N.A.AT

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Aramanthus wrote:I see you have some more new stuff. I guess you found some inspiration. Cool!

thank you told of a AK47 ROBOT ,
and this what I came up with still thank u and the artist
well what u thnik Aramanthus???
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: N.A.AT

Unread post by Aramanthus »

I'm glad to see that you have material for us to look thru.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Aramanthus wrote:I'm glad to see that you have material for us to look thru.

thank u man
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: N.A.AT

Unread post by Aramanthus »

You are very welcome.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

artist comment
Cleaned up an earlier sketch a little and added a second view. Drawn with a mechanical pencil, shaded in Photoshop.


and from zino 117 thank u so much man could not dont it with you :)

http://fc08.deviantart.net/fs13/f/2007/ ... aveldt.jpg
Description



This one is for North America N.A.A.T and Merc town



Merc town (M.T). NAAT is part of Merc town and only for the best Merc companies to work with .Due to the fact NAAT are a transport Merc Company but Robots are need (but not all the time). Everyone who works with NAAT think this their main base of operation is here at Merc town, but it is not. It is part of a major network so if an attempt is made to shut down NAAT (you will open a hordes nest). What NAAT has done is help some Merc companies as well as small units that are trusted when call upon or own them a favor or trade. And because NAAT offers very good pay there always a list which NAAT is very careful who they use and sometimes decoy transport as well. By the end of the CS war they grown to three mediums airport with large airport security ,anti-air craft systems ,plus six small size airports ( thanks to N.A.A.T help) with each it won security forces ,and there even for civilian use for each as well . Kingdom of Tarnow
Has made a base of operations and factories of new hardware and started to make a name for itself. This is massive factories and requires help form Air Superiority, Inc to transport and protect. This is a way for N.A.A.T has come to help and stay again behind the scene and keeping a low profile as well. Merc town loves the new toy from Kingdom of Tarnow and is helping set additional defenses and been made there help. This also allows small merc outfits to have a starting opening their robots and other operations in North America









Air Superiority ,Inc : has got a major boost from NAAT knowing that they are the only air Merc unit ,and having a large air support came and hammer out a deal and the rest is history. NAAT has given by end of the coalition war to helping Free Quebec in air support roles .NAAT was behind helping Air Superiority, Inc to get a secret contract with Free Quebec. they set up to airports now in Merc town which added many of the following GAW A10 warthog, GAW F-16, GAW Hercules, GAW Blackhawk, GAW super Zulu cobra, GAW super longbow apache , GAW Kiowa warrior helicopter , GAW super huey, GAW super Chinook, GAW super tom cat, NG Dragon fly, NG SKY Bunker from Merc OPS BOOK ,5 more IH AC 29 castle ,12 IH grey falcon attack jet, Zancudo transport from Rifts South America book 1, Assault hover bike pg 85 from Juicers uprising all vehicles from pages 81 to 87 , Knock off striker Attack Helicopter page 124 Rifts under the sea, Knock off XM 280 fighter jet pg 127 secret fighter wing from NGR book thank to new Babylon( N.B) By the end of the CS war they grown to three large airport with large airport security ,anti-air craft systems ,plus four medium size airports and 15 small airports as well ( thanks to NAAT help).
With the additional customer Air Superiority, Inc is getting transport plane are even more demanded then ever add an air escort .it getting to the point that Air Superiority, Inc is getting smaller competition to help Air Superiority,Inc. they cannot afford to loss any of these contracts but allowing smaller companies to survive.


Tennessee Headhunters:
N.A.A.T just loves all types of headhunter class they even went and gave at first free supplies of weapons and amour vehicles for it was hope to win them over as with robot control. The gamble paid off for future endeavors in just about anything which has been profitable. Good pay and sometime an easy run but their been times well thing get bad, but has Always kept their and all their promises as well to Tennessee Headhunters and so have they. . By the end of the CS war they grown to one small airport with large airport security ,anti-air craft systems ,plus six runways ( thanks to NAAT help) with each it own security forces ,and there even for civilian use for each as well.

Tennessee Headhunters are getting a lot of Kingdom of Tarnow product ship express to them which only help them test out these new toys form Europe. They know Kingdom of Tarnow are not the state of the art robot or hardware but are very cheap and being made here in north America help get there greedy little hands on badly need weapons for base operation in the field .

Description
The walker robot is the universal construal robot world wide in less than a year , and also know as the frontier mecha . It simple to use and make as well as cheap to maintain even northern gun made a knock version reduce M.D.C to all location by 30% and add 59% to weight after that the same still it the most love and wanted for even mercenary companies that are starting up or security forces to small kingdoms. Still it carries a lot of basic weapon systems deadly combat melee weapon that was design for welding at work sites .
ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

10. N.A.A.T and N.A.M.E.S only Complete environmental pilot and crew compartment Weight add: 2 tons

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

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

14. N.A.A.T and N.A.M.E.S only ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 150 M.D.C or less to any location this applies to Force field as well. On the second hit is 150 M.D.C and third hit 145 M.D.C and the firth hit 140 or after been hit x amount of times then take full damage!!!1


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

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

17. N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

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

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

24. N.A.A.T and N.A.M.E.S only
Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time

M.D.C
N.A.A.T and N.A.M.E.S
Main body 350
Main body N.A.A.T and N.A.M.E.S ONLY primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2)100
Lower Arms (2) 125
Upper Legs (2) 100
Lower Legs (2)125
Feet (2)75
Head/ open cockpit (1)100
Reinforce cockpit compartment: 50
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators100 EACH
Stats
Height 15 feet
Length 22 feet
Depth14 feet
Weight 1 ton empty
Cost 1,000,000
Speed
Range: unlimited nuclear powered, battery power 2 weeks , fossil fuel systems 24 hour combat and 48 Hour for transport on it own powered
Flying none
Running 220 MPH
Walk 2 to 35 MPH


Hand to hand: Use super natural or robotic P.S 40
Weapons systems summary
• 10MM or 20 MM long range rail cannon
• Heavy plasma laser torch
• Any giant size rifle , rail gun or other


hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
10 mm 4d6
Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Range: 3 miles ground to ground, air to air 7 miles
Rate of fire: single shot, dual shot
Payload: 300 rounds
Bonus: as above



2 generation auto-cannon standard rounds

L.E.A.P

10 mm -3d4 M.D ( max damage 12 )


H.E.A.P

10 mm -3d6 M.D (max damage 18)

A.P.F.S.D.S round
10 mm -5d6 M.D ( max damage 30 )
Range: 3 miles ground to ground, air to air 7 miles
Rate of fire: single shot, dual shot
Payload: 300 rounds


Or

20MM Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot
20MM 1d4x10

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Range: 2 miles ground to ground, air to air 4 miles
Rate of fire: single shot, dual shot
Payload: 300 rounds

2 generation auto-cannon standard rounds
L.E.A.P
20 - 29 mm – 3d6 M.D ( max damage 18 )


H.E.A.P

20 - 29 mm -5d4 M.D (max damage 20)

Damage :as is
Range:3 miles
Rate of fire:sigle shot
Payload:300 rounds
Bonus: pilot can make burst weapon by 2 time damage so 3d4will be a 4d6 MDC, but must have weapon systems do it


OR

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

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

Or
Third generation ram jet rail gun auto-cannon

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




Weapons systems Heavy plasma laser torch

Type beam
Damage: 2d4x10
Range: 150 feet
Rate of fire: add pilots and robots for total
Payload: unlimited with fuel or nuclear powered
Bonus: will stay on target for 1d4 melees and do 1d4x10 per melee




Weapons systems any hand held heavy rail gun
Type: any hand held heavy rail gun, shoulder mount type or melee weapon
Damage: varies
Range: varies
Rate of fire: varies
Payload: can add 5 time ammo beam x2 times
Bonus: extra ammo
Last edited by ZINO on Wed Oct 19, 2011 9:06 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

artist comments
Cleaned up an earlier sketch a little and added a second view. Drawn with a mechanical pencil, shaded in Photoshop.

And
from zino 117 thank soo much I could not do it with you man thank sooo much man !!!;)


Description

http://fc08.deviantart.net/fs13/f/2007/ ... aveldt.jpg


Sorry THIS one is Kingdom of Tarnow and Tennessee Headhunters N.A.A.T



Kingdom of Tarnow
Governments help sponsorship. The king of Tarnow was not so willing at first and had to go over some tests, which were nothing they expected but work hard for. Even though it helps, they are only seen as useful opportunity for the Kingdom of Tarnow. NAAT is very careful with the Kingdom of Tarnow and has established a base of operation like they done in NGR with D-bee militia force (or DMF).Just in case they need to fall back. but after the king saw what exchange NAAT had to offered things have been Iron out for the better ,Still N.A.A.T is careful for they seen the king acting strange ( which they don’t say out loud ). And they feel like it is tolkeen. They are looking at set up a third base of operation, but so far it looks good dealing with the Tarnow. And just like D-bee militia force (or DMF) is getting hardware they are helping make a better defend for the Kingdom of Tarnow for been surrounded by the Brodkil Empire doesn’t help.
Still N.A.A.T has help Kingdom of Tarnow that it is able to sell all hardware to north and South America big time. Kingdom of Tarnow has made to model one SDC and turned to MDC and there the second model made in MDC the old fashion way thank to N.A.A.T setting up factories been made. However there are decoy factories set up for an all out war cover by high weapons, techno wizard and pure magic defenses which make impossible to take down. This done to lure as many enemies forces and spy here to be capture or be killed if need be. Still the main factories are hidden and underground they can with stand and attack for up to 5 years if need be. Kingdom of Tarnow is transporting good thru air, sea and even thru dimensional travel.



Merc town (M.T). NAAT is part of Merc town and only for the best Merc companies to work with .Due to the fact NAAT are a transport Merc Company but Robots are need (but not all the time). Everyone who works with NAAT think this their main base of operation is here at Merc town, but it is not. It is part of a major network so if an attempt is made to shut down NAAT (you will open a hordes nest). What NAAT has done is help some Merc companies as well as small units that are trusted when call upon or own them a favor or trade. And because NAAT offers very good pay there always a list which NAAT is very careful who they use and sometimes decoy transport as well. By the end of the CS war they grown to three mediums airport with large airport security ,anti-air craft systems ,plus six small size airports ( thanks to N.A.A.T help) with each it won security forces ,and there even for civilian use for each as well . Kingdom of Tarnow
Has made a base of operations and factories of new hardware and started to make a name for itself. This is massive factories and requires help form Air Superiority, Inc to transport and protect. This is a way for N.A.A.T has come to help and stay again behind the scene and keeping a low profile as well. Merc town loves the new toy from Kingdom of Tarnow and is helping set additional defenses and been made there help. This also allows small merc outfits to have a starting opening their robots and other operations in North America

Air Superiority ,Inc : has got a major boost from NAAT knowing that they are the only air Merc unit ,and having a large air support came and hammer out a deal and the rest is history. NAAT has given by end of the coalition war to helping Free Quebec in air support roles .NAAT was behind helping Air Superiority, Inc to get a secret contract with Free Quebec. they set up to airports now in Merc town which added many of the following GAW A10 warthog, GAW F-16, GAW Hercules, GAW Blackhawk, GAW super Zulu cobra, GAW super longbow apache , GAW Kiowa warrior helicopter , GAW super huey, GAW super Chinook, GAW super tom cat, NG Dragon fly, NG SKY Bunker from Merc OPS BOOK ,5 more IH AC 29 castle ,12 IH grey falcon attack jet, Zancudo transport from Rifts South America book 1, Assault hover bike pg 85 from Juicers uprising all vehicles from pages 81 to 87 , Knock off striker Attack Helicopter page 124 Rifts under the sea, Knock off XM 280 fighter jet pg 127 secret fighter wing from NGR book thank to new Babylon( N.B) By the end of the CS war they grown to three large airport with large airport security ,anti-air craft systems ,plus four medium size airports and 15 small airports as well ( thanks to NAAT help).
With the additional customer Air Superiority, Inc is getting transport plane are even more demanded then ever add an air escort .it getting to the point that Air Superiority, Inc is getting smaller competition to help Air Superiority,Inc. they cannot afford to loss any of these contracts but allowing smaller companies to survive.


Tennessee Headhunters:
N.A.A.T just loves all types of headhunter class they even went and gave at first free supplies of weapons and amour vehicles for it was hope to win them over as with robot control. The gamble paid off for future endeavors in just about anything which has been profitable. Good pay and sometime an easy run but their been times well thing get bad, but has Always kept their and all their promises as well to Tennessee Headhunters and so have they. . By the end of the CS war they grown to one small airport with large airport security ,anti-air craft systems ,plus six runways ( thanks to NAAT help) with each it own security forces ,and there even for civilian use for each as well.

Tennessee Headhunters are getting a lot of Kingdom of Tarnow product ship express to them which only help them test out these new toys form Europe. They know Kingdom of Tarnow are not the state of the art robot or hardware but are very cheap and being made here in north America help get there greedy little hands on badly need weapons for base operation in the field .

