pull punch.
+1 I.Q
18 years old ADD 1D6 +3Years staring level 1
Life span is 240 years of age
Rifts Earth Militia /Para-Military O.C.C
Attribute Requirements:
A good P.S. and P.E., a fighting spirit, readiness to help and a willingness to follow orders. 60% are male, 40% female.
• 1- Bonus from Genetics Engineering Augmentation
• 2- Best MOS AND Special Aptitude Bonuses
• 3- Special Aptitude Bonuses Table
1 Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 70% of the last two generations to join Rifts Earth Militia /Para-Military O.C.C are genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who could afford the best for their children.
Pick one set of genetic bonuses or roll percentile for random determination.
Spoiler:
2- Best MOS AND Special Aptitude Bonuses
instead of rolling 3d6 you can roll the following table
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:
01-11% Brainy:
Spoiler:
13-26% Strong-willed:
Spoiler:
27-39% Charismatic:
Spoiler:
40-51% Physically Strong:
Spoiler:
52-65% Fast Reflexes and high
Dexterity:
Spoiler:
66-78% Great Endurance:
Spoiler:
79-88% Pretty Boy/girl: model
Spoiler:
89-00% Fast as Lightning:
Spoiler:
3 Special Aptitude Bonuses Table
Spoiler:
11-20%
Natural robot Ace/or fix or rotor wing
Spoiler:
21-30 %
Giant robot/or power armor Ace:
Spoiler:
31-40%
High Perception and Solid gut Instincts:
Spoiler:
41 to 50%
Quick Reaction Time:
Spoiler:
51-60%
Strongman :
Spoiler:
61-70%
Fast Learner and Jack of Many Trades:
Spoiler:
71-80%
Quick Reflexes:
Spoiler:
81-90%
Fearless :
Spoiler:
91-00%
Charismatic/Charmer:
Spoiler:
Abilities
Combat Awareness
Spoiler:
Determine Psionics NONE!
O.C.C. Skills:
All get the following
Radio: Basic ( + 10%)
Literacy: Choice of one ( + 10%)
Computer Operation ( + 5%)
Intelligence ( + 15%)
Pilot: 1 Robots and 1 Power Armor
Pilot: Robots and Power Armor Combat: Elite
Pilot Tank ( + 10%)
Weapon Systems ( + 15%)
Read Sensory Equipment ( + 10%)
Running
Command Robots (any)
Land Navigation (+20%)
Recognize Weapon Quality (+15%)
Sharpshooting
Sniper
Prowl (+15%)
Tracking (+20%)
W.P. Bolt-Action Rifle
W.P.: Two of choice (any)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial
Arts at the cost of one "other" skill (or assassin if selfish or evil alignment).
M.O.S
Pick one M.O.S roll a 3d6 one time unless otherwise
1. Communications Operator
2. EOD/Demolitions Operator
3. Enhance soldier Operator
4. Soldier Operator
5. Point Man Operator
6. Heavy Weapons Operator
7. Transportation Operator
8. Medic Operator
9. Electronic Intelligence Operator
10. Assassin Operator
11. Scouts Operator
12. Sabotage & Harassment Operator
13. Robot Specialist Operator
14. Fire & Rescue Operator
15. Engineer Operator
16. Mechanical / Electrical Operator
17. Pilots Operator
18. Urban Operator
Communications Expert
Spoiler:
EOD/Demolitions Expert:
Requires an I.Q. of 1 0 and a P.P. of
12 or higher.
Spoiler:
Enhance Soldier or Super Soldier
illegally Genetics Engineering Augmentation
Spoiler:
Retired Soldier / Soldier
Spoiler:
Point Man:
Requires an I.Q. of 9 or higher; a high P.P.
and Spd. are helpful.
Spoiler:
Heavy Weapons :
Requires a P.S. of 1 4 and a P.E. of
12 or higher.
Spoiler:
Transportation Specialist
Spoiler:
Medic: Requires an I.Q. and P.P. of I I or higher.
Spoiler:
Electronic Intelligence
Spoiler:
Assassin
Spoiler:
Scouts
Spoiler:
Sabotage & Harassment
Spoiler:
Robot Specialist
Spoiler:
Rescue OPS
Spoiler:
Engineer
Spoiler:
Mechanical and Electrical Operator
Spoiler:
Elite Robot / Power Armor Elite Pilots M.O.S.
Spoiler:
Urban specialist
Spoiler:
O.C.C. Related Skills:
Select 10 other skills, but at least two must be selected from espionage. Plus select two additional skills at level two, level three, level six, at level nine, and at level twelve. Communications: Any ( + 10%)
Domestic: Any
Electrical: Any
Espionage: Any ( + 10%)
Mechanical: Any ( + 5%)
Medical: Paramedic only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any ( + 5%)
Rogue: Any ( + 8%)
Science: Math and chemistry only ( + 10%)
Technical: Any ( + 5%)
W .P. : Any
Wilderness: Any
Secondary Skills:
The character also gets to select 6 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment:
A suit of personalized, light or heavy mega-dam-age body armor, including Coalition armor. A set of dress clothing, and a set of camouflage clothing for covert operations. Also a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack. Owns either 1 robot vehicle or one suit of power armor, one energy handgun and rifle, three additional weapons of choice, 1D6 grenades, hand-held computer, robot medical kit, IRMSS, grappling hook, pair of handcuffs, and 50 feet (15.2 m) of rope. At the G.M.'s option, this character may have a suit of light and quick power armor, ideally with flight capabilities.