Description
The walker robot is the universal construal robot world wide in less than a year , and also know as the frontier mecha . It simple to use and make as well as cheap to maintain even northern gun made a knock version reduce M.D.C to all location by 30% and add 59% to weight after that the same still it the most love and wanted for even mercenary companies that are starting up or security forces to small kingdoms. Still it carries a lot of basic weapon systems deadly combat melee weapon that was design for welding at work sites .
ROBOT/ MECHA
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

10. N.A.A.T and N.A.M.E.S only Complete environmental pilot and crew compartment Weight add: 2 tons

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

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

14. N.A.A.T and N.A.M.E.S only ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 150 M.D.C or less to any location this applies to Force field as well. On the second hit is 150 M.D.C and third hit 145 M.D.C and the firth hit 140 or after been hit x amount of times then take full damage!!!1


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

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

17. N.A.A.T and N.A.M.E.S only Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

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

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

24. N.A.A.T and N.A.M.E.S only
Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time



M.D.C Tennessee Headhunters add 30% more
Knock-off version north /south America /Russia/ Canada
Main body:250
Main body (Kingdom of Tarnow version) 1000
Force fieldMain body (Kingdom of Tarnow version) 100 or 240 NE copied
Upper Arms (2) 100 (Kingdom of Tarnow version) 450
Lower Arms (2) 150(Kingdom of Tarnow version) 450
Upper Legs (2) 175(Kingdom of Tarnow version) 450
Lower Legs (2) 200(Kingdom of Tarnow version) 450
Feet (2) 100(Kingdom of Tarnow version) 250
Head/ open cockpit: 80(Kingdom of Tarnow version) 150
Reinforce cockpit compartment: 80(Kingdom of Tarnow version) 175
Generators:100(Kingdom of Tarnow version) 100

Stats
Height 15 feet
Length 22 feet
Depth14 feet
Weight 1 ton empty
Speed
Range: unlimited nuclear powered, battery power 2 weeks , fossil fuel systems 24 hour combat and 48 Hour for transport on it own powered
Flying none
Running 220 MPH
Walk 2 to 35 MPH


Hand to hand: Use super natural or robotic P.S 40
Weapons systems summary
• 10MM or 20 MM long range rail cannon
• Heavy plasma laser torch
• Any giant size rifle , rail gun or other


hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
10 mm 4d6
Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Range: 3 miles ground to ground, air to air 7 miles
Rate of fire: single shot, dual shot
Payload: 300 rounds
Bonus: as above



2 generation auto-cannon standard rounds

L.E.A.P

10 mm -3d4 M.D ( max damage 12 )


H.E.A.P

10 mm -3d6 M.D (max damage 18)

A.P.F.S.D.S round
10 mm -5d6 M.D ( max damage 30 )
Range: 3 miles ground to ground, air to air 7 miles
Rate of fire: single shot, dual shot
Payload: 300 rounds


Or

20MM Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot
20MM 1d4x10

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Range: 2 miles ground to ground, air to air 4 miles
Rate of fire: single shot, dual shot
Payload: 300 rounds

2 generation auto-cannon standard rounds
L.E.A.P
20 - 29 mm – 3d6 M.D ( max damage 18 )


H.E.A.P

20 - 29 mm -5d4 M.D (max damage 20)

Damage :as is
Range:3 miles
Rate of fire:sigle shot
Payload:300 rounds
Bonus: pilot can make burst weapon by 2 time damage so 3d4will be a 4d6 MDC, but must have weapon systems do it


OR

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

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

Or
Third generation ram jet rail gun auto-cannon

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




Weapons systems Heavy plasma laser torch

Type beam
Damage: 2d4x10
Range: 150 feet
Rate of fire: add pilots and robots for total
Payload: unlimited with fuel or nuclear powered
Bonus: will stay on target for 1d4 melees and do 1d4x10 per melee




Weapons systems any hand held heavy rail gun
Type: any hand held heavy rail gun, shoulder mount type or melee weapon
Damage: varies
Range: varies
Rate of fire: varies
Payload: can add 5 time ammo beam x2 times
Bonus: extra ammo




Knock-off version north /south America /Russia/ Canada leg mini-missiles
Damage: varies
Range: varies
Rate of fire: one or any ,varies, or all
Payload: 30 (x2) total 60
Bonus: varies
Last edited by ZINO on Wed Oct 19, 2011 9:10 pm, edited 3 times in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

wow 2282 just one reply any good or bad thank PLZ :(
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.A.T

Unread post by ZINO »

artist comments
Tried out some new (for me) techniques on a sketch I did a couple months ago. I feel like I'm starting to get it, but that I'm not quite there yet.



Description

http://fc06.deviantart.net/fs19/f/2007/ ... aveldt.jpg

Let me tell if this a spider tank make sure it not drone or remote control bot or a really pilots inside they can be deadly in urban or hill area to cliff areas man ,so watch your heads!!!
Said a raider in the mid west Thur coms

This one is for North America N.A.A.T and Merc town

Merc town (M.T). NAAT is part of Merc town and only for the best Merc companies to work with .Due to the fact NAAT are a transport Merc Company but Robots are need (but not all the time). Everyone who works with NAAT think this their main base of operation is here at Merc town, but it is not. It is part of a major network so if an attempt is made to shut down NAAT (you will open a hordes nest). What NAAT has done is help some Merc companies as well as small units that are trusted when call upon or own them a favor or trade. And because NAAT offers very good pay there always a list which NAAT is very careful who they use and sometimes decoy transport as well. By the end of the CS war they grown to three mediums airport with large airport security ,anti-air craft systems ,plus six small size airports ( thanks to N.A.A.T help) with each it won security forces ,and there even for civilian use for each as well . Kingdom of Tarnow
Has made a base of operations and factories of new hardware and started to make a name for itself. This is massive factories and requires help form Air Superiority, Inc to transport and protect. This is a way for N.A.A.T has come to help and stay again behind the scene and keeping a low profile as well. Merc town loves the new toy from Kingdom of Tarnow and is helping set additional defenses and been made there help. This also allows small merc outfits to have a starting opening their robots and other operations in North America

Air Superiority ,Inc : has got a major boost from NAAT knowing that they are the only air Merc unit ,and having a large air support came and hammer out a deal and the rest is history. NAAT has given by end of the coalition war to helping Free Quebec in air support roles .NAAT was behind helping Air Superiority, Inc to get a secret contract with Free Quebec. they set up to airports now in Merc town which added many of the following GAW A10 warthog, GAW F-16, GAW Hercules, GAW Blackhawk, GAW super Zulu cobra, GAW super longbow apache , GAW Kiowa warrior helicopter , GAW super huey, GAW super Chinook, GAW super tom cat, NG Dragon fly, NG SKY Bunker from Merc OPS BOOK ,5 more IH AC 29 castle ,12 IH grey falcon attack jet, Zancudo transport from Rifts South America book 1, Assault hover bike pg 85 from Juicers uprising all vehicles from pages 81 to 87 , Knock off striker Attack Helicopter page 124 Rifts under the sea, Knock off XM 280 fighter jet pg 127 secret fighter wing from NGR book thank to new Babylon( N.B) By the end of the CS war they grown to three large airport with large airport security ,anti-air craft systems ,plus four medium size airports and 15 small airports as well ( thanks to NAAT help).
With the additional customer Air Superiority, Inc is getting transport plane are even more demanded then ever add an air escort .it getting to the point that Air Superiority, Inc is getting smaller competition to help Air Superiority,Inc. they cannot afford to loss any of these contracts but allowing smaller companies to survive.


Tennessee Headhunters:
N.A.A.T just loves all types of headhunter class they even went and gave at first free supplies of weapons and amour vehicles for it was hope to win them over as with robot control. The gamble paid off for future endeavors in just about anything which has been profitable. Good pay and sometime an easy run but their been times well thing get bad, but has Always kept their and all their promises as well to Tennessee Headhunters and so have they. . By the end of the CS war they grown to one small airport with large airport security ,anti-air craft systems ,plus six runways ( thanks to NAAT help) with each it own security forces ,and there even for civilian use for each as well.

Tennessee Headhunters are getting a lot of Kingdom of Tarnow product ship express to them which only help them test out these new toys form Europe. They know Kingdom of Tarnow are not the state of the art robot or hardware but are very cheap and being made here in north America help get there greedy little hands on badly need weapons for base operation in the field .


The spider mech is the best for urban combat light weight one man crew and A.I systems make the best add conventional weapon systems plus T.W abilities and it a force to be reckon with. On top of that there are three models to save time and cost them area two stats. One is the light but heavily armed Kingdom of Tarnow and the second is the standard model for N.A.A.T and N.A.M.E.S .*** mass production for city defend has allowed staying near cities and cliff area to mountain area as well. It love by devil care free pilots and the most danger area to shot at target in place never thought a bot should not be.

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

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

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 2 tons

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

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

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


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up)

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

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

24. Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time
25. Climbing abilities add 10% per leg and even upside down, 90 degree, under tunnel and so on

Plus add o n

Robot Intelligences are the more sophisticated robots and a bit beyond the current capabilities of the Coalition ( as well as US Military robots, Triax Industries and the rest of the world. In addition to the complexity of creating an artificial intelligence, the problems of practical application and prohibitive costs have encouraged most scientists to improve on the popular and efficient
robot accessory units (vehicles, power armor, etc.). Triax Industries is close, but cuirently only Cyberworks and the occasional alien from a dimensional rift have the capabilities
for creating robot intelligences. All of Cyberwork's/Archie's robots fall into the robot intelligence category because they are able to perform complex and varied tasks. Some, like the Shemarrian bots, are programmed with an elaborate sense of history and personality, including simulated human emotions. Most are also able to assess data, draw a conclusion and act on that conclusion within the parameters of their program. Unfortunately, if the data is insufficient or the conclusion is contrary to the program, the robot can not take action.


First generation ( civilian models )
robot Artificial intelligence: Automatically gets the general program
(non-military or military) and three skill programs of choice.
Equivalent I.Q. of 19.



Second generation( military model)
robot Neural intelligence: Select four skill programs in addition to.
the General Program. At levels three, seven, eleven and fifteen,
the neural intelligence bot can also learn three new secondary
skills; only I.Q. bonus applicable and all skills start at level one,
base skill level. Only these secondary skills increase with experience.
Equivalent I.Q. of 23.



Skills
General Robot Skill Program : Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not read) American, Spanish, Euro, and Techno-can languages; all at 94%. Also programmed for common human slang, protocol and behavior. The bot can identify and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market

Military (Demolitions): All, plus W.P. Heavy. All at 94%.

Pilot Related: All; at 94%.

Technical: Photography, computer operation, literacy in five languages. All at 94%. Black Market cost: 500,000 credits

Weapon Proficiencies: All energy and select four others heavy weapons


Expanded Memory: This increases the number of skill programs one can place into the bot. Artificial Intelligence: Add three (3) programs. Neural System:Add two (2) programs and two
Secondary skills at all appropriate levels. .

Increasing the robot I.Q. Attribute: Costs 50,000 credits per each I.Q. point beyond the basic system attribute. Thus, to increase an I.Q. of 12 to a I.Q. of 22 costs 500,000 credits. The maximum for small bots is I.Q. 20, medium, large and humanoids, I.Q. 28. Enjoys the usual I.Q. bonus.


Robots main Probe
Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 2000 ft (487
m). M.D.C. 10, size: About the size of a soccer ball (12inches). .

360 Degree Rotating Body Segment: Head, shoulders, hands at wrist, and upper torso at waist, for waist rotation can rotate in a 360 degree circle.




Nuclear
Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power system is surprisingly compact, clean, and has a long lifetime, even under constant use.
One Year: One million credits.
Two Year: Two million credits.
Five Year: 4.5 million credits.
Ten Year: 8 million credits.
Twenty Year: 15 million credits.

Super-Solar Engine

Fossil fuel systems: 300 mile range replaces one ammo drum
Hybrid Fossil fuel systems : 1200 miles


Robot Sensors and Optics

robot Audio
Basic Listening System: Stereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver enables the robot to hear/receive commercial radio (AM &
FM); Range: 5 miles (8 km). .

robot Advanced Audio System : Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and otherradio transmission frequencies (Range: 50 miles/80 km with
a retractable antenna, half range without). And universal headjack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of
the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.

robot Bug Detector: A small device that picks up radio signals from surveillance listening devices (bugs). Range: 50 feet (15 m).

robot Radar Signal Detector: A tiny radar receiver which will alert the robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.

robot Radio Signal Scrambler System is linked to the radio system to send and receive coded messages.

robot Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits of recordable disc time. Of course, the one inch discs can be used repeatedly.

robot Loudspeaker : Amplifies the robot's voice up to 90 decibels.

robot Single Voice Synthesizer: Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.

robot Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood ofidentifying a person by voice pattern. Can imitate anotherperson's voice with 98% accuracy.

robot Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superiorhearing, such as mutant dogs. Cost: 150,000 credits.


Basic Robot Optic System: A color sight system with an analysis computer for 3-D images; 20/20 vision. Cost: 50,000 credits.

robot Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about ten feet width (3 m).
Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

robot Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the
fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise, P.P. bonuses do not apply to long-range weapons. Range:
4000 feet (1200 m).
.
robot Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus:+1 to strike. Range: equal to optic system; usually 2000 to 45,000 feet.


robot Telescopic Vision: Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.

robot Thermo-Imager: An optical heat sensor that converts the infrared
radiation of warm objects into a visible image. Thisdevice allows the robot to see in the darkness, shadows, and through smoke. Range: 20000ft(610m).

robot External Video and Audio Surveillance System: A high-resolution
Video camera HD, often built into the eyes, but can be a separate system, relays images directly to the robot's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording. The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disccan be ejected at will. Range: 40 miles (64 km).

robot Searchlight: Built into the eyes, head, shoulder(s), or chest. A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 3000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons


robot Sensors
Robot pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the robot's hand or must be removed from a concealed compartment and attached. Monitors vital signs, such as respiration,blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.

robot Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +3 to parry and dodge.

robot Sensory Antenna: Registers vibrations in the air, indicating movement, as well as having touch and heat sensor. The antenna enables the bot to maneuver, even in total darkness,
by feeling his way around. Range: Touch, usually six to twelve feet (1.8 to 3.6 m). Bonus: Blindness penalties arehalf and adds +1 dodge. 5 M.D.C. per antenna. :

robot Micro-Radar: A small, but sophisticated radar system usually used in human and animal size robots. Can identify up to 30 targets and simultaneously track 10. Rate of travel, direction, and location are indicated. Range: One mile (back up)

robot Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).




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


Flare/Chaff Launchers (5)
-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (X5) total 1200
Weight add: 1 tons

N.A.AT. Techno wizard
features an add 10 T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons

Robot infantry carrier
This can be a robot come with heavy combat armored, which is deign to protect and very comfortable for pilot heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body ( light ) or (heavy ) 210 , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for NAAT only and not shown in picture

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


V.R systems
N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

N.A.A.T only cloaking field.
Yeah able to turn invisible but can not fire any weapons unlimited time

M.D.C Standard model
Main body; 300
N.A.A.T OR N.A.M.E.S ONLY Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Legs (6) 150
Lower Legs (6)250
Feet (6) 100
Head 120
Reinforce cockpit compartment:100
N.A.A.T primary force field 600, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators100 each

Stats
Height: 11 feet
Length: 6 feet to 20 feet max expanded with legs
Depth18 feet
Weight: 1 ton empty

Speed
Range: unlimited nuclear powered, battery power 2 weeks , fossil fuel systems 24 hour combat and 48 Hour for transport on it own powered
Flying 100 MPH
Running: 45 MPH max
Walk: 1 to 20 MPH


Hand to hand: Use super natural or robotic P.S
Weapons systems summary
• X1 Heavy energy beam cannon
• X1 Long range 10 MM auto rail gun
• X1 Front M.D.C machinegun
• X2 Side mounted medium range missiles systems
• Leg minimisslies upper and lower leg 24each






Type beam particle beam (Heavy energy beam cannon) located in turret area
Damage: 5d10+25 for two the 4d4x10
ROF: hand to hand ( plus robots added as well with nuclear powered )
Range: 2500 feet
Payload varies
Nuclear powered unlimited, battery powered same but if used constantly for 1d10 minutes drain systems unit get a -1d4 in all plus -1d10 to anything related to piloting skills , fossil fuel systems 100 blast must recharge in 24 hrs ( that suck man)
Or

grenade Launcher located in turret area is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total 1 Automatic grenade Launcher turret on the left side.
Damage per tube 1 to 6
1. Use only amour piercing grenade 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 200 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x6) 1440 total


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

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

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


Weapon system: VATL anti-tank -6 Variable heavy laser [/b][/u] this on top of the head unit or better yet top rear section similar to hidden until fired .this is the mech version similar to ATL anti-tank-7 for infantry use found in South America.
Damage: 6d6 X10
Range: 3 miles
Rate of fire: hand to hand only
Payload: Unlimited
Bonus: take 1d4 attacks to Identify robot or mecha with reflection abilities

Type 20mm Vulcan [/b][/u] cannon is Similar to the A-10 warthog Jet fighter but light enough to carry and have decent ammo and heavy hitter. This weapon system is design in given the most amount damage by the type of ammo been fired!!!!
Damage:
H.E.A.P
20 mm -5d4 M.D burst 2 round 1d4x10, three round burst 1d6x10, four round burst 2d4x10, six round 2d6x10 , eight round burst 2d8x10, sixteen round burst 4d8x10, 32 round burst 8d8x10
L.E.A.P
20 mm – 3d6 M.D , two round burst 6d6, five round burst 3d6x10, ten round burst 6d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD single shot five rounds burst 3d6x10; ten rounds burst 6d6x10
Range: 2 miles
Rate of fire: burst
Payload: 2000 rounds
Note: add +3 to strike at range 2000 feet or at night 1000 feet or better

Weapons systems located in side turret area mounted modular weapon systems pick two missile systems
Type
Damage varies
Range varies
Rate of fire: one or any or all
Payload: 1 tons each (x2)OR2000 POUNDS EACH
• MDC rockets First generation M.D.C unguided Rockets 5 pounds each total 1000
• Second generation M.D.C unguided Rockets 2 pounds total 2,500
• Mini- missiles 15 pounds total 333
• Short range Missiles 33 pounds total 151
• Medium range missiles 250 pounds total 20
• NAAT fire and forget 120 pounds total 41
• Long range missiles standard 2 tons total 2
• None-Long range missiles light weight 1000 pounds total missiles 5


Weapons systems located in upper and lower leg area mounted modular weapon systems pick one missile systems
Type
Damage varies
Range varies
Rate of fire: one or any or all
Payload: 360 POUNDS EACH or 24 in each section or 48 per leg ( total 288 )0r 72 rockets
• MDC rockets First generation M.D.C unguided Rockets 5 pounds each total
• Second generation M.D.C unguided Rockets 2 pounds total 180
• Mini- missiles 15 pounds total
Last edited by ZINO on Wed Oct 19, 2011 9:04 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: N.A.AT

Unread post by Aramanthus »

Those are some very interesting new vehicles. I like them. Although the first two on the page look like duplicates? Are they? If they are not, could you help me see the difference. Please. I do like them!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Aramanthus wrote:Those are some very interesting new vehicles. I like them. Although the first two on the page look like duplicates? Are they? If they are not, could you help me see the difference. Please. I do like them!

fix the pages
Sorry one is Kingdom of Tarnow
And
The other one is for North America N.A.A.T and Merc town
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

N.A.A.T for North America armored transport was the first in was a Large Company but grew and very large N.A.A.T was a transport mercenary unit as a support unit but
North America Mercenary Escort Services was affront unit to test and be an all out while N.A.A.T would be fully support combat. While N.A.M.E.S was an all out merc unit .but grow in time N.A.A.T stay unknown but N.A.M.E.S was known and stay under the radar of the coalition it able to dance a very find line during the rise of the coalition sates N.A.A.T & N.A.M.E.S was able to save thousand of family during what N.A.A.T & N.A.M.E.S Call the purge wars . This allowed N.A.A.T & N.A.M.E.S allowed setting a plan into motion not to take over the coalition states but to survive under it but they notice there was a hidden force behind the coalition states (and that was the republicans). N.A.A.T & N.A.M.E.S were the first to see them and when they got the fuel plan into well step down one the republicans plan was noble but was putting their eggs in a basket and avoided at all cost no matter what was their option. Then republicans failed and forum this type neo-Nazi government and it was a shock for them. The main secret was that N.A.A.T & N.A.M.E.S were from the golden age of man, a massive army( Para-trooper OCC, marine OCC new navy and Tin man OCC tank OCC ) and many Glitter boy suits ,SAMAS ( found in new west) and many NEMA armored suits and infantry OCC ,weapons and support personal were ready to move but were teleported 300 plus years later. Just before the formation of the coalition states, many saw in shock what happen to the worlds and to North America and could beat the begin of the coalition states with time but would be able to hold ground and magic was also against N.A.A.T & N.A.M.E.S and well it was better to honker down . This saves N.A.A.T & N.A.M.E.S for a future of hidden shadows operations while N.A.M.E.S took in the front operations, it help new comer in the MDC arms race. Thanks to an A.R.M Tech personal staff that joined them (military) was able to make negation with just about all the well know in North America. They were well know in other part of north America where the coalition states has not arrive but are well aware of the coalition states thanks to N.A.A.T & N.A.M.E.S . While
Wellington industries (W.I), North America Black market, Tundra ranger, Lazo, Iron heart, El Paso & Ciudad Juarez:, Ishpeming were just starting N.A.A.T came in and help keeping cost down as a transport company or so many thought but N.A.A.T had fire that rival any mercenary company, merchant force as they were called first or magic as well for they collected magic items as well and help big time. So when N.A.A.T was getting too big N.A.M.E.S was made this allowed to bring new blood in from the locals and from many families that would die during the purge wars hundreds of not thousands join and help N.A.M.E.S grow. Many were just farmers trappers but learn to “be all you can be “disposition an old say saying form the army. N.A.M.E.S has brown water and limited navy which no one knew at the time. This saved many during the purge wars while N.A.A.T had a conventional air force and army way, N.A.M.E.S used marine and Parra trooper ideas it works well. While it help in many ways Larsen brigade, Braddock’s Bad boys, Air Superiority ,Inc, Combat Medical services
Silverado (S)& Colorado baronies, North east tribes( NET) , Southeast tribes (SET),Plains tribes( PT) , and Southwest ,Fades town ,The Great Trade Road (T.G.R)
For getting supplies and support they are well know with these unit or area. but they ask to reveal who they are but be seen as an unknown merc unit for N.A.A.T and a known merc unit for N.A.M.E.S and it has help big time . It throws the coalition states N.A.A.T as a little well unknown and a wanna be know mercenary unit play with the big boys.
N.A.A.T & N.A.M.E.S have many spies in coalition states they are not know yet. They always help N.A.A.T & N.A.M.E.S they are in the hundreds in all level from the military to civilian area. Some even work under the emperor and under his son as well as the intelligence department and even in lone star!!! They gotten a lot of Naruni enterprise
Tech and are adapting for N.A.M.E.S to use over seas and as last defense for N.A.A.T base operation. The lost of Iron heart was hard first but N.A.A.T has the abilities now to keep making these love hardware and no will know how many were made in North America .Also N.A.A.T & N.A.M.E.S love merc town and love Bandito arms, Arzno, Columbia as well. Tolkeen was always a place to get new magic features add to N.A.A.T & N.A.M.E.S but saw the writing on the wall and left and came to save the live of so many family who were not combat personal and thank to the cyber knights they again many lives like in the purge wars.
The black market has work hand in hand but both draw the line no drugs, slave trade, and cyber snatcher, and must work on which Assassination can be done. It works well for decades North America ….

N.A.M.E.S made it big in time with NGR in recent event the lost of a major city N.A.A.T & N.A.M.E.S lost a lot of hardware but not man power during the fall of massacre in Wroclaw. This open a secondary security force that help make N.G.R governments, D-bee militia force (or DMF), Kingdom of Tarnow been afraid of what could happen. Allowing what looks old tech found new life and many other toys it can use and when NGR troops see something that is attacking monster and not them well they look the other way. This added a buffer that no one is aware off till the next big war come that caught N.A.A.T & N.A.M.E.S off guard when the coalition states and NGR join forces .but what is unknown even to the coalition states N.A.A.T & N.A.M.E.S were able to get save the coalition states forces to Europe . Coalition states forces detect unknown missiles flying a large enemy targets to scatter the enemy surprised and saved coalition states forces/tack force!!! Even coalition states forces know there was someone watching from a distance and save their rear ends on a few occasion. NGR troops told them just look the other way and don’t figure it later, and to the shock of seen angels coming out of no and help then they disappear. As well as other robot vehicles that are human design of nature doing the impossible and no magic used (look at N.A.A.T Germany). This has worried coalition states forces what is over there, that why coalition states forces are involved to see what there and maybe find something that will aid them or get their dirty little hands on.

A. Outfits 6. Unlimited Clothing
B. Equipment 8. Unlimited Equipment
C. Vehicles 6. Unlimited Vehicles
D. Weapons, Power Armor & Bots 6. Maximum Firepower
E. Communications 6. Superior Communications
F. Internal Security 6. Impregnable
G. Permanent Bases 6. Company City
H. Intelligence Resources all
H. Intelligence Resources I. Special Budget 5. Big Bucks
J. General Alignment 6. Scrupulous/Principled
L. Criminal Activity All
K. Reputation/Credentials 3. Unknown by the coalition N.A.A.T 4. Known N.A.M.E.S
M.Salary5. Excellent Salary 6. Outrageous Salary

N.A.A.T & N.A.M.E.S
After to coalition war
N.A.A.T North America /South America sector remember they cover hundreds of miles and can hold their won in combat but need N.A.M.E.S, which covers even more
Has the following all at max numbers
Secret 95:+10pts-equipment +10pts-outfits +10pts (Special Forces)
Free Company 145pts:+10-vehicle +10 outfits +10-weapons ( combat personal)
Large Company: 200pts: +10-vehicles +10-budget (support personal)
Mercenary Army: 300pts:+20-budget and weapons +20-outfits (secondary task forces)
Large Mercenary Army: 500pts +20-vehicles +20-budget (primary task forces)

Total
Equipment +10, outfits + 40, vehicle +40 , budget + , weapons+ 30, budget + 40, any + 10,

That a total of 1240 base points

Sponsorship
This is why Government: old US military power and hidden allied Fronts (ALL of weapon competitors/dealer in North America and black market!!!
+20pts-intelligence resources +20pts-criminal activities +10pts any
+20pts-outfits +20pts-equipment +20pts
+20pts-outfits +20pts-equipment +20pts-weapons +10pts-budget +10pts any

Equipment +40, outfits +40, vehicle + , budget + 10,
Intelligence resources +20, criminal activities+ 20, any + 20



N.A.M.E.S North America /South America / Europe, Atlantic and pacific sector!!!!
For North America
Free Company (special operation forces) that 400 combat ready
Large Company secondary task forces) that 1000 combat ready
Mercenary Army (primary task forces) that 10,000 combat ready
Large Mercenary Army ( logistical combat force) 1,000,000 total , 400,000 combat ready , another 100,000 combat ready but will take 24 hours to go and 300,000 to support all four combat units
145pts +10-vehicle +10 outfits +10-weapons
200pts +10-vehicles +10-budget
300pts +20-budget and weapons +20-outfits
500pts +20-vehicles +20-budget
Total base points 1145
Vehicle + 40, outfits + 30, weapons + 30, budget +50, any +10,

Sponsorship Criminal: Organized Crime North America,
Government N.A.A.T all North America weapon dealers, black market and Kingdom of Tarnow, N.A.M.E.S, D.M.Z And Independent small security firms Front in Europe
+20pts-intelligence resources +20pts-criminal activities +10pts
+20pts-outfits +20pts-equipment +20pts
+20pts-outfits +20pts-equipment +20pts-weapons +10pts-budget +10pts
Total

Intelligence resources+20 , criminal activities+ 20, outfits+ 40, equipment+40 , weapons+20 , budget+ 10,any +40 ,

Combined vehicle +40, outfits+70, weapons+ 50, budget + 60, intelligence resources +20, criminal activities+20, equipment +40, any+ 50,
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

got something new coming!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc01.deviantart.net/fs11/i/2006/ ... eyhole.jpg
decided to do some mecha art. took nearly 1/2 hours maybe.

Description
Germany this will be the terror against many monsters in Europe and in North America . the Europe version is more of elite force for N.A.M.E.S and it allied nation state. it consider a elite spacial fores like robot commando. while N.A.M.E.S and N.A.A.T North America version is made the old fashion way.it alway only the most trusted pilots and must have 3 level or better to Operate it !!!

All Robot Vehicles have the following features.
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the
targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear
power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The robot's access hatch issealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
for use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recalculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

Twelve hour oxygen supply.

Plus add on



Robot Intelligences are the more sophisticated robots and a bit beyond the current capabilities of the Coalition ( as well as US Military robots, Triax Industries and the rest of the world. In addition to the complexity of creating an artificial intelligence, the problems of practical application and prohibitive costs have encouraged most scientists to improve on the popular and efficient
robot accessory units (vehicles, power armor, etc.). Triax Industries is close, but cuirently only Cyberworks and the occasional alien from a dimensional rift have the capabilities
for creating robot intelligences. All of Cyberwork's/Archie's robots fall into the robot intelligence category because they are able to perform complex and varied tasks. Some, like the Shemarrian bots, are programmed with an elaborate sense of history and personality, including simulated human emotions. Most are also able to assess data, draw a conclusion and act on that conclusion within the parameters of their program. Unfortunately, if the data is insufficient or the conclusion is contrary to the program, the robot can not take action.


First generation ( civilian models )
robot Artificial intelligence: Automatically gets the general program
(non-military or military) and three skill programs of choice.
Equivalent I.Q. of 19.