Equipment
Enhance Soldier or Super Soldier get special gear
Cyber-Armor
This is a unique lightweight armor that is grafted right to the skin. The armor plates are less than an eighth of an inch thick and form fitted around the contours of the body. Cyber-Armor is only grafted to the chest, shoulders, spine,shoulder blades, and thighs for two reasons. One, the body needs to breathe through skin pores and secondly, additional armor would greatly impair movement
"Cyber-Armor" that is fused to his body Armor Rating: 17. Any attacker's roll to strike that falls at 17 or less, hits the Cyber-Armor. However, any roll of 18 or higher bypasses the armor and hits the armor body, doing full damage. This is why all soldiers wear exterior suits of armor. Cyber-Armor is intended only to provide additional protection and give the soldiers an extra edge in combat. Negates Natural; rolls of 18,19 only.
M.D.C. by Location:
Called Mark1 cyber
Spoiler:
Sound Suppression System:
This is an advanced version of some pre-Rifts measures used to control sound pollution. A sound emitter is built alongside the skin of the cyborg ( The emitter then sends out sound waves in exactly the opposite frequencies as the noises made by the 'borg, neutralizing them. Human ears cannot sense the sounds: additionally. special rubber soles and joints contribute to the reduced sound: (he common prowl penalty is
eliminated when using these two systems!
Restrictions:
Spoiler:
Bypass systems
Spoiler:
Can have up to 1D6 cybernetic implants of player's choice, including black market items
Or built into Cyber-Armor
Money:
The character starts off with 1D6 x 10000 in credit, and has a
black market item that will garner another 1D6 x 10000 credits.’
Cybernetics:
Can have up to 1D6 cybernetic implants of player's choice, including black market items
Or built into Cyber-Armor
257255
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
I am repairing my computer in best buy so hopefully I be back with more stuff to share in a week at best
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
so sorry been
sick
work
and getting ready for New York Comic Con getting ready very little time.
I done a few cosplay if interested to see let me know what i cosplay let me know ?
sick
work
and getting ready for New York Comic Con getting ready very little time.
I done a few cosplay if interested to see let me know what i cosplay let me know ?
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
PART ONE
Chaos Earth Teen Survivor O.C.C
https://www.deviantart.com/lunarmythos/ ... 1017067602
Sadly the lost of was massive especially in adults protecting their children many, many die and those children would have to step up. These children and teenager were from all walk of life the fall from Rifts was massive, sadly the children were safe to an extended in High schools or new stronger foundations . The parent were at home or working then the event happen .Many parent die before even try to get to family members ,those that were able to try were face with infrastructure destroy or block and then Monster from the Rifts this was massive .No way all could make to save their children very few did !! These that were force to run to hill and save their family but their were many that took as many as they could .These groups later establish a places to and stay fight and/or run to if need be . Many were lost later some join other infight, and some became massive place of shelter to any and all. Other become like the coalition human only. But Teen were force to step up as adults or gangs or military outfits to survive in Chaos Earth
Attributes: LOOK BELOW
Alignment:
Any, but tend to be heroic characters of a good or Unprincipled alignment
O.C.C. Bonus:
+
Spoiler:
Common look below
Includes Alignment, Attributes, Hit Points & Education
skill Modifier
roll 1D6.
1 Drop out
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 90% of the last two generations to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who gave the best for their children. It was very common by this time this allow them to survive better than their parents .Spoiler:
instead of rolling 3d6 you can roll the following table
Spoiler:
Last edited by ZINO on Sun May 05, 2024 5:10 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
Chaos Earth Teen Survivor O.C.C
PART TWO
https://www.deviantart.com/lunarmythos/ ... 1022414510
Size of group
Step One: The Size and Orientation
Step Two: Mercenary Company Features
Sponsorship
B. Outfits
C. Equipment
D. Vehicles
E. Weapons, Power Armor & Bots
F. Communications
G. Internal Security
H. Permanent Bases
I. Intelligence Resources
K. General alignment of personnel
L. Criminal Activity
M. Reputation/Credentials
Step One: City Size
1. Hamlet.
A small community of no more than 50 people. The hamlet generally has very few resources and can offer little to passing travelers, other than a warm place to sleep, a little food, and maybe some hospitality.
60 POINTS are available, plus an additional 10 POINTS to spend on criminal activity and 10 POINTS for Natural Re-sources.
2. Village.
This is generally the largest that wilderness com-munities ever get, ranging up to around 250 inhabitants. It's likely that modern weaponry is used, but facilities for repairs and the like will be primitive at best. The village will be similar to the hamlet in terms of resources.
120 POINTS are available, plus an additional 10 POINTS for technology and 10 POINTS for attitude towards outsiders.
3. Town. At 2000 people, a town is what most weary travel-ers look for during their journeys. While there's no guarantee that a town is any better equipped than a village or hamlet, the odds are considerably better that it will be. A community of this size usually resembles the towns of the Old West, with a main street and not many other roads.
180 POINTS are available, plus an additional 10 POINTS for laws and law enforcement and 10 POINTS for notable businesses.
4. Small City.
Few communities ever reach this plateau in growth. Cities of this size almost certainly have some "edge," whether it be technology, magic, valuable natural resources, etc. They are likely to trade regularly with other communities and probably have a few villages and hamlets that depend on them for support.
240 POINTS are available, plus 20 POINTS to be distributed between technology and/or magic and 10 POINTS for nota-ble businesses.
5. City. rare
Spoiler:
combat Group or war party
1. Small-time Company or Squad
Spoiler:
Spoiler:
3. Free Company
Spoiler:
4. Large Company
Spoiler:
5.Mercenary Army
Spoiler:
Spoiler:
A. Sponsorship
Spoiler:
A. Sponsorship
1.NONE. Independent Operative:
The company is owned and operated by the mercenaries themselves. The owners could be the leader or leaders (officers), or maybe every single merc is a shareholder. The objective of the company is to make money, and the owners are respon-sible for upkeep and payment of non-owners. All the money left after expenses is divided among the owners/shareholders. He (they) answer to no one and go where they please. Add 10 points wherever desired
2. Secret.
Spoiler:
Spoiler:
4. Criminal. Organized Crime:
Spoiler:
Spoiler:
B. Outfits
Uniforms and body armor that the Free Company distributes among members. Uniforms may not be mandatory among all but the largest armies.