Second generation( military model)
robot Neural intelligence: Select four skill programs in addition to.
the General Program. At levels three, seven, eleven and fifteen,
the neural intelligence bot can also learn three new secondary
skills; only I.Q. bonus applicable and all skills start at level one,
base skill level. Only these secondary skills increase with experience.
Equivalent I.Q. of 23.



Skills
General Robot Skill Program: Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not read) American, Spanish, Euro, and Techno-can languages; all at 94%. Also programmed for common human slang, protocol and behavior. The bot can identify and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market

Military (Demolitions): All, plus W.P. Heavy. All at 94%.

Pilot Related: All; at 94%.

Technical: Photography, computer operation, literacy in five languages. All at 94%. Black Market cost: 500,000 credits

Weapon Proficiencies: All energy and select four others heavy weapons


Expanded Memory: This increases the number of skill programs one can place into the bot. Artificial Intelligence: Add three (3) programs. Neural System:Add two (2) programs and two
Secondary skills at all appropriate levels. .

Increasing the robot I.Q. Attribute: Costs 50,000 credits per each I.Q. point beyond the basic system attribute. Thus, to increase an I.Q. of 12 to a I.Q. of 22 costs 500,000 credits. The maximum for small bots is I.Q. 20, medium, large and humanoids, I.Q. 28. Enjoys the usual I.Q. bonus.


Robots main Probe
Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 2000 ft (487
m). M.D.C. 10, size: About the size of a soccer ball (12inches). .

360 Degree Rotating Body Segment: Head, shoulders, hands at wrist, and upper torso at waist, for waist rotation can rotate in a 360 degree circle.




Nuclear
Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power system is surprisingly compact, clean, and has a long lifetime, even under constant use.
One Year: One million credits.
Two Year: Two million credits.
Five Year: 4.5 million credits.
Ten Year: 8 million credits.
Twenty Year: 15 million credits.
Super-Solar Engine


Robot Sensors and Optics

robot Audio
Basic Listening System: Stereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver enables the robot to hear/receive commercial radio (AM &
FM); Range: 5 miles (8 km). .

robot Advanced Audio System: Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and other radio transmission frequencies (Range: 50 miles/80 km with
a retractable antenna, half range without). And universal headjack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of
the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.

robot Bug Detector: A small device that picks up radio signals from surveillance listening devices (bugs). Range: 50 feet (15 m).

robot Radar Signal Detector: A tiny radar receiver which will alert the robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.

robot Radio Signal Scrambler System is linked to the radio system to send and receive coded messages.

robot Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits of recordable disc time. Of course, the one inch discs can be used repeatedly.

robot Loudspeaker: Amplifies the robot's voice up to 90 decibels.

robot Single Voice Synthesizer: Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.

robot Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood of identifying a person by voice pattern. Can imitate another person’s voice with 98% accuracy.

robot Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs. Cost: 150,000 credits.


Basic Robot Optic System: A color sight system with an analysis computer for 3-D images; 20/20 vision. Cost: 50,000 credits.

robot Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a ten feet width (3 m).
Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

robot Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the
fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise ,P.P. bonuses do not apply to long-range weapons. Range:
4000 feet (1200 m).
.
robot Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus:+1 to strike. Range: equal to optic system; usually 2000 to 45,000 feet
.
robot Telescopic Vision: Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.
.
robot Thermo-Imager: An optical heat sensor that converts the infrared
radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, and through smoke. Range: 20000ft(610m).

robot External Video and Audio Surveillance System: A high-resolution
video camera HD , often built into the eyes, but can be a separate system, relays images directly to the robot's optic scanners and these images can be recorded as a record ofevents. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording. The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disccan be ejected at will. Range: 40 miles (64 km).

robot Searchlight: Built into the eyes, head, shoulder(s), or chest. A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 3000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons


robot Sensors
Robot pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the robot's hand or must be removed from a concealed compartment and attached. Monitors vital signs, such as respiration, blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.

robot Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +3 to parry and dodge.

robot Sensory Antenna: Registers vibrations in the air, indicating movement, as well as having touch and heat sensor. The antenna enables the bot to maneuver, even in total darkness,
by feeling his way around. Range: Touch, usually six to twelve feet (1.8 to 3.6 m). Bonus: Blindness penalties are half and adds +1 dodge. 5 M.D.C. per antenna. :

robot Micro-Radar: A small, but sophisticated radar system usually used in human and animal size robots. Can identify up to 30 targets and simultaneously track 10. Rate of travel, direction, and location are indicated. Range: One mile (back up)

robot Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).


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

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

N.A.A.T ADD Advance E.C.C.M systems
Similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
Flare/Chaff Launchers (5)
-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (X5) total 1200
Weight add: 1 tons

N.A.AT. Techno wizard
features an add 10 T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons



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


V.R systems
N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

N.A.A.T only cloaking field.
Yeah able to turn invisible but can not fire any weapons unlimited time




M.D.C

Main body: 900 North American models - Main body: Europe S.D.C to M.D.C 2000
Main body primary force field-600, secondary force field-240, auxiliary force field-150, emergency force field-100
Upper Arms (2) 150
Lower Arms (2) 200
Upper Legs (2)300
Lower Legs (2)400
Feet (2)100
Head:200
Reinforce cockpit compartment:240
Generators100
Stats
Height:8 feet
Length: 9 feet
Depth:10 feet
Weight : start at 3 tons empty
Speed
Range: unlimited
Flying: The rocket propulsion system enables the suit to hover stationary up to 200 feet (61 m) or fly. Maximum flying speed is 100 mph (160 km), but cruising speed is considered to be around 60 mph (96.5 km). Maximum altitude is limited to about 200 feet (61 m).
Flying Range: The nuclear power supply gives the armor a decade of life, but the jet rockets get hot and need to cool after a maximum of two hours of continuous flight. Remember, traveling by power jumps can be maintained for an unlimited number
of hours at 170 mph.

Running: 40 mph (64 km) maximum. Note that the act of running does tire out its operator, but at a fatigue rate 20% less than normal, thanks to the robot exo-skeleton.
Leaping: The integrated jet pack enables the power armor toleap great heights and distances. A height of approximately 15 feet (4.6 m) straight up or lengthwise is possible unassisted by the thrusters. A jet thruster assisted leap from a stationary position
can propel the unit up to 100 feet (30.5 m) high and across without actually attaining flight or requiring a running start.
Power Jumping and travel: Getting a running start will enable the individual to leap up to 300 feet (91.5 m) lengthwise. The height of the leap is controlled by the pilot and generally ranges between 20 to 50 feet (6 to 15 m), with 20 or 30 feet of height being the norm. By leaping, landing, continuing to run a few dozen yards/meters, and power leaping again, the pilot can attain and maintain, an impressive ground speed of 170 mph (272 km), even through light forest (speed should be reduced 40% through dense vegetation or hazardous terrain to avoid accidents). Directional control is nearly total, but engaging the jet pack to avoid a collision or bad landing may slow one's speed. Also, the flight capabilities enable the pilot to stop in mid-air if necessary. The helmet is equipped with full optical systems, including laser targeting, telescopic, passive night vision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor. Combat only. Hand to hand: +2 to parry and dodge, automatically+ 2 to dodge while traveling by means of power jumps. See Power Armor Combat Training in the Robot Combat section for other bonuses.

Hand to hand: robotic P.S 40

Weapons systems Main gun
Type: fusion black warhead with heavy laser cannon
Damage
Fusion black warhead 4d6x10 blast radius 10 feet
Heavy laser cannon:
Range: 3 direct line of fire, indirect fire 6 miles
Rate of fire: pilots hand to hand plus robot hand to hand too
Payload:100 rounds in drum plus 30 in cannon
Bonus:

Weapons systems ATL –ANTI –TANK LASER
Type Beam
Damage 3d6x20+20
Range: 5820 feet or 1 mile
Rate of fire: pilots hand to hand
Payload: 100 recharges 1 shot 15 seconds
Bonus:

Weapons systems
Type: beam melee sword and whip
Damage: 1d4x10 for both weapons
Range: 150 feet whip , sword 12 feet max
Rate of fire: pilots hand to hand plus robot hand to hand too
Payload: unlimited
Bonus

Weapons systems any hand held rail gun or beam gun for left hand or left side
Type: varies
Damage: varies
Range: varies
Rate of fire varies
Payload: varies
Bonus varies
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

working On some new stuff post later
sorry work and no play and family as well :(
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

got something new coming!!!lost some data in my thumb drive AHHHHHHHHHHHHHHHHH!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc08.deviantart.net/fs70/f/2011/ ... 4ggy3v.jpg
artist comment
http://heckthor.deviantart.com/art/VTOL ... 5425&qo=10
A-10 redesigned to take off vertically
VTOL A-10 by ~heckthor
Digital Art / Photomanipulation / Conceptual ©2011 ~heckthor


JET FIGHTER : A-10 Thunderbolt IV ( VTOL or STOL )
The A-10 has superior maneuverability at low speeds and altitude because of its large wing area, high wing aspect ratio, and large ailerons. The high aspect ratio wing also allows for short takeoffs and landings, permitting operations from primitive forward airfields near front lines. The aircraft can loiter for extended periods and operate under 1,000 ft (300 m) ceilings with 1.5 mi (2.4 km) visibility. It typically flies at a relatively slow speed of 300 knots (350 mph; 560 km/h), which makes it a much better platform for the ground-attack role than fast fighter-bombers, which often have difficulty targeting small and slow-moving targets.
Engine exhaust passes over the aircraft's horizontal stabilizer and between the twin tails, decreasing the A-10's infrared signature and lowering the likelihood that the aircraft can be targeted by heat-seeking missiles fired from the ground. The placement of the engines behind the wings partially shields them from anti-aircraft fire.[ The leading edge of the wing is honeycomb panel construction to provide strength with minimal weight compromise. Honeycomb panels of this type on the A-10 include the flap shrouds, elevators, rudders and other sections of the fins.
The A-10 has integrally machined skin panels. Because the stringers are integral with the skin there are no joint or seal problems. These panels, fabricated using computer controlled machining, reduce the time and hence the cost of production. Combat experience has shown that this type of panel is more resistant to damage. The skin is not load-bearing, so damaged skin sections can be easily replaced in the field, with makeshift materials if necessary.
The ailerons are at the far ends of the wings to gain greater rolling moment, as with many aircraft, but there are two distinguishing features. The ailerons are larger than is typical, almost 50% of the chord, providing improved control even at slow speeds. The aileron is also split, making it a deceleron.
The A-10 is designed to be refueled, rearmed, and serviced with minimal equipment. Also, most repairs can be done in the field. An unusual feature is that many of the aircraft's parts are interchangeable between the left and right sides, including the engines, main landing gear, and vertical stabilizers. The sturdy landing gear, low-pressure tires and large, straight wings allow operation from short rough strips even with a heavy ordnance load, allowing the aircraft to operate from damaged airbases. If runways are damaged in an attack, the A-10 can operate from taxiways or straight roadway sections.

The new A-10has new engine systems call VTOL .Durability A vertical take-off and landing (VTOL) aircraft is one that can hover, take off and land vertically. This classification includes fixed-wing aircraft as well as helicopters and other aircraft with powered rotors, such as tiltrotors. Some VTOL aircraft can operate in other modes as well, such as CTOL (conventional take-off and landing), STOL (short take-off and landing), and/or STOVL (short take-off and vertical landing). Others, such as some helicopters, can only operate by VTOL, due to the aircraft lacking landing gear that can handle horizontal motion. VTOL is a subset of V/STOL (vertical and/or short take-off and landing). This give a incredible turn rate that the emny are caught off guard think it just a fix wing and the abilities to do of a attack helicopter
Besides the ubiquitous helicopter, there are currently two types of VTOL aircraft in military service: craft using a tiltrotor, such as the Bell Boeing V-22 Osprey, and aircraft using directed jet thrust such as the Harrier family. Generally speaking, VTOL aircraft capable of V/STOL use it wherever possible, since it typically significantly increases takeoff weight, range or payload over pure VTOL.


The A-10 is exceptionally tough. Its strong airframe can survive direct hits from armor-piercing and high-explosive projectiles up to 23 mm. The aircraft has triple redundancy in its flight systems, with mechanical systems to back up double-redundant hydraulic systems. This permits pilots to fly and land when hydraulic power or part of a wing is lost. Flight without hydraulic power uses the manual reversion flight control system; this engages automatically for pitch and yaw control, and under pilot control (manual reversion switch) for roll control. In manual reversion mode, the A-10 is sufficiently controllable under favorable conditions to return to base and land, though control forces are much higher than normal. The aircraft is designed to fly with one engine, one tail, one elevator and half a wing torn off.
Its self-sealing fuel tanks are protected by fire-retardant foam. The A-10's main landing gear is designed so that the wheels semi-protrude from their nacelles when the gear is retracted so as to make gear-up belly landings easier to control and less damaging to the aircraft's underside. Additionally, the landing gear are all hinged toward the rear of the aircraft, so if hydraulic power is lost the pilot can drop the gear and a combination of gravity and wind resistance will open and lock the gear in place.
The cockpit and parts of the flight-control system are protected by 1,200 lb (540 kg) of titanium armor, referred to as a "bathtub". The armor has been tested to withstand strikes from 23 mm cannon fire and some strikes from 57 mm rounds. It is made up of titanium plates with thicknesses from 0.5 to 1.5 inches (13 to 38 mm) determined by a study of likely trajectories and deflection angles. This protection comes at a cost, with the armor making up almost 6% of the aircraft's empty weight. To protect the pilot from the fragmentation likely to be created from impact of a shell, any interior surface of the tub that is directly exposed to the pilot is covered by a multi-layer nylon spall shield. In addition, the front windscreen and canopy are resistant to small arms fire.
Proof of the durability of the A-10 was shown when Captain Kim Campbell, flying a ground support mission over Baghdad during the 2003 invasion of Iraq on 7 April, suffered extensive flak damage to her A-10. Enemy fire damaged one of the A-10's engines and crippled its hydraulic system, which required the aircraft's stabilizer and flight controls to be operated via the back-up mechanical system, this being known as 'manual reversion mode'. Despite this damage, Campbell managed to fly the aircraft for nearly an hour and landed safely.
There are several reasons for the unusual location of the A-10's General Electric TF34-GE-100 turbofan engines. First, the A-10 was envisioned to fly from forward air bases, often with substandard, semi-prepared runways that present a high risk of foreign object damage to the engines. The height of the engines decreases the chance that sand or stones will be ingested. This also allows engines to keep running while the aircraft is serviced and rearmed by ground crews, reducing turn-around time. Without the limitations imposed by engines, the wings could be mounted closer to the ground, to simplify servicing and rearming.

he engines' high 6:1 bypass ratio provides the A-10 with a relatively small infrared signature, and their position directs exhaust over the tailplanes further shielding it from detection by heat-seeking surface to air missiles. The engines are angled upward by nine degrees to cancel out the nose-down pitching moment they would otherwise generate due to being mounted above the aerodynamic center of the aircraft. This avoids the necessity to trim the control surfaces against the force. The heavy engines require strong supports, so their pylons are connected to the airframe by four bolts.[45]
The old fossil or nuclear version replace all of this fuel system components are protected in multiple ways. All four fuel tanks are located near the center of the aircraft, reducing the likelihood that they will be hit or have their fuel lines severed. The tanks are separate from the fuselage; thus, projectiles would need to penetrate the aircraft's skin before reaching the outer skin of the tank. The refueling system is purged after use so that all fuel in the aircraft is protected from fire. All fuel transfer lines self-seal if they are compromised; if a tank is damaged beyond its ability to self-seal, check valves prevent fuel flowing into the compromised tank. Most of the fuel system components are inside the tanks so that fuel will not be lost in case a component were to leak. Most importantly, reticulated polyurethane foam lines both the inner and outer sides of the fuel tanks, retaining debris and restricting fuel spillage in the event of damage. The other source of possible combustion, the engines, are shielded from the fuel system and the rest of the airframe by firewalls and fire extinguishing equipment. Even in the event of all four main tanks being penetrated and all contents lost, sufficient fuel is carried in two self-sealing sump tanks to allow flight for 230 miles (370 km).

Weapon systems
The fuselage of the aircraft is built around the gun. The gun's firing barrel is placed at the 9 o'clock position so it is aligned on the aircraft's centerline. The gun's ammunition drum can hold up to 1,350 rounds of 30 mm ammunition, but generally holds 1,174 rounds. The damage caused by rounds firing prematurely from impact of an explosive shell would be catastrophic, so a great deal of effort has been taken to protect the 5 feet 11.5 inch (1.816 m) long drum. There are many armor plates of differing thicknesses between the aircraft skin and the drum, to detonate an incoming shell before it reaches the drum. A final layer of armor around the drum protects it from fragmentation damage. The gun is loaded by Syn-Tech's linked tube carrier GFU-7/E 30 mm ammunition loading assembly car.

Another commonly used weapon is the AGM-65 Maverick air-to-surface missile, with different variations for either electro-optical (TV-guided) or infrared targeting. The Maverick allows targets to be engaged at much greater ranges than the cannon, a safer proposition in the face of modern anti-aircraft systems. During Desert Storm, in the absence of dedicated forward-looking infrared (FLIR) cameras for night vision, the Maverick's infrared camera was used for night missions as a "poor man's FLIR". Other weapons include cluster bombs and Hydra rocket pods( M.D.C rocket ). Although the A-10 is equipped to carry laser-guided bombs, their use is relatively uncommon. The A-10 has not been equipped with weapon control systems for accurate bombing as of 2000. A-10s usually fly with an ALQ-131 ECM pod( look at features ) under one wing and two AIM-9 Sidewinder air-to-air ( replaced with short range / medium range /long range missiles even mini-missiles )missiles under the other wing for self-defense.


Modernization:
http://upload.wikimedia.org/wikipedia/c ... ight-2.jpg
Since the A-10 flies low to the ground and at subsonic speed, aircraft camouflage is important to make the aircraft more difficult to see. Many different types of paint schemes have been tried. These have included a "peanut scheme" of sand, yellow and field drab; black and white colors for winter operations and a tan, green and brown mixed pattern.
The two most common markings applied to the A-10 have been the European I woodland camouflage scheme and a two-tone gray scheme. The European woodland scheme was designed to minimize visibility from above, as the threat from hostile fighter aircraft was felt to outweigh that from ground-fire. It uses dark green, medium green and dark gray in order to blend in with the typical European forest terrain and was used from the 1980s to the early 1990s. Following the end of the Cold War, and based on experience during the 1991 Gulf War, the air-to-air threat was no longer seen to be as important as that from ground fire, and a new color scheme known as "Compass Ghost" was chosen to minimize visibility from below. This two-tone gray scheme has darker gray color on top, with the lighter gray on the underside of the aircraft, and started to be applied from the early 1990s.
Many A-10s also featured a false canopy painted in dark gray on the underside of the aircraft, just behind the gun. This form of automimicry is an attempt to confuse the enemy as to aircraft attitude and maneuver direction.
Nicknames
The A-10 Thunderbolt class received its popular nickname "Warthog" from the pilots and crews of the USAF attack squadrons who flew and maintained it. The A-10 is the last of Republic's jet attack aircraft to serve with the USAF. The Republic F-84 Thunderjet was nicknamed the "Hog", F-84F Thunderstreak nicknamed "Superhog" or recently “MEGA hog” for VTOL , and the Republic F-105 Thunderchief tagged "Ultra Hog".A less common nickname is the "Tankbuster". The saying Go Ugly Early has been associated with the aircraft in reference to calling in the A-10 early to support troops in ground combat.




http://fc08.deviantart.net/fs70/f/2011/ ... 4ggy3v.jpg

Features
1. Radar: look below

2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, +5 to dodge weight

3. Laser targeting add +1 to all weapons systems back up systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles back up systems

5. External audio pick up: same as robots

6. Spotlight range 5 mile optional

7. Ejection systems: zero to zero launch systems

8. N.A.A.T ADD Self-Destruct systems note use any long range missile war head the most powerful in that part of rifts earths

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add

11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 1 tons

13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 50 M.D.C or less to any location this applies to Force field as well. On the second hit is 45 M.D.C and third hit 40 M.D.C and the firth hit 40 !!!


15.Any female pilot or partial Borg get a plus 1d 8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative

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

17. Advanced Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the main body and rear total 3 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-70 Enemy Missile or volley detonates in chaff and threat is neutralized
71-85 Missile/Volley diverts and may pursue/lock on to other targets
96-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240


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

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

20. Basic EVA systems (back up)

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

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, look below

23. Special laser coms suite for friendly or other must be at least 100 miles feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.

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

Sensor System Note: Has all the standard robot sensors and
systems, as well as the following:
25. Vertical Take-Off and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.
26. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 500 miles (800 km).
27. Reduced Radar Cross Section: Makes the A-19 S.O.T.L/V.O.T.L This stealthy aircraft, and attempts to locate it with radar incurs a penalty of - 25% to the operator's read sensory equipment skill.
28. H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Look below .
29. Advance Fly-By-Wire System: Vastly increases the agility of the fighter aircraft. Bonuses of +1 on initiative (in addition to that from H.U.D. helmet above), add+6 to dodge, and +40% to piloting skill on aerial and combat maneuvers.

30.Sensor System
Note: The A-10 has all the standard robot sensors and systems, as well as the following:
31. Vertical Take-Qff and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.

32. Enhanced Radar back up systems : Can identify and simultaneously track up to 96 different targets. Also, in a look-down configuration it can be used to accurately map the ground on reconnaissance missions. Range: 500 miles (800 km).

33. Stealth Package: To achieve almost total radar stealth, similar to Dagger was designed to have an extremely small radar cross section - less than that of most song-birds -and is also coated with radar absorbing material. As a result, the A-10 is virtually invisible to modern sensory equipment and attempts to locate the aircraft using radar incurs a whopping -80% penalty to the operator's read sensory equipment skill! Note: If the A-10 is armed with external long-range missiles (weapon system number 4 above), the penalty to detect the bird with radar drops to -25%.

34. Advanced Laser Targeting System: Can "paint" targets at ranges of 200 miles (64 km) and can be used to designate targets for friendly aircraft that are far beyond line of sight. Confers a bonus of +3 to strike.

35. Advanced Closed-Circuit Camera System: A sophisticated closed-circuit camera is located in the nose of the aircraft that can be used to identify enemy aircraft at ranges of 150 miles (80 km). Great for maintaining stealth, since the camera will not give the enemy warning of the Dagger's presence like active radar does.


36.Advanced Infrared Imager: A forward-looking infrared imager that has incredible resolution and allows the aircraft's computer to identify targets from their heat signatures alone. Thus the A-10 can distinguish between Grinning Skull and Iron Hammer tanks, or between Nightwing and Grey Falcon jets, using just the imager AT range of 200 miles away!!!.
37. Hardened Circuits & Avionics: The computer circuits used in the A-10 avionics systems have been hardened to withstand the effects of scramblers and electro-magnetic pulses.

38. Chaff: In the rear area of the aircraft is an eight-shot chaff launcher that fires cylinders holding thousands of small, reflective aluminum streamers. When released, these streamers mask the A-10 radar signature and also confuse incoming missiles
(50% chance of deflecting normal missiles). Located in all wings, main body rear, bottom



39.The VTOL A-10 war hog
• Add one additional 2 attack against ground targets’
• add + 3 to all, against any sub sonic speed targets’
• Advanced 360 directional radar systems and laser designator / targeting systems range 300 miles and can target 210 air or ground targets’
• 360 helmet H.U.D systems able to lock on targets from pilots view range 200 http://upload.wikimedia.org/wikipedia/c ... System.jpg miles 360 degree H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Gives a bonus of +1 on initiative and +1 to dodge, unless the pilot is surprised
• Radar /radar detectors in all wings as well as front nose , rear bottom and top section of main body

M.D.C
[1] Wings (2): 300 each
[2] Elevators (2): 100 each
[2] Rudders (2):100 each
Cockpit: 240
[3] Tilt Engines systems (2): 300 each
Landing Gear (3): 50 each
[4] Main Body: 400 for N.A.A.T
[5] force field 300
[1] Destroying a Wing will cause the plane to crash
[2] Destruction of rudders or one elevator will still allow the fighter to be controlled by the varying of power levels of the engines but the fighter has a penalty of -15 to dodge, and a -10 TO 40% ( 1d4x10%) penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
[3] The destruction of one engine will reduce the fighters top speed by half and give the pilot a -1 penalty to dodge as well as giving a -5% penalty to piloting. Destruction of both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight if damages foes to negatives it blow up in the air or land auto ejection systems kick in 99%
[5 ] force field is the first to take damage ,it take 12 hours to rechargers if nuclear powered but fossil fuel systems must replace force field systems take 2d6x10 minutes

Stats
• Crew: 1
• Length: 53 ft 4 in (16.26 m)
• Wingspan: 57 ft 6 in (17.53 m)
• Height: 14 ft 8 in (4.47 m)
• Wing area: 506 ft² (47.0 m²)
• Airfoil: NACA 6716 root, NACA 6713 tip
• Empty weight: 24,959 lb (11,321 kg)
• Loaded weight: 30,384 lb (13,782 kg) On CAS mission: 47,094 lb (21,361 kg)
On anti-armor mission: 42,071 lb (19,083 kg)
• Max takeoff weight: 50,000 lb (23,000 kg)
• Powerplant: 2 × General Electric TF34-GE-100A turbofans, 9,065 lbf (40.32 kN) each
Performance
• Never exceed speed: 600 mph,

• Cruise speed: 340 mph, 560 km/h
• Stall speed: 38 mph !!!!!
• Service ceiling: 45,000 ft (13,700 m)
• Rate of climb: 6,000 ft/min (30 m/s)
• Wing loading: 99 lb/ft² (482 kg/m²)
Armament
Guns: 1× 30 mm (1.18 in) GAU-8/A Avenger gatling cannon with 1,174 rounds
Hardpoints: 11 (8× under-wing and 3× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of.

Weapons systems GAU-8/A Avenger

Type The General Electric GAU-8/A Avenger is a 30 mm, hydraulically-driven seven-barrel Gatling-type rotary cannon that is mounted on the United States Air Force's Fairchild Republic A-10 Thunderbolt II. It is among the largest, heaviest and most powerful aircraft cannons in the United States military. Designed specifically for the anti-tank role, the Avenger delivers very powerful rounds at a high rate of fire.
The GAU-8 was created as a parallel program with the A-X (or Attack Experimental) competition that produced the A-10. The specification for the cannon was laid out in 1970,[2] with General Electric and Philco-Ford offering competing designs. Both of the A-X prototypes, the YA-10 and the Northrop YA-9, were designed to incorporate the weapon, although it was not available during the initial competition, and the M61 Vulcan was used as a temporary replacement. Once completed, the entire GAU-8 assembly (correctly referred to as the A/A 49E-6 Gun System) represents about 16% of the A-10 aircraft's unladen weight.
The gun is placed slightly off center in the nose of the plane with the front landing gear positioned to the right of the center line, so that the actively firing cannon barrel is directly on the aircraft's center line. The Russian Gryazev-Shipunov GSh-6-30 is a similar class of weapon, although it is lighter with a higher fire rate, but has a lower muzzle velocity and overheats faster.