B. Outfits
Uniforms and body armor that the Free Company distributes among members. Uniforms may not be mandatory among all but the largest armies.
1. None.
Spoiler:
Spoiler:
7. Open Wardrobe.
Spoiler:
Spoiler:
Spoiler:
Spoiler:
C. Equipment
This describes the general equipment and supplies provided free of charge by the owners/commanders of the mercenary company. Replace-ment of any lost or damaged equipment is usually automatic. Special Note: Unlike other categories, it is possible to pay points to purchase more than one of the following equipment features. For example, by spending 15 points, a company would provide both electronic (#3) and medical (#4) equipment as described below.
1. None.
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3. Electronic Supplies and Good Gear.
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Technologies None or limited
7. High-Tech Augmentation (Bionics, Juicers, Crazies):
Spoiler:
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C. Vehicles
8.Transportation provided by the company to the characters. Also in-cludes information on the company's fleet of vehicles.
1. None.
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2. Basic Transportation. this would be commercial low M.D.C. or S.D.C
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4. Combat Cars.
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D. Weapons, Power Armor & Bots
The actual weaponry issued to both line soldiers and specialty troop-ers. They include powered armor suits, robots and combat vehicles (cumulative with the Vehicles entry, above).
1. None.
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2. Basic Equipment.
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5. Extensive Weaponry:
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6. Maximum Firepower:
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E. Communications
This is a measure of how good the communications network and devices are in the agency.
1. None.
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F. Internal Security
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4. Iron-Clad.
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G. Permanent Bases
The mercenary company that has a permanent secure base for the company will select numbers 2-6. Many companies have no permanent base and are nomadic or semi-nomadic groups, travelling around the continent looking for work.
1. None.
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H. Intelligence Resources
These are the types of intelligence-gathering methods and systems available to the mercenary company. This includes scouts, spy networks, and informants. Intelligence is very important for all military operations. Special Note: It is possible to pay points to purchase more than one of the following intelligence resources.
1. None.
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5. D-Bee Specialists.
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K. Criminal Activity
Mercenaries often have a reputation for engaging in banditry and other criminal acts as well as (or even instead of) military activities. Many companies will engage in the looting of enemy camps, strongholds and allied civilian communities/sympathizers.
The following are some of the special personnel skilled in the criminal arts and who supplement the company's income with illegal services like assassination, blackmail, and coercion. Note: Several of the criminal activities can be purchased and the same activity can be purchased as often as four (4) times.
1. Con Man (1).
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3. Cyber-Doc (1).
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7. Psychic Enforcer (1).
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9. Safecracker/Locksmith (1).
Spoiler:
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L. Reputation/Credentials
Just what is the reputation of the company? The credentials determine how much respect or fear the characters can command, how much the company can charge for their jobs, etc.
1. Hunted.
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N. Government
1. Anarchy.
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3. Commune.
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4. Benevolent Dictator.
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O. Natural Resources
Unlike other categories, several different natural resources can be bought to give a different feel to the community.
1. None.
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4. Agriculture.
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5. Large Body of Water.
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P. Location
1. Wilderness.
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2. Aggressive Neighbors.
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5. Harbor.
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6. Trade Route.
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Q. Pre-Rifts History
This measures the number of Pre-Rifts artifacts or technology that the city may have. Simply because the town is sitting on an archaeological find doesn't mean it's using the technology to its fullest potential. The community could be sitting on a treasure trove and not even know it.
1. None.
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3. Liberal Arts College. [/b
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4. University.
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5. Military Base/bunker .
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let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
Chaos Earth Child Solider O.C.C
part two
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
Chaos Earth Child solider
PART THREE
Chaos Earth Teen Survivor O.C.C
Listen I Don’t want to do this……. we have no choice.
Said the commander.
You and I know we lost so many men getting the civilian here
Said the Admin of underground base.
Did any of our personal many?
Ask the commander.
Yes, ……….but only 35 %.
Said the Admin of underground base.
It seems that we are not facing Nuclear war but something completely different event . Something no human being ever through of.
Said the Admin of underground base.
We have base personnel at 86 %.
The rest is at or above 100%, which is good.
Our population is 70% Teen or children sadly many parents didn’t’ survive or have not made. It has been over 6 months now. ………………So here how we should work it out.
We need man power and sadly because we western unlike the soviets, or African or Asia
We don’t put children to military training or survival schools. But You saw the video feed it started in South America two or one nuclear explosion then those line show up in minutes hit worldwide. And in minutes everything fell apart!!! We are losing badly if this keep up human will see a extinction level event like the dinosaurs!!!
So, we need to show the parents that money is out the window and we still can survive this. By adding personal the children we can train them in in six months to one year for those close adulthood from 16 to 19 years old with is 45% the rest are 15 to 13 years old .this bring us to 80% manpower with additional 25 % up in one to two years and with help of the other bunkers and maybe just maybe salvage gear as well .
We must show what is out there for the few parents that are with us and let them stop just focusing only on their family members but to the whole community. There is other area that we can cover as well with in the bunker as well. This way they see that safety is no longer here or any where ,It only a matter of time before we fall or stand together .let show them what happen to the other two bunkers ,money doesn’t guarantee anything now. Let me do this, and we can.
Said the Admin of underground base.
If you pull this off I back, you up on this .
Said the commander
The Child solider was never a new thing that happen, Chaos Earth Child solider
Still existed in Pre-Rifts earth mainly In Africa, Middle East, Asia and Pacific islands. But there was a twist these were train to be Child soldier. These become a rise more and more during Pre-rifts and later Chaos Earth. From black site to non-sanction operations to government or P.M.C, warlords etc. But stay mainly out of Western made Child solider train equip and ready but for if USA loss massive amount of troops compared to the partial equip ( unless by foreign government , black site ,non-sanction ,Terrorist organizations ,Para military groups to government front). Teenagers turn soldiers not by war but due to Chaos Earth.
PMC TYPE
https://www.deviantart.com/dagmarasikor ... 1009891797
https://www.deviantart.com/ww2killer/ar ... -766452920
high tech Militia or NSA or FBI/PMC
https://www.deviantart.com/dagmarasikor ... 1009888663
https://www.deviantart.com/dagmarasikor ... 1009888677
US Government Draft
https://www.deviantart.com/ninjamoocow/ ... -983098854
https://www.deviantart.com/ww2killer/ar ... -729009284
civilian Militia or Post Rifts
https://www.deviantart.com/shabazik/art ... -447015832
partial / Light cyborg high tech Militia or PMC non sanction operations
https://www.deviantart.com/eettoorreee/ ... 1012475179
https://www.deviantart.com/eettoorreee/ ... 1013621190
Militia
https://www.deviantart.com/marijan001/a ... -825782406
Modifiers varies with and are added !!
01-10% Child: (13). years old
Spoiler:
Spoiler:
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Attribute Requirements: look below,
Level of Skill
Common look below
01-20 % Normal
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Bonus from Genetics Engineering Augmentation:
Remember that genetic engineering and human augmentation were the rage during the Golden Age of Science. That means 90% of the last two generations to join military were genetically "tweaked" in specific areas. These are not super-soldiers, but ordinary human beings who were modified and improved as a gestating fetus by parents who gave the best for their children. It was very common by this time this allow them to survive better than their parents .
Spoiler:
instead of rolling 3d6 you can roll the following table DUE TO AGE
• 01-11% Brainy:
• 13-26% Strong-willed:
• 27-39% Charismatic:
• 40-51% Physically Strong:
• 52-65% Fast Reflexes and high
• 66-78% Great Endurance:
• 79-88% Pretty Boy/girl: model
• 89-00% Fast as Lightning:
01-11% Brainy :
Spoiler:
13-26% Strong-willed:
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27-39% Charismatic:
Spoiler:
40-51% Physically Strong:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Special Aptitude Bonuses Table
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
WAR Child
Part four
Before chaos earth
Well just drop from space watchful eye but only three made it Control.
Said astronaut Williams.
Event was by man made; we force to leave station and drop in the middle of Africa Control.
This is Control you are in hot zone we will have in less then one a temporary sub orbit satellite just for then in two hours a geo-sat but for get what you need move north ASAP!!over
Control
You target force to drop in that area you are now
Please be advised …. move now !!
Over
We are getting on move now are groups are here Over
Said astronaut Williams.
There a few chinse operations as well as Russian there are many gangs’ bandits and warlords head north
There is small UN outpost they will meet u halfway point
But hurry we seen many heat signature there some who help heading north
This was no accident.
Destroy what you can leave area.
Control Over
We been in the move north and destroy drop carpel Over
Said astronaut Williams.
After 2 hours
Control Over
Said astronaut Williams.
They were resting but did not realize that a large group of Militia working with UN outpost was able to reach them. This Militia went down stream and was able to reach the astronauts. Still when all clear up for there was a moment that the astronauts were caught.
Still when clear they were allies and late contacted Control. After six hours of stay away from many infrared signature told by control. It led to climbing a cliff where there 39 Allied militia and 36 additional on top of cliff
This is control are you able to see from south of your position heavy activity ,over.
Said control.
Yes it seem there infighting about five miles we can it
Said astronaut Williams.
As Williams could hear from militia
Please no green flares over and over via the translator
astronaut Williams. Ask why.
All reply Tikoloshe, Tikolosh, Tokoloshe, Tokolotshe, Thokolosi, or Hili
Williams didn’t understand ,he was told all faction had to in fight and stop these small demons under five feet tall
Then there was massive amount of fission block explosion left and right
That when several faction fired green flares and did the militia
Why are you given away our position !!!!
Said astronaut Williams.
If we don’t the other faction will think w are allies with demons and not good
RUN AND DON’T STOP
Three guides will go with you, the rest will stay and hold the line we have high ground and holding base to climb cliff will slow them down.
These demons want bounty so they kill Russian troops, Chinese troop , any PMC , militia and village in their path
SO RUN NOW DON’T STOP!!!
They love jungle or urban areas!! Close quarter combat they hate deserts so RUN NOW!!
As they all ran using ex suits they move but before leaving seen massive amount of explosion mainly fusion bombs ,sadly anyone that sadly was never heard from again. Their several factions involved. They were chines, Russian, gangs’, bandits, warlords and theirs allies militia as well but the one that came on top were the Tikoloshe, Tikolosh, Tokoloshe, Tokolotshe, Thokolosi, or Hili they all had their own infamous name but all work together as one .They move under the jungle canopy not seen well in satellite , as locus they move .But they escape to UN out post where US forces were there along side Un Combat troops and their allies militia .None capture during their attempt just cybernetic wreckage was left .
It was later found out chines, Russian, warlords were in a biding who can capture them ,And to bring to that faction . The bounty kept going up and up till it reach a whopping 3 million credits per head alive and unharmed astronaut.
This the saddest and darkest part where technology is used wrong on children in war torn countries and warlord state as well as terrorist groups to black station or non-sanction operations. Places like Africa, Middle east and Asia. This even meant hiring by small PMC groups as cannon folder or false flag operations. These were countries like China, Russia, middle eastern countries. Sadly, as well when chaos earth happens there were few who either by force or desperation join these were made as well but had better condition in some area of western countries!!!