The A-10 and its GAU-8/A gun entered service in 1977. It was produced by General Electric, though General Dynamics Armament and Technical Products has been responsible for production and support since 1997 when the division was sold by Lockheed Martin to General Dynamics.
The gun is loaded using Syn-Tech's linked tube carrier GFU-8/E 30 mm Ammunition Loading Assembly cart. This vehicle is unique to the A-10 and the GAU-8.

he GAU-8 itself weighs 620 pounds (280 kg), but the complete weapon, with feed system and drum, weighs 4,029 pounds (1,828 kg) with a maximum ammunition load. It measures 19 ft 5 1⁄2 in (5.931 m) from the muzzle to the rearmost point of the ammunition system, and the ammunition drum alone is 34.5 inches (88 cm) in diameter and 71.5 inches (1.82 m) long. The magazine can hold 1,174 rounds, although 1,150 is the typical load-out. Muzzle velocity when firing Armor-Piercing Incendiary rounds is 3,250 feet per second (990 m/s), almost the same as the substantially lighter M61 Vulcan's 20 mm round
The standard ammunition mixture for anti-armor use is a four-to-one mix of PGU-14/B Armor Piercing Incendiary, with a projectile weight of about 15.0 oz (425 grams or 6,560 grains) and PGU-13/B High Explosive Incendiary (HEI) rounds, with a projectile weight of about 12.7 oz (360 grams or 5,556.25 grains). The PGU-14/B's projectile incorporates a lightweight aluminum body, cast around a smaller caliber depleted uranium penetrating core. The Avenger is lethal against tanks and all other armored vehicles.
A very important innovation in the design of the GAU-8/A shells is the use of aluminum alloy cases in place of the traditional steel or brass. This alone adds 30% to ammunition capacity for a given weight. The shells also have plastic driving bands to improve barrel life. They are imposing to examine and handle, measuring 11.4 inches (290 mm) in length and weighing 1.53 pounds (0.69 kg) or more.
The Avenger's rate of fire was originally selectable, 2,100 rounds per minute (rpm) in the low setting, or 4,200 rpm in the high setting. Later this was changed to a fixed rate of 3,900 rpm. In practice, the cannon is limited to one and two-second bursts to avoid overheating and conserve ammunition; barrel life is also a factor, since the USAF has specified a minimum life of at least 20,000 rounds for each set of barrels. There is no technical limitation on the duration the gun may be continuously fired, and a pilot could potentially expend the entire ammunition load in a single burst with no damage or ill effects to the weapons system itself. However, this constant rate of fire would shorten the barrel life considerably and require added barrel inspections and result in shorter intervals between replacement.
Each barrel is a very simple non-automatic design having its own breech and bolt. Like the original Gatling gun, the entire firing cycle is actuated by cams and powered by the rotation of the barrels. The barrels themselves are driven by the aircraft's dual hydraulic system.
The GAU-8/A ammunition is linkless, reducing weight and avoiding a great deal of potential for jamming. The feed system is double-ended, allowing the spent casings to be recycled back into the ammunition drum, instead of ejected from the aircraft, which would require considerable force to eliminate potential airframe damage. The feed system is based on that developed for later M61 installations, but uses more advanced design techniques and materials throughout, to save weight.

Accuracy

The GAU-8/A is extremely accurate and can fire from 2100 to 4200 rounds per minute without complications. The 30-mm shell has twice the range, half the time to target, and three times the mass of projectiles carried by comparable Close Air Support aircraft.[1]
The muzzle velocity of the GAU-8/A is about the same as that of the M61 Vulcan cannon, but its heavier ammunition is more destructive and has superior ballistic properties. Its time of flight to 4,000 feet (1,200 m) is 30 percent less than that of an M61 round, the projectile decelerates much less rapidly after leaving the barrel, and it drops a negligible amount, about 10 feet (3.0 m) over the distance. The GAU-8/A accuracy when installed in the A-10 is rated at "5 mil, 80 percent", meaning that 80 percent of rounds fired at 4,000 feet (1,200 m) will hit the target within a 20 feet (6.1 m) radius circle. By comparison, the M61 is rated at 8 milliradians.

http://upload.wikimedia.org/wikipedia/c ... Type_1.jpg
The GAU-8/A Avenger Gatling gun next to a VW Type 1. Removing an installed GAU-8 from an A-10 requires first installing a jack under the aircraft's tail to prevent it from tipping, as the cannon makes up most of the aircraft's forward weight.

Recoil

Each barrel fires when it reaches roughly the 9 o'clock position, when viewed from the front of the plane. Because the gun's recoil forces could push the entire plane off target during firing, the weapon itself is mounted off-center in the other direction, toward the 3 o'clock position, so that the firing barrel lies directly on the aircraft's center line. The firing barrel also lies just below the aircraft's center of gravity, being bore sighted along a line 2 degrees below the aircraft's line of flight. This arrangement accurately centers the recoil forces, preventing changes in pitch and/or yaw when fired. This configuration also provides space for the front landing gear, which are mounted slight off-center on the right side of the nose.
The GAU-8/A utilizes recoil adapters. They are the interface between the gun housing and the gun mount. By absorbing (in compression) the recoil forces, they spread the time of the recoil impulse and counter recoil energy transmitted to the supporting structure when the gun is fired.
The A-10 engines were initially susceptible to flameout when subjected to gases generated in the firing of the gun. When the GAU-8 is being fired, the smoke from the gun can make the engines stop, and this did occur during initial flight testing. Gun exhaust is essentially oxygen-free, and is certainly capable of causing flame-outs of gas turbines. The A-10 engines now have a self sustaining combustion section. When the gun is fired the igniters come on to reduce the possibility of a flame-out.

The recoil force of the GAU-8/A is 10,000 pounds-force (45 kN), which is slightly more than the output of one of the A-10's two TF34 engines (9,065 lbf / 40.3 kN each). While this recoil force is significant, in practice cannon fire only slows the aircraft a few miles per hour.

Variants
A 40 MM GAU-8/A oh god look out
Or a 30 MM cannon with a ATL (anti tank laser ) 3d6x10+20 range 2 miles direct fire only nuclear powered R.O.F equal to pilots hand to hand plus one payload : unlimited

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

30MM 5D10 single round
Burst: 10 rounds Burst 5d10x10, 20 round Burst 1d1x100, 40 round burst not possible
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


L.E.A.P [u][b] 2 generation auto-cannon standard rounds

30 mm-5d4 M.D( max damage 20) single round
Burst 10 round Burst 5d4x10 or 5d8 x10 , 20 round Burst 1d4x100, 40 round Burst 2d4x100

[u][b] H.E.A.P


30 mm -4d6 M.D (max damage 24) single round
Burst 10 round Burst 4d6x10, 20 round Burst 8d6x10, 40 round Burst not possible

A.P.F.S.D.S round

30 mm -1d4x10 M.D( max damage 40 ) single round
Burst : 10 round Burst 5d8x10, 20 round Burst 1d4x100, 40 round Burst 2d4x100

Range: direct fire 2 miles, deflection fire /shot/ leading targets 5 miles
Rate of fire: 10 round Burst, 20 round Burst, 40 round Burst ,
Payload: 1,150 standard rounds but L.E.A.P is 1725 rounds
Bonus: Deflection is a technique used for effectively firing a ranged weapon at a moving target, that describes "leading the target"; that is, shooting ahead of a moving target so that the target and projectile will collide. This technique is only necessary when the target will have moved a sufficient distance to fully displace its position during the period of time of the projectile would take to reach the target's range. This can become the case either over long distances (such as a distant target for a skilled sniper), due to fast moving targets (such as an opposing aircraft in an aerial dogfight), or using slow projectiles, such as a crossbow bolt or an arrow from a bow. During World War II, U.S. Navy pilots were taught explicitly on the concept in order to capitalize on the advantages of the F4F Wildcat.
Leading targets is the practice of aiming one's weapon ahead of his or her target so that the projectiles will hit their mark. Over reasonably short ranges, leading is typically unnecessary when using firearms, but it is still relevant for sniping (where the bullet may take up to a second or more to reach its target), as well as for weapons such as bows that use lower-velocity projectiles. It is generally unnecessary for guided projectiles, although the autonomous guiding mechanism may be designed to calculate a flight path to lead its targets on its own, to ensure an interception
Hardpoints: 11 (8× under-wing and 3× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of. But the A-10 S/V.T.O.L Has 22,000 lb
Or
1454 pounds per hard point for standard A-10
But A-10 S/V.T.O.L has 2000 pounds per hard point
The following is for just ONE hard point!!!! There are 11 hard points
Or one standard weight long range missiles
Or 4 four standard medium range missiles fire and forget muti-targeting systems
Or 16 light weight medium range missiles fire and forget muti-targeting systems
Or 60 missiles short missile pod that 33 pounds each missile
Or cluster bombs use any missiles damage but 16 pounds or 125 cluster bombs
Or M.D.C Rocket that 10 pounds each or a total of 200 M.D.C Rockets
M.D.C Rocket Damage: 1d4 each H.E Rocket, 1d6 A.P Rocket, 5D6 for H.E.A.T Rocket
R.O.F : 5 or in volley of 10 or volley of 20 or all, volley of 30 or volley of 40 and so or all (look out ) in one attacks
NOTE : mostly at ground targets speed of 600 MPH or less
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

well any comments ??!!?!?!? plz :(
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

Have or maybe now How you and others had a good holiday.
No, your posting is not a 'turkey'. Most posters are vacation, school break or shopping till they drop this week. So the board is slow. Hate this time of the year because things slow down online. :x Enjoy post 'stuff'ing :D and the trimmings, so they will have something to see when back on line. Bye for now.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

abtex wrote:Have or maybe now How you and others had a good holiday.
No, your posting is not a 'turkey'. Most posters are vacation, school break or shopping till they drop this week. So the board is slow. Hate this time of the year because things slow down online. :x Enjoy post 'stuff'ing :D and the trimmings, so they will have something to see when back on line. Bye for now.

thanks man
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc00.deviantart.net/fs70/f/2010/ ... 33s33t.jpg
ARTIST COMMENTTS:
“The SU-30V/MKM is the short takeoff and vertical landing (STOVL) variant of the aircraft. Similar in size to the SU-30MKM variant, it sacrifices some fuel volume to make room for the vertical flight system. Takeoffs and landing with vertical flight systems are by far the riskiest, and in the end, a decisive factor in design. Like the AV-8B Harrier II, the V guns will be carried in a ventral pod”.
http://browse.deviantart.com/?qh=&secti ... k#/d33s33t




The Sukhoi Su-30 (Cyrillic: Сухой Су-30) (NATO reporting name Flanker-C) is a twin-engine, two-seat military aircraft developed by Russia's Sukhoi Aviation Corporation. It is a multirole fighter for all-weather, air-to-air and air-to-surface deep interdiction missions.
The Su-30 started out as an internal development project in the Sukhoi Su-27 family by Sukhoi. The design plan was revamped and the name was made official by the Russian Defense Ministry in 1996. Of the Flanker family, only the Su-27, Su-30, Su-34 and Su-35 have been ordered into serial production by the Defense Ministry. All the others, such as Su-37, were prototypes.
The Su-30 has two distinct branches, manufactured by competing organisations: KnAAPO and the Irkut Corporation, both of which come under the Sukhoi group's umbrella. KnAAPO manufactures the Su-30MKK and the Su-30MK2, which were designed for and sold to China, and later Indonesia and Vietnam. Due to KnAAPO's involvement from the early stages of developing Su-35, these are basically a two-seat version of the mid-1990s Su-35. The Chinese chose an older but lighter radar so the canards could be omitted in return for increased payload. It is a dedicated strike fighter designed for long-range air-to-surface attack missions, similar to the American F-15E
Irkut traditionally served the Soviet Air Defense and, in the early years of Flanker development, was given the responsibility of manufacturing the Su-27UB, the two-seat trainer version of the Su-27. When India showed interests in the Su-30, Irkut offered the multirole Su-30MKI, which originated as the Su-27UB modified with avionics appropriate for fighters. Along with its ground-attack capabilities, the series adds features for the air-superiority role, such as thrust-vectoring, forward canards and a long-range phase-array radar. Its derivatives include the MKM, MKA and MKV for Malaysia, Algeria and Venezuela, respectively. Russia is in talks to buy from Sukhoi's mass production facility Irkut on 28 to 40 Su-30 C fighters.
The SU-30V has all the abilities to hover and do all the flight maneuvers as a F22 raptor and land in any area as long as there enough room to land IN A 50 feet. The Su-30MK's combat load is mounted on 12 hard points: 2 wingtip AAM launch rails, 3 pylons under each wing, 1 pylon under each engine nacelle, and 2 pylons in tandem in the "arch" between the engines. All versions can carry up to 8 tons of external stores.

In North America this is the most hated by the coalition states because it can stand up to against the odds stack on the SU-30V.it able to fight against several jet fighters and even surface to air it Advance E.C.C.M systems allow to do electronic warfare at the same time dog fight .this makes it a deadly foe to go against .




Features
1. Radar: 5 miles or 45 miles

2. Combat computer: add +2 strikes rail gun, +3 auto cannon also add +3 attacks,

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems:

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 1 tons

13. Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add:

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 50 M.D.C or less to any location this applies to Force field as well. On the second hit is 45 M.D.C and third hit 40 M.D.C and the firth hit 40 !!!


15.Any female pilot or partial Borg get a plus 1d 8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are in the rear .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24
Weight add

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


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

20. Basic EVA systems (back up)

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

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


23. Special coms suite for grouns troops/ heavy basic exo-suit must be at least 50 miles and has link the following 1. , 2. , 3. , 4. , 11., 13., 14. ON , 15., 16., 19., 21., 22. skill 10%

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

25. Vertical Take-Off and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.
26. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 500 miles (800 km).
27. Reduced Radar Cross Section: Makes the A-19 S.O.T.L/V.O.T.L This stealthy aircraft, and attempts to locate it with radar incurs a penalty of - 25% to the operator's read sensory equipment skill.
28. H.U.D. Helmet: Significantly improves the reaction time of the pilot for firing weapons (missiles & laser). Look below .

29. Advance Fly-By-Wire System: Vastly increases the agility of the fighter aircraft. Bonuses of +2 on initiative (in addition to that from H.U.D. helmet above), add+8 to dodge, and +40% to piloting skill on aerial and combat maneuvers.

30. Sensor System
Note: The A-10 has all the standard robot sensors and systems, as well as the following:
31. Vertical Take-Qff and Landing (VTOL): The aircraft can land on any flat surface the width of its wingspan, including irregular terrain.

32. Enhanced Radar back up systems : Can identify and simultaneously track up to 96 different targets. Also, in a look-down configuration it can be used to accurately map the ground on reconnaissance missions. Range: 500 miles (800 km).

33. Stealth Package: To achieve almost total radar stealth, similar to Dagger was designed to have an extremely small radar cross section - less than that of most song-birds -and is also coated with radar absorbing material. As a result, the A-10 is virtually invisible to modern sensory equipment and attempts to locate the aircraft using radar incurs a whopping -80% penalty to the operator's read sensory equipment skill! Note: If the A-10 is armed with external long-range missiles (weapon system number 4 above), the penalty to detect the bird with radar drops to -25%.

34. Advanced Laser Targeting System: Can "paint" targets at ranges of 200 miles (64 km) and can be used to designate targets for friendly aircraft that are far beyond line of sight. Confers a bonus of +3 to strike.

35. Advanced Closed-Circuit Camera System: A sophisticated closed-circuit camera is located in the nose of the aircraft that can be used to identify enemy aircraft at ranges of 150 miles (80 km). Great for maintaining stealth, since the camera will not give the enemy warning of the Dagger's presence like active radar does.