In Africa they are called many names Tikoloshe, Tikolosh, Tokoloshe, Tokolotshe, Thokolosi, or Hili due to dwarf-like. They attack in packs ,fast deadly not a care in the world to get what they want done .Even if they have to die for the pack to win this makes them deadly in jungle to Urban combat .Their small size throws off IFF and other of due to size due to this making first strike to infantry deadly or man size power amour .Their size allow some advantages able to carry up to three time due to size and weight.
https://www.deviantart.com/fightpunch/a ... -422979185
normal war child
Modifiers varies with and are added !!
https://www.deviantart.com/i-ko/art/Alb ... -830119959
mainly high P.P and P.S for close combat
Child: (12 to 19). years old
https://www.deviantart.com/duster132/ar ... -491291644
small child for urban combat or jungle setting high in PP or SPD
Spoiler:
https://www.deviantart.com/duster132/ar ... -489009648
small child for urban combat
O.C.C Skills
Spoiler:
O.C.C. Related Skills: Select 1D4+1 other skills,
plus select one additional skill at levels 3, 6, 9, and 12. All new skills start at
level one proficiency.
https://www.deviantart.com/babiru/art/B ... -441936958
small child for urban combat
Spoiler:
Spoiler:
child mercenary called the pack
Standard Equipment:
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
PART FIVE
https://www.deviantart.com/danthemanfan ... -838218111
WAR PACK
Location Africa.
No vehicle to start.
Money: mainly Bounties
Bionics & Cybernetics:
only THE PACK have this systems but can be acquired
Neural Aggression Modulator Control (NAMC):
Cosmetics (general body) limited
Penalties of Partial Reconstruction:
Armor:
LE-B1 Light Espionage Armor: 1
Slave Armor:
Homemade M.D.C. Armor
Trapper Body Armor
No vehicle to start.
7.56mm AK-47 Assault Rifle:
The AK-47, officially known as the Avtomat Kalashnikov (Russian: Автомат Калашникова, lit. 'Kalashnikov's automatic [rifle]'; also known as the Kalashnikov or just AK), is a gas-operated assault rifle that is chambered for the 7.62×39mm cartridge. Developed in the Soviet Union by Russian small-arms designer Mikhail Kalashnikov, it is the originating firearm of the Kalashnikov (or "AK") family of rifles. After more than seven decades, the AK-47 model and its variants remain the most popular and widely used rifles in the world.
The number "47" refers to the year the rifle was finished. Design work on the AK-47 began in 1945. It was presented for official military trials in 1947, and, in 1948, the fixed-stock version was introduced into active service for selected units of the Soviet Army. In early 1949, the AK was officially accepted by the Soviet Armed Forces[9] and used by the majority of the member states of the Warsaw Pact.
The model and its variants owe their global popularity to their reliability under harsh conditions, low production cost (compared to contemporary weapons), availability in virtually every geographic region, and ease of use. The AK has been manufactured in many countries, and has seen service with armed forces as well as irregular forces and insurgencies throughout the world. As of 2004, "of the estimated 500 million firearms worldwide, approximately 100 million belong to the Kalashnikov family, three-quarters of which are AK-47s". The model is the basis for the development of many other types of individual, crew-served and specialized firearms
Gun Repair Kit:
RPG-7
Fusion Blocks.
Money: varies GM
Flying:
Water Capabilities:
Varies w
Attacks per Melee:
Power System:
Black Market Cost:
Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light
Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range: Melee combat.
Mega-Damage:
2. Back-Mounted Energy Weapon: (this is Russian design)
Primary Purpose: Defense.
Range: Ion Blaster:
500 feet (152 m).
Laser: 1,000 feet (305 m).
Mega-Damage:
Ion Blaster: 3D6 M.D. per single blast.
Laser: 2D6 M.D.
Rate of Fire:
Payload: Effectively
2.B Back-Mounted system is a Non-Russian
Look above at link.
Note:
The following stats are for the standard cybernetic Hyenas . Specific weapons and bionic features may vary a bit from animal to animal.
Class: Enhanced Cybernetic Animal - Light Machine.
Crew: One trained and domesticated canine; typically a large breed dog, but sometimes a medium-sized canine. Common breeds are described above.
M.D.C. by Location:
Speed[/b
Leaping:
Water Capabilities:
Statistical Data:
Height: 2 feet, 6 inches to 3 feet (0.8 to 0.9 m) to the shoulders.
Width: One foot, 6 inches (0.5 m).
Length: 4-5 feet from snout to rump (1.2 to 1.5 m). Tail is additional.
Weight (Full Conversion Cyborg): 150 to 200 pounds
Physical Attributes for Full Cyborg/Light Machine:
Robot P.S. 30.
Robot P.P. 24.
Speed: See above.
Damage in Melee Combat (Full Cyborg):
Attacks per Melee:
Bonuses:
Power System:
1. Bionic Jaws:
Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range:
Melee combat.
Mega-Damage:
look above as well
Capture Bite:
2.B Back-Mounted system is a Non-Russian
3. fusion block
https://www.deviantart.com/morkardfc/art/1807-747224592
Note:
Class: Fully Enhanced Cybernetic Animal -
Crew:
One trained and domesticated canine; typically a large breed dog, but sometimes a medium-sized canine. Common breeds are described above.
Speed: See above.
Natural Abilities:
Damage in Melee Combat
Attacks per Melee:
Bonuses:
Power System:.
Black Market Cost:
1. Bionic Jaws:
Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range:
Melee combat.
Mega-Damage:
Capture Bite:
Mega-Damage:
https://www.deviantart.com/gottsnake/ar ... -538912321
Note: The following stats are for the standard cybernetic dog. Specific weapons and bionic features
Note:
Class:
Crew:
.
Damage in Melee Combat
Attacks per Melee:
Bonuses:
Power System:.
Black Market Cost:
Weapon Systems for Full Conversion Cyborg Canine:
1. Bionic Jaws:
Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range: Melee combat.
Mega-Damage:
Capture Bite:
2.B Back-Mounted system is a Non-Russian
3.
Claws.
Mega-Damage:
Crew: One falcon, hawk or eagle.
Eagle
https://www.deviantart.com/taylansoylu/ ... 1014954726
https://www.deviantart.com/betaluna/art ... -966957936
https://www.deviantart.com/qmacyo2/art/ ... -963404813
hawk
https://www.deviantart.com/realbirdman2 ... -991837604
falcon
https://www.deviantart.com/aicouncil/ar ... -965134666
Class: Enhanced Cybernetic Animal - Ultra-Light Machine.
Crew:
Eagle
https://www.deviantart.com/taylansoylu/ ... 1014954726
https://www.deviantart.com/betaluna/art ... -966957936
https://www.deviantart.com/qmacyo2/art/ ... -963404813
hawk
https://www.deviantart.com/realbirdman2 ... -991837604
falcon
https://www.deviantart.com/aicouncil/ar ... -965134666
In the latter case, it is almost always the steppe eagle found through the steppe, desert and semi-desert habitats of Eastern Europe, Russia, Mongolia, Asia and India.
Speed:
Flying:.
Underwater Capabilities:.
Size (bionic):
Varies with the type of animal.
Falcon:
18 inches (46 cm) tall, wingspan: 2 feet, 6 inches to 3 feet, 8 inches (0.8 to 1.1 m).
Hawk:
One foot (0.3 m) tall; wingspan: 3-4 feet (0.9 to 1.2 m).
Steppe Eagle:
Falcons and Hawks:
Physical Attributes for Full Cyborg/
Damage in Melee Combat (Full Cyborg):
Attacks per Melee:
Bonuses:
Natural Abilities:
Power System:
Bionic Features: Common to cyborg Birds of Prey, plus the weapon systems that follow.
1. (2):Each foot has a set of Vibro-Talons used to slash and claw at enemies.
2. Deployable Explosive Charges (2):
Bonuses:
https://www.deviantart.com/danthemanfan ... -838218111
WAR PACK
Location Africa
Spoiler:
O.C.C Skills
Spoiler:
O.C.C. Related Skills:
Spoiler:
Secondary Skills:
Spoiler:
Standard Equipment:
Spoiler:
Statistics for Partial Cyborgs
Money: mainly Bounties
Bionics & Cybernetics:
Spoiler:
Weapons & Features Possible
Spoiler:
Spoiler:
Spoiler:
Weapons
Spoiler:
Armor Types
Spoiler:
Spoiler:
•(NAMC):
only THE PACK have this systems but can be acquired
Neural Aggression Modulator Control (NAMC):
Spoiler:
Cosmetics (general body) limited
Penalties of Partial Reconstruction:
Spoiler:
Standard Equipment:
Spoiler:
Spoiler:
Armor:
LE-B1 Light Espionage Armor: 1
Spoiler:
Spoiler:
Homemade M.D.C. Armor
Spoiler:
Trapper Body Armor
Spoiler:
7.56mm AK-47 Assault Rifle:
The AK-47, officially known as the Avtomat Kalashnikov (Russian: Автомат Калашникова, lit. 'Kalashnikov's automatic [rifle]'; also known as the Kalashnikov or just AK), is a gas-operated assault rifle that is chambered for the 7.62×39mm cartridge. Developed in the Soviet Union by Russian small-arms designer Mikhail Kalashnikov, it is the originating firearm of the Kalashnikov (or "AK") family of rifles. After more than seven decades, the AK-47 model and its variants remain the most popular and widely used rifles in the world.
The number "47" refers to the year the rifle was finished. Design work on the AK-47 began in 1945. It was presented for official military trials in 1947, and, in 1948, the fixed-stock version was introduced into active service for selected units of the Soviet Army. In early 1949, the AK was officially accepted by the Soviet Armed Forces[9] and used by the majority of the member states of the Warsaw Pact.
The model and its variants owe their global popularity to their reliability under harsh conditions, low production cost (compared to contemporary weapons), availability in virtually every geographic region, and ease of use. The AK has been manufactured in many countries, and has seen service with armed forces as well as irregular forces and insurgencies throughout the world. As of 2004, "of the estimated 500 million firearms worldwide, approximately 100 million belong to the Kalashnikov family, three-quarters of which are AK-47s". The model is the basis for the development of many other types of individual, crew-served and specialized firearms
Spoiler:
Spoiler:
RPG-7
Spoiler:
Fusion Blocks.
Spoiler:
Money: varies GM
Cyborg Canine Stats
Note:
Spoiler:
M.D.C. by Location:
Spoiler:
Speed:
Spoiler:
Spoiler:
Water Capabilities:
Spoiler:
Statistical Data:
Varies w
Spoiler:
Damage in Melee Combat :
Spoiler:
Spoiler:
Bonuses:
Spoiler:
Spoiler:
Spoiler:
Bionic Features: All enhanced dogs have the following enhancements:
Spoiler:
Weapon Systems for Full Conversion Cyborg Canine:
1. Bionic Jaws:Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light
Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range: Melee combat.
Mega-Damage:
Spoiler:
Spoiler:
Range: Ion Blaster:
500 feet (152 m).
Laser: 1,000 feet (305 m).
Mega-Damage:
Ion Blaster: 3D6 M.D. per single blast.
Laser: 2D6 M.D.
Rate of Fire:
Spoiler:
Spoiler:
Spoiler:
2.B Back-Mounted system is a Non-Russian
Cybernetic Hyenas
Look above at link.
Note:
The following stats are for the standard cybernetic Hyenas . Specific weapons and bionic features may vary a bit from animal to animal.
Class: Enhanced Cybernetic Animal - Light Machine.
Crew: One trained and domesticated canine; typically a large breed dog, but sometimes a medium-sized canine. Common breeds are described above.
M.D.C. by Location:
Spoiler:
Speed[/b
Spoiler:
Leaping:
Spoiler:
Water Capabilities:
Spoiler:
Statistical Data:
Spoiler:
Height: 2 feet, 6 inches to 3 feet (0.8 to 0.9 m) to the shoulders.