36.Advanced Infrared Imager: A forward-looking infrared imager that has incredible resolution and allows the aircraft's computer to identify targets from their heat signatures alone. Thus the A-10 can distinguish between Grinning Skull and Iron Hammer tanks, or between Nightwing and Grey Falcon jets, using just the imager AT range of 200 miles away!!!.
37. Hardened Circuits & Avionics: The computer circuits used in the A-10 avionics systems have been hardened to withstand the effects of scramblers and electro-magnetic pulses.

38. Chaff: In the rear area of the aircraft is an eight-shot chaff launcher that fires cylinders holding thousands of small, reflective aluminum streamers. When released, these streamers mask the A-10 radar signature and also confuse incoming missiles
(50% chance of deflecting normal missiles). Located in all wings, main body rear, bottom


M.D.C
M.D.C
[1] Wings (2): 200 each
[2] Elevators (2): 50 each
[2] Rudders (2):75 each
Cockpit: 140
[3] Engines systems (2): 200 each
Landing Gear (3): 25 each
[4] 225 north America version
[5] force field 300

[1] Destroying a Wing will cause the plane to crash
[2] Destruction of rudders or one elevator will still allow the fighter to be controlled by the varying of power levels of the engines but the fighter has a penalty of -15 to dodge, and a -10 TO 40% ( 1d4x10%) penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
[3] The destruction of one engine will reduce the fighters top speed by half and give the pilot a -1 penalty to dodge as well as giving a -5% penalty to piloting. Destruction of both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight if damages foes to negatives it blow up in the air or land auto ejection systems kick in 99%
[5 ] force field is the first to take damage ,it take 12 hours to rechargers if nuclear powered but fossil fuel systems must replace force field systems take 2d6x10 minutes

General characteristics
• Crew: 2and A.I systems as well
• Length: 21.935 m (72.97 ft)
• Wingspan: 14.7 m (48.2 ft)
• Height: 6.36 m (20.85 ft)
• Wing area: 62.0 m2 (667 ft2)
• Empty weight: 17,700 kg (39,021 lb)
• Loaded weight: 24,900 kg (54,900 lb)
• Max takeoff weight: 34,500 kg (76,060 lb)
• Powerplant:
o Dry thrust: 7,600 kgf (74.5 kN, 16,750 lbf) each
o Thrust with afterburner: 12,500 kgf (122.58 kN, 27,560 lbf) each
o Range: unlimited
o 2 × AL-31FL low-bypass turbofans
o Nuclear power
Flying :

Performance
• Maximum speed: Mach 2.0 (2,120 km/h, 1,320 mph)
• Range: 3,000 km (1,620 nmi) at altitude fossil fuel or nuclear powered unlimited flight for 24 hours
• Service ceiling: 17,300 m (56,800 ft)
• Rate of climb: 230 m/s (45,275 ft/min)
• Wing loading: 401 kg/m2 (82.3 lb/ft2)
• Thrust/weight: 0.98


Weapons systems each hard point can carry a 1 ton or 2000 pounds for each ,it carries 6 per main wing or a total of 12 ,under hard points 6 ,plus in four on the pontoons for a total of 8 that’s on the total of 26 in the aircraft ,the pontoons can carry ammo to extend combat endures or fuel 3000 pounds or 1.5 tons of fuel. And if you are thinking they are armored too just in case.100 each
L.E.A.P ] 2 generation auto-cannon standard rounds NOTE add 50% more ammo very common but critical strike at 19 or 20

Weapons systems gun 30 MM
30 mm-5d4 M.D( max damage 20) single round
Burst 10 round Burst 5d4x10 or 5d8 x10 ,

H.E.A.P heavy explosive armored piecing rounds

30 mm -4d6 M.D (max damage 24) single round
Burst 10 round Burst 4d6x10,

A.P.F.S.D.S round the amour-piercing fin-stabilized discarding sabot (APFSDS), a type of long-rod penetrator
30 mm -1d4x10 M.D( max damage 40 ) single round
Burst : 10 round Burst 5d8x10,
Range: direct fire 2 miles, deflection fire /shot/ leading targets 5 miles
Rate of fire: 10 round Burst, 20 round Burst, 40 round Burst ,
Payload: 150 standard rounds but L.E.A.P is 225 rounds

Bonus: Deflection is a technique used for effectively firing a ranged weapon at a moving target, that describes "leading the target"; that is, shooting ahead of a moving target so that the target and projectile will collide. This technique is only necessary when the target will have moved a sufficient distance to fully displace its position during the period of time of the projectile would take to reach the target's range. This can become the case either over long distances (such as a distant target for a skilled sniper), due to fast moving targets (such as an opposing aircraft in an aerial dogfight), or using slow projectiles, such as a crossbow bolt or an arrow from a bow. During World War II, U.S. Navy pilots were taught explicitly on the concept in order to capitalize on the advantages of the F4F Wildcat.
Leading targets is the practice of aiming one's weapon ahead of his or her target so that the projectiles will hit their mark. Over reasonably short ranges, leading is typically unnecessary when using firearms, but it is still relevant for sniping (where the bullet may take up to a second or more to reach its target), as well as for weapons such as bows that use lower-velocity projectiles. It is generally unnecessary for guided projectiles, although the autonomous guiding mechanism may be designed to calculate a flight path to lead its targets on its own, to ensure an interception
Hard points: 11 (8× under-wing and 3× under-fuselage pylon stations) with a capacity of 16,000 lb (7,260 kg) and provisions to carry combinations of. But the A-10 S/V.T.O.L Has 22,000 lb
Or
1454 pounds per hard point for standard A-10
But A-10 S/V.T.O.L has 2000 pounds per hard point
The following is for just ONE hard point!!!! There are 11 hard points
Or one standard weight long range missiles
Or 4 four standard medium range missiles fire and forget muti-targeting systems
Or 16 light weight medium range missiles fire and forget muti-targeting systems
Or 60 missiles short missile pod that 33 pounds each missile
Or cluster bombs use any missiles damage but 16 pounds or 125 cluster bombs
Or M.D.C Rocket that 10 pounds each or a total of 200 M.D.C Rockets
M.D.C Rocket Damage: 1d4 each H.E Rocket, 1d6 A.P Rocket, 5D6 for H.E.A.T Rocket
R.O.F : 5 or in volley of 10 or volley of 20 or all, volley of 30 or volley of 40 and so or all (look out ) in one attacks
NOTE : mostly at ground targets speed of 600 MPH or less
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc04.deviantart.net/fs70/f/2010/ ... rulGGK.jpg



ARTIST COMMENTTS:
Malaysia is now studying the feasibility of expanding its fleet of multi-role combat aircraft (MRCA), Russia is one of the countries offering Kuala Lumpur one competent option. For Moscow the potential MRCA contract is an exceptional case.
http://hasrulggk.deviantart.com/art/Su- ... ulggk&qo=0

Disclaimer: this is fiction

Kuala Lumpur needs up to 124 new MRCAs in order to pursue the changed defence strategy. The country’s civilian leadership believes that threats to safety stem from the ever-growing number of geographic locations, while the scale of such threats remains uncertain. Therefore, the Malaysian Armed Forces must be prepared to DESTROY EVERYONE before they become a threat by intercepting the foe back at the remote approaches, immediate response to limited threats in low-intensity conflicts and finally, the capability to wage full-scale, protracted coalition warfare. To form a single defence zone, a country that spreads over more than 2,000km needs long-range weapon systems.


description :U MAKE ONE UP


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

2. Combat computer: add +2 strikes rail gun, +3 auto cannon , also add +3 attacks, +5 to dodge

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: zero to zero ejection systems

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 1 tons

13. Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points

14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 50 M.D.C or less to any location this applies to Force field as well. On the second hit is 45 M.D.C and third hit 40 M.D.C and the firth hit 40 !!!


15.Any female pilot or partial Borg get a plus 1d 8 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level 1d4 initiative

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24


18. [/strike]Can add Five T.W Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points 19. Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!

20. Basic EVA systems (back up)

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


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

23. Special coms suite for ground infantry/troops or heavy or basic exo-suit must be at least 10 miles and has linked the following 1. , 2. , 3. , 4. , 11. 13., 14.note damage is , 15., 16., 19., 21., 22.note all same but skill 10%

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


M.D.C

[1] Wings (2): 100 each
[2] Elevators (2): 50 each
[2] Rudders (2):75 each
Cockpit: 125
[3] Engines systems (2): 150 each
Landing Gear (3): 25 each
[4] Main Body: 250
[5] force field 100
[1] Destroying a Wing will cause the plane to crash
[2] Destruction of rudders or one elevator will still allow the fighter to be controlled by the varying of power levels of the engines but the fighter has a penalty of -15 to dodge, and a -10 TO 40% ( 1d4x10%) penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
[3] The destruction of one engine will reduce the fighters top speed by half and give the pilot a -1 penalty to dodge as well as giving a -5% penalty to piloting. Destruction of both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight if damages foes to negatives it blow up in the air or land auto ejection systems kick in 99%
[5 ] force field is the first to take damage ,it take 12 hours to rechargers if nuclear powered but fossil fuel systems must replace force field systems take 2d6x10 minutes



[ General characteristics
• Crew: 2 and A.I systems as well
• Length: 21.935 m (72.97 ft)
• Wingspan: 14.7 m (48.2 ft)
• Height: 6.36 m (20.85 ft)
• Wing area: 62.0 m2 (667 ft2)
• Empty weight: 17,700 kg (39,021 lb)
• Loaded weight: 24,900 kg (54,900 lb)
• Max takeoff weight: 34,500 kg (76,060 lb)
• Powerplant:
o Dry thrust: 7,600 kgf (74.5 kN, 16,750 lbf) each
o Thrust with afterburner: 12,500 kgf (122.58 kN, 27,560 lbf) each
o Range: unlimited
o 2 × AL-31FL low-bypass turbofans
o Nuclear power
Flying :

Performance
• Maximum speed: Mach 3.5
• Range: 3,000 km (1,620 nmi) at altitude fossil fuel or nuclear powered unlimited flight for 24 hours
• Service ceiling: 56,800 ft
• Rate of climb: 55,275 ft/min
• Wing loading: 82.3 lb/ft
• Thrust/weight: 0.98


Weapons systems each hard point can carry a 1 ton or 2000 pounds for each ,it carries 6 hard points per main wing or a total of 12 , ,plus in four on the pontoons for a total of 16 that’s on the total of in the aircraft ,the pontoons can carry ammo to extend combat endures or fuel 3000 pounds or 1.5 tons of fuel. And if you are thinking they are armored too just in case 100 M.D.C.
Long range missiles weight: 1 ton, medium range 500 pounds, short range missiles 33 pounds each ,M.D.C rockets 10 pounds


Weapons systems
Type :
Damage:
30 mm-5d4 M.D( max damage 20) single round
Burst 10 round Burst 5d4x10 or 5d8 x10 ,
Range: 3 miles Deflection 5 miles/Leading 4 miles
Rate of fire: burst
Payload: 250 rounds
Bonus:
Deflection is a technique used for effectively firing a ranged weapon at a moving target, that describes "leading the target"; that is, shooting ahead of a moving target so that the target and projectile will collide. This technique is only necessary when the target will have moved a sufficient distance to fully displace its position during the period of time of the projectile would take to reach the target's range. This can become the case either over long distances (such as a distant target for a skilled sniper), due to fast moving targets (such as an opposing aircraft in an aerial dogfight), or using slow projectiles, such as a crossbow bolt or an arrow from a bow. During World War II, U.S. Navy pilots were taught explicitly on the concept in order to capitalize on the advantages of the F4F Wildcat.
Leading targets is the practice of aiming one's weapon ahead of his or her target so that the projectiles will hit their mark. Over reasonably short ranges, leading is typically unnecessary when using firearms, but it is still relevant for sniping (where the bullet may take up to a second or more to reach its target), as well as for weapons such as bows that use lower-velocity projectiles. It is generally unnecessary for guided projectiles, although the autonomous guiding mechanism may be designed to calculate a flight path to lead its targets on its own, to ensure an interception
add use combat computer and A.I only strike all bonus but not the pilots
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

any comment on this good ...OK bad anything ???:(
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

well any commnts ???m?
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://i686.photobucket.com/albums/vv23 ... 1322358596

The Remington Semi-Auto Sniper System (RSASS) was prototype 7.62x51mm rifle. It features a full length rail, uses Magpul 7.62mm magazines and has a left-side foldable charging handle. It later staring using 12mm (or 30 caliber ) and up and up to a 30 MM sniper rifle cannon.

The Remington Semi Automatic Sniper System is the culmination of a joint effort between Remington Arms and JP Enterprises to develop a highly accurate and superbly built rapid firing sniper rifle. This weapon delivers sub-MOA accuracy out to 800 meters and beyond while providing the tactical advantage of a semi-automatic platform. This weapon succeeds where others fail, meeting any and all mission requirements with ease.
Remington is the world’s premier builder of accurate, dependable sniper rifles. With a legacy of long-range rifles dating back to the big-bore Rolling Blocks that commanded the wide open spaces of the wild American West, no one knows more about what it takes to build a long-range precision rifle than Remington.

Our sniper rifle line-up, including both auto loading and bolt action platforms, offers a solution to meet any mission requirement and budget.
the new anti recoil system will allow to fire heavy caliber rounds to a 30 MM round use by fighter plane and the new level of M.D.C metal and new nano tech will givw the user to any level to fire M.D.C abilities.