Width: One foot, 6 inches (0.5 m).
Length: 4-5 feet from snout to rump (1.2 to 1.5 m). Tail is additional.
Weight (Full Conversion Cyborg): 150 to 200 pounds
Physical Attributes for Full Cyborg/Light Machine:
Robot P.S. 30.
Robot P.P. 24.
Speed: See above.
Natural Abilities:
Spoiler:
Damage in Melee Combat (Full Cyborg):
Spoiler:
Spoiler:
Attacks per Melee:
Spoiler:
Bonuses:
Spoiler:
Power System:
Spoiler:
Bionic Features: All enhanced dogs have the following enhancements:
Spoiler:
1. Bionic Jaws:
Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range:
Melee combat.
Mega-Damage:
look above as well
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Capture Bite:
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2.B Back-Mounted system is a Non-Russian
3. fusion block
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https://www.deviantart.com/morkardfc/art/1807-747224592
WAR HOUND
Note:
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Class: Fully Enhanced Cybernetic Animal -
Crew:
One trained and domesticated canine; typically a large breed dog, but sometimes a medium-sized canine. Common breeds are described above.
M.D.C. by Location:
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Speed
:Spoiler:
Statistical Data:
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Speed: See above.
Natural Abilities:
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Damage in Melee Combat
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Attacks per Melee:
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Bonuses:
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Power System:
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Black Market Cost:
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Bionic Features: All enhanced dogs have the following enhancements:
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Weapon Systems for Full Conversion Cyborg Canine:
1. Bionic Jaws:
Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range:
Melee combat.
Mega-Damage:
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Capture Bite:
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2. Back-Mounted system is a Non-Russian
3.Pre-Rifts measures used to control sound pollution.
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Dog Spikes.
[/center]
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Claws.
Mega-Damage:
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Fusion Blocks.
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https://www.deviantart.com/gottsnake/ar ... -538912321
Guard dog
Note: The following stats are for the standard cybernetic dog. Specific weapons and bionic features
Note:
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Class:
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Crew:
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M.D.C. by Location:
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Speed:
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Statistical Data:
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Physical Attributes for Full Cyborg/Light Machine:
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Natural Abilities:
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Damage in Melee Combat
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Attacks per Melee:
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Bonuses:
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Power System:
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Black Market Cost:
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Bionic Features: All enhanced dogs have the following enhancements:
Spoiler:
Weapon Systems for Full Conversion Cyborg Canine:
1. Bionic Jaws:
Though the mouth and head are carefully preserved, they are reinforced and augmented. The teeth lined jaws are powerful enough to inflict light Mega-Damage: Primary Purpose: Hunting, Attack and Defense.
Range: Melee combat.
Mega-Damage:
Spoiler:
Capture Bite:
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2.B Back-Mounted system is a Non-Russian
3.
3.Pre-Rifts measures used to control sound pollution.
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Dog Spikes.
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Claws.
Mega-Damage:
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Fusion Blocks.
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Cyborg Birds of Prey
Crew: One falcon, hawk or eagle.
Eagle
https://www.deviantart.com/taylansoylu/ ... 1014954726
https://www.deviantart.com/betaluna/art ... -966957936
https://www.deviantart.com/qmacyo2/art/ ... -963404813
hawk
https://www.deviantart.com/realbirdman2 ... -991837604
falcon
https://www.deviantart.com/aicouncil/ar ... -965134666
Class: Enhanced Cybernetic Animal - Ultra-Light Machine.
Crew:
Spoiler:
Eagle
https://www.deviantart.com/taylansoylu/ ... 1014954726
https://www.deviantart.com/betaluna/art ... -966957936
https://www.deviantart.com/qmacyo2/art/ ... -963404813
hawk
https://www.deviantart.com/realbirdman2 ... -991837604
falcon
https://www.deviantart.com/aicouncil/ar ... -965134666
In the latter case, it is almost always the steppe eagle found through the steppe, desert and semi-desert habitats of Eastern Europe, Russia, Mongolia, Asia and India.
M.D.C. by Location:
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Speed:
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Flying:
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Underwater Capabilities:
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Statistical Data:
Size (bionic):
Varies with the type of animal.
Falcon:
18 inches (46 cm) tall, wingspan: 2 feet, 6 inches to 3 feet, 8 inches (0.8 to 1.1 m).
Hawk:
One foot (0.3 m) tall; wingspan: 3-4 feet (0.9 to 1.2 m).
Steppe Eagle:
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Falcons and Hawks:
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Physical Attributes for Full Cyborg/
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Damage in Melee Combat (Full Cyborg):
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Attacks per Melee:
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Bonuses:
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Natural Abilities:
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Power System:
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Bionic Features: Common to cyborg Birds of Prey, plus the weapon systems that follow.
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Cyborg Bird of Prey Weapon Systems:
1. (2):Each foot has a set of Vibro-Talons used to slash and claw at enemies.
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2. Deployable Explosive Charges (2):
Spoiler:
NAMC
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Bonuses:
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
Part Six
https://www.deviantart.com/chvr/art/Den ... -992401256
Professional trained War Child
small child for urban combat assassination and Combat war child back by unknown groups
These are well trained and get the best gear mainly from Orphan homes at a very young age few leave those that do are hunted .These are extremely well connected Black market as well
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O.C.C Skills
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O.C.C. Related Skills
Select 5 other skills,
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Secondary Skills:
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Standard Equipment:
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Statistics for Partial Cyborgs
Money:
Bionics & Cybernetics:
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• Size & Shape
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Weapons & Features Possible
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Weapons
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Cosmetics (general body)
Penalties of Partial Reconstruction:
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Will have full access to Rifts® Bionics Source book
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Rare weapons systems
Laser Knife
The laser knife grew out of the technology used for the laser scalpel. Adventurers wanted a hand to hand weapon that was more powerful than the average Vibro-Blade. The laser knife was the first attempt at this. The laser knife projects a stable laser field eight inches (0.21 m) from the generator hilt. The laser is projected in the visible light spectrum and resembles a magic energy blade or psi-sword. It is still considered experimental and sold with no warranty and a warning about safety.
Spoiler:
Beehive & Blinder Laser Grenades
The Beehive and Blinder are "electronic" grenades that are designed to use laser technology instead of standard chemical explosive technology. The Beehive is designed as an offensive grenade that fires 40 single laser beams out to a 30-foot (9 m) radius from the detonation point. The Blinder is intended for riot control, anti-terrorism and as a means to incapacitate or distract an opponent.
Weight
Spoiler:
"Double Dealer"
has become a very popular weapon throughout simply because it takes an already fine weapon and makes it better. It has taken the popular laser rifle and added a 40 MM automatic grenade launcher. The laser provides range and accuracy, the grenade launcher provides area effect firepower. The laser E-Clip fits in the handle (takes standard or long clips), but also has the added feature of a second E-Clip housing in the top, butt end of the weapon which can also take a short or long clip. The grenade magazine fits into the lower housing in front of the trigger. A folding stock provides additional stability.
Spoiler:
K-9 Companion
A robot dog designed to be both a companion and helper. Most are programmed to behave like a real dog; bark, growl or snarl when the bot detects danger, and bark or howl in warning. Unlike the robot horse, the artificial dog typically comes with a life-like covering of fur, padding and musculature. The companion can perform a variety of combat and noncombat duties, ranging from hunting/tracking, fetching, herding animals (a big attraction in the west), guarding/warning and attack. Fairly intelligent, it can follow relatively complex orders and recognizes its owner and up to 64 of its owner's friends, associates and enemies.K-9 Special Features:
Extra armor:
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Crew:
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Statistical Data
Height: Usually about 3 feet (0.9 m) at the top of the head.
Width: 1.6 feet (0.5 m)
Length: Approximately 3-4 feet (0.9 to 1.2 m).
Weight: 150 lbs.
Color: Varies with the breed.
Attributes of Note:
Spoiler:
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None to start.
Combat Notes:
Spoiler:
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A fusion block is a little square case about the size of a hand-held computer. On top of the block is a small keypad for programming the time of detonation. An automatic 30 second delay is built into each fusion bomb as a safety feature to avoid instant detonation
.
Mega-Damage: There are three types of fusion block bombs.
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
Part seven
https://www.deviantart.com/pokefusher/a ... -651943284
mainly are found in Africa or Asia as heavy support units use M.D.C clothing or some type of body armor..
Standard Equipment:
Armor:
No vehicle to start.
Money: limited by bounties or mission or organization
Bionics & Cybernetics:
• Size & Shape
Higher Cybernetic Limits for partial cyborgs but maybe leader
Weapons & Features Possible
Weapons
Cosmetics
Penalties of Partial Reconstruction:
.
Fusion Blocks.
A fusion block is a little square case about the size of a hand-held computer. On top of the block is a small keypad for programming the time of detonation. An automatic 30 second delay is built into each fusion bomb as a safety feature to avoid instant detonation
https://www.deviantart.com/pokefusher/a ... -651943284
Heavy war child
mainly are found in Africa or Asia as heavy support units use M.D.C clothing or some type of body armor.
Spoiler:
O.C.C Skills
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O.C.C. Related Skills:
Spoiler:
O.C.C. Related Skills: Select 1D4+1 other skills,
Spoiler:
Secondary Skills:
Spoiler:
Spoiler:
Spoiler:
Statistics for Partial Cyborgs
Money: limited by bounties or mission or organization
Bionics & Cybernetics:
Spoiler:
• Size & Shape
Spoiler:
Spoiler:
Weapons & Features Possible
Spoiler:
Weapons
Spoiler:
Available Cyborg Armor Types
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Fusion Blocks.
A fusion block is a little square case about the size of a hand-held computer. On top of the block is a small keypad for programming the time of detonation. An automatic 30 second delay is built into each fusion bomb as a safety feature to avoid instant detonation
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
part eight
High Tech War Child
Mainly used as Government or High End mercenary groups front worldwide to cover tracks using children disabled or orphans’ children. These work with a major or minor factions or are independent that have been around the block and have many black market connection as well
Location middle East, Russian area in civil unrest , and all of Asia but worldwide
https://www.deviantart.com/taliusdesign ... 1015167658
https://www.deviantart.com/taliusdesign ... 1026764824
https://www.deviantart.com/taliusdesign ... 1026760811
https://www.deviantart.com/taliusdesign ... 1015167658
https://www.deviantart.com/taliusdesign ... 1030213651
https://www.deviantart.com/taliusdesign ... 1030206180
Chaos earth High Tech war Child
Spoiler:
O.C.C Skills
Spoiler:
O.C.C. Related Skills:
Spoiler:
Spoiler:
Secondary Skills:
Spoiler:
No vehicle to start.
Statistics for Partial Cyborgs
Money:
Spoiler:
Spoiler:
• Size & Shape
M.D.C. of Limbs:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Weapons & Features Possible
Spoiler:
Weapons
Spoiler:
Standard Equipment:
Spoiler:
Spoiler:
LL-SB Light Labor SlaveBorg Armor: 7
Spoiler:
Spoiler:
In addition to available Rifts® Bionics Sourcebook
Spoiler:
Spoiler:
Use Rifts® Mercenaries pages 16 to 18
there are three groups of High Tech WAR CHILD
Spoiler:
Spoiler:
Special Budget roll 1d6
Spoiler:
Spoiler:
let your YES be YES and your NO be NO but plz no maybe
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: ARM TECH
I am working on a few things that I want to post in Pre Rifts Middle war
let your YES be YES and your NO be NO but plz no maybe