R.A.S.S sniper rifle
• 30 caliber it will be law enforcement and local militias
• 50 caliber it will be law enforcement and local militias
• 10 MM only military will have this
• 20 MM only military will have this
• 30 MM only military will have this

In Chaos earth arm tech will work Remington to keep alive and well this partnership will save live and job from leaving the U.S. And later will make rail gun sniper rifle that will help both companies .sadly only the ballistic will be seen only later to see the rail gun version be used by N.A.AT and N.A.M.E.S 300 years later

Type: M.D.C ballistic 30 calibers
Damage:
30 calibers 2d4 M.D.C each single shot
30 calibers 4d4 M.D.C Dual shot or (double tap)
30 calibers 4d8 M.D.C burst four round fired
Range: 2,624 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 36 rounds
Notes: weight 20 pounds fully loaded

Type: M.D.C ballistic 50 caliber
Damage:
50 caliber 2d6 M.D.C each single shot
50 caliber 4d6 M.D.C Dual shot or (double tap)
50 caliber 8d6 M.D.C burst four round fired
Range: 3500 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 34 rounds
Notes weight 22 pounds fully loaded


Type: M.D.C ballistic 10 MM
Damage: varies on type of round using

L.E.A.P
10 mm 3d4 M.D (max damage 12) Single shot
10 MM M.D.C Dual shot or (double tap) /Dual shot 4d6
10 MM M.D.C burst four round fired 8d6
Range add and payload 50% also critical hit on a natural roll 19 or 20

H.E.A.P
10 mm -3d6 M.D.C (max damage 18) single shot
10 mm -6d6 M.D.C Dual shot/(double tap)
10 mm – 12d6 M.D.C burst four round fired

A.P.F.S.D.S round
10 mm -5d6 M.D ( max damage 30 ) single shot
10 mm 1d6x10 M.D.C Dual shot or (double tap)
10 mm 2d6x10 M.D.C burst four round fired
Range: 4500 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 34 rounds



Type: M.D.C ballistic 20 MM
Damage : varies on type of round using
L.E.A.P
20 mm – 3d6 M.D ( max damage 18 ) single shot
20 mm – 6d6 M.D.C Dual shot or (double tap)
20 mm – 1d6x10+12 M.D.C burst four round fired
Range add and payload 50%50% also critical hit on a natural roll 19 or 20

H.E.A.P
20 mm -5d4 M.D (max damage 20) single shot
20 mm – 1d4x10 M.D.C Dual shot or (double tap)
20 mm – 2d4x10 M.D.C burst four round fired

A.P.F.S.D.S round
20 mm- 6d6 M.D( max damage 36 ) single shot
20 mm- 1D6X10+2 M.D.C Dual shot or (double tap)
20 mm 2D6X10+4 M.D.C burst four round fired
Range: 5800 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 32 rounds
Notes

Type: M.D.C ballistic 30 MM
Damage : varies on type of round using
L.E.A.P
30 mm-5d4 M.D( max damage 20) single shot
30 mm- 1D4X10M.D.C Dual shot or (double tap)
30 mm- 2D4X10M.D.C burst four round fired
Range add and payload 50%50% also critical hit on a natural roll 19 or 20

H.E.A.P
30 mm -4d6 M.D (max damage 24) single shot
30 mm – 8D6 M.D.C Dual shot or (double tap)
30 mm – 1D10X10 M.D.C burst four round fired

A.P.F.S.D.S round
30 mm -1d4x10 M.D( max damage 40 ) single shot
30 mm – 2D4X10M.D.C Dual shot or (double tap)
30 mm – 4D4X10M.D.C burst four round fired

Range: 6800 feet
R.O.F: single shot, Dual shot, burst four rounds fired
Payload: 30 rounds
Notes weight 23 pounds fully loaded.


rail gun allows less amount of rounds fire but add extra fire powered ,range , speed of the round traveling all carry the same weight :25 pounds fully loaded and are love by sniper in north America and Europe.
Type: Rail gun 30 caliber with heavy explosive tips
Damage: burst short
6d6 short burst
2d4x10 long burst
Range: 7900 feet
R.O.F: Dual shot burst two rounds, burst four rounds fired
Payload: 30 rounds
Notes other type of round combine with rail tech
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Type: Rail gun 50 caliber
Damage
4d10 or 1d4x10 short burst
2d4x10+10 long burst
Range: 8500 feet
R.O.F: Dual shot burst two rounds , burst four rounds fired
Payload: 30 rounds
Notes other type of round combine with rail tech
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Type: Rail gun 10 MM
Damage:
1d6x10 short burst
3d4x10 long burst
Range: 9500 feet
R.O.F: Dual shot burst two rounds , burst four rounds fired
Payload: 30 rounds
Notes other type of round combine with rail tech
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Type: Rail gun 20 mm
Damage:
Short burst 2d4x10
Long burst 4d4x10
Range: 10,700 feet
R.O.F: Dual shot burst two rounds , burst four rounds fired
Payload: 30 rounds

Notes other type of round combine with rail tech
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Type: Rail gun 50 caliber
Damage
4d10 or 1d4x10 short burst
2d4x10+10 long burst
Range: 8500 feet
R.O.F: Dual shot burst two rounds , burst four rounds fired
Payload: 30 rounds
Notes other type of round combine with rail tech
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Type: Rail gun 10 MM
Damage:
1d6x10 short burst
3d4x10 long burst
Range: 9500 feet
R.O.F: Dual shot burst two rounds , burst four rounds fired
Payload: 30 rounds
Notes other type of round combine with rail tech
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

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

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds(s.a.b.o.t) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Type: Rail gun 30 mm
Damage:
Short burst 1d10x10
Long burst 5d4x10
Range: 11,900 feet
R.O.F: Dual shot burst two rounds, burst four rounds fired
Payload: 30 rounds

Notes
L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better, always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

any comments plz ;(
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

First) thank you thank you for the email u guy and grills sent me
Two) recently I open up an RPG club started with dead reign RPG but went Robotech invid invasion
Three) recently I been getting sick went to see doctor but recommend to see a specialist (let leave at that)
Four) to tired man
Five) family
Six) I have many stuff to be done for
• N.A.AT Germany BOOK
• N.A.AT
• ARM TECH
• post any Anti-Unification League military vehicles
• Non A.U.L forces
• Splicers
• Dead reign
But need time so thank you again I thought I was a annoying so member in the forum but goy good to honest opinions
And thank U Grell U the man!!!!
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: N.A.AT

Unread post by Aramanthus »

Very nice. I like the variation of the VTOL and the STOL. It's too bad they never tried that with the A-10.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Aramanthus wrote:Very nice. I like the variation of the VTOL and the STOL. It's too bad they never tried that with the A-10.

wow thanks man I am humble by your words man ......
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

N.A.A.T and N.A.M.E.S allied update

Had many successful and disasters in several in tends to vary but with the support of the other theaters N.A.A.T and N.A.M.E.S can easily recover losses. However if N.A.A.T and N.A.M.E.S take losses in more than four theaters, they drop effectiveness by 50% in supplies and man power 78% .It will take months for resupplies instead of days if N.A.A.T and N.A.M.E.S take hits this way. N.A.A.T and N.A.M.E.S are more of logistical support which allows helping and gaining additional mercenary troops, for they are the first true international mercenary outfit. N.A.A.T and N.A.M.E.S will look where they can be the most effective for in rifts earth there will always be a gap and try to fill that gap .for this is the way they can put the foot at the door and to see what they are dealing with in that area for so far it work well and keep N.A.A.T behind the scene and keep N.A.M.E.S in the for front.

North America
By using aircrafts, as well as S.T.O.L and V.T.O.L and conventional aircrafts .it been a success. The uses of fossil are standard issues, this way the coalition states this way GAW just to mention one are not banned and N.A.A.T and N.A.M.E.S are able to get just about any aircrafts , resupply them just in case . But you can upgraded the aircrafts using battery powered and even nuclear powered but are costly .still N.A.A.T and N.A.M.E.S get the best gear and additional systems to traded , sell or use what is needed for a mission operations .also new hardware is coming from NGR and American scientist to be shared with elite troops call the 101 air core with will be mention later on the road .
Canada
Free Quebec is now working in getting eith er a copied version of the all the coalition states aircrafts (knock off) or NGR aircrafts and even additional aircrafts from North America. N.A.A.T and N.A.M.E.S are able to make a killing with Free Quebec and no one will be the wiser that N.A.A.T and N.A.M.E.S will be behind this.
South America
Here all type of aircrafts and gunship are been add to Columbia new air force given a major tactical advantage over man future threat’s from troop support air to ground and even air to air combat operations . Just like in North America N.A.A.T and N.A.M.E.S are able to make a killing with Free Quebec or the coalition and no one will be the wiser that N.A.A.T and N.A.M.E.S will be behind this.

Europe N.G.R
However conventional aircrafts had many losses by 65% and the use of S. /V.T.O.L are the best use in N.G.R. The use S./V.T.O.L best use to and Kingdom of Tarnow is the main supplier hover gunship and hover transport work better than a helicopter and is much faster stronger then the traditional gunship. NGR still going it normal of aircrafts which has worked well, N.G.R. but is think of adding to mercenary community to see how it works .

Europe Kingdom of Tarnow
Kingdom of Tarnow has become the supplier for hover gunships and hover transport for D-bee militia force (or D.M.F) and has work very well in the borders against Brodkil Empire and gargoyles as well then add fast speed aircrafts make the very useful combination in mass carpet bombing . But they are effective when call by troops on the ground. To become the main hover gunship and hover transport was something no saw coming and N.A.A.T and N.A.M.E.S use to the best advantage this. N.A.A.T and N.A.M.E.S didn’t at first want this to happen but Kingdom of Tarnow the situation of the king always have to think three or four time before talking to the king but recently the indirect talk has allow both side to work well . However the lost of the massacre in Wroclaw changed everything and by N.A.A.T and N.A.M.E.S keeping the distance work in N.A.A.T and N.A.M.E.S favor. Instead of look for mercenary as additional defense buffer against Brodkil Empire and even gargoyle, this has helped the mercenary community .


Soviets and warlords Kolodenko ,Sonya Tatyana Romanov
The need for any type of aircrafts and S./V.T.O.L aircrafts, these will give a major advantage over the other warlords . But there seem to be a small amount of aircrafts for each warlord camps and the Soviets as well. N.A.A.T and N.A.M.E.S , Soviets and NGR are investigating so far not a hint ,because no one talking for now .


New Navy ,is getting a large amount aircrafts from F-4 phantom aircrafts and up ( from F4 Tomcat FighterF-15 Eagle, F-15E Strike Eagle, F-16 Fighting Falcon, F-35 Lightning II, WC-130 Hercules, UH-1N Twin Huey, CV-22 Osprey, AH-64 Apache, CH-47 Chinook, MH-47 Chinook, UH-60 Black Hawk, F/A-18 Hornet, F-35 Lightning II) are just some mention and even recovering own aircrafts New Navy as well . N.A.A.T and N.A.M.E.S are getting them a low cost for the New Navy.

Japan
The same with the New Navy and N.A.A.T and N.A.M.E.S making a killing on selling to aid against demon hordes .Japan now has a massive air force for air to ground/sea and even air to air (look at the new navy jetfighter ).
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

artist comment
So this has been in the works for t
Karic Gunship by ~Tekka-Croe
Digital Art / Drawings / Sci-Fi
©2011 ~Tekka-Croehe
last few days. I've gone back and seriously revised my previous Karic Gunship design. I've moved two of the engines from the wings to the fuselage, as having four engines out on the wings made it look too cumbersome. This Gunship's armament is varied from the previous design. While the chin-mounted chaingun is the same, this gunship is sporting a pair of 40mm rotary cannons, each capable of sawing a main battle tank in half. All armaments are shown in the stowed position, with gunnery bay doors closed. I've also tried some new things with shading. Sort of got a pseudo-anime look going on here.


I'm not sure where this is supposed to be, since all of Karic's landmasses are covered in city... Oh well, maybe it's on Karic's sister planet, an agricultural world. The photograph used as the background is Edwards Airforce Base, in Florida; I took the picture while on vacation a couple years back.

*In the universe of Novus Imperium, Karic is humanity's homeworld. Its landmasses are uniformly covered in a blanket of multilevel city, and has an artificial ring, as well as numerous deep-space colonies in orbit at Karic's Lagrange Points. It is the most powerful planet in the galaxy.

Karic (c)


http://tekka-croe.deviantart.com/art/Ka ... age&qo=249

Karic Gunship will the most fear when it rain steel from the heavens for aiding N.A.A.T & N.A.M.E.S in any combat theater .This one of the best long range hover gunships and a terror in any combat area . it shared worth NA.M.E.S and N.A.A.T .
Features
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons

2. Combat computer: add +2 strikes main gun, +3 MDC machineguns, also add +2 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 2 tons

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

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

14. N.A.A.T Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 80 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the back of legs and rear total look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240(x3)
Weight add: 1 tons

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

19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +1 plus any other bonus!!!

20. Laser guided anti missile systems: one in front, sides, rear and top each does 1d4x10+8 per hit range 3500 feet roll to shot down missiles of ant type from any sides +9 to shot down only .

M.D.C

Main body 575
Reinforce cockpit (2) 120
Main engine 150 each (4)
Tail 250
Main Tail 50
Side doors (2) 120
Side /under belly amour 250 (x3)
40 MM cannon (2) 200 each
20 MM cannon 125
Wing (2)300 each
N.A.A.T force filed 600 - Kingdom of Tarnow 240

Stats
Height: 27 feet
Length: 37 feet, 41 feet with cannon
Range: commercial 500 miles, military battery powered 2 weeks, nuclear 1 or more
Speed: max speed 600 M.P.H

Nose turret has 360 degree angel
Heavy M.D Machinegun : pick one below
.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 3000 feet
Payload: 1000 rounds

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


Type 5mm mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range: 6000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

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


Third generation ram jet rail gun auto-cannon

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

20MM Damage: 1d4x10 M.D.C burst, 4 rounds burst 4d4x10 M.D.C
40MM Damage 1D6X10, 4 rounds burst 4d6x10 M.D.C
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

Weapon systems: The following is the nose mount Top barrel chin gun 20 MM or 40 MM an example:
Damage top barrel 20 mm -5d4 M.D (max damage 20) two rounds 1d4x10 M.D.C Damage , four rounds 2d4x10 M.D.C Damage, eight rounds 4d4x10 M.D.C , 5d4x10 for ten rounds

A.S.A.S.P bonus as above but critical 15
2 generation auto-cannon standard rounds
L.E.A.P
20 mm – 3d6 M.D ( max damage 18 ), three round 6d6 M.D.C , ten rounds 3d6x10
40 mm -4d6 M.D ( max damage 24) , five round 2d6x10, ten rounds 4d6x10
H.E.A.P
20 mm -5d4 M.D (max damage 20) two rounds 1d4x10 M.D.C Damage , four rounds 2d4x10 M.D.C Damage, eight rounds 4d4x10 M.D.C , 5d4x10 for ten rounds
40 mm -5d6 M.D (max damage 30) two rounds 1d6x10 M.D.C , four rounds 2d6x10 M.D.C ,eight rounds 4d610 M.D.C , 5d6x10 ten rounds
A.P.F.S.D.S round
20 mm- 6d6 MD( max damage 36 ), five round 3d6x10 M.D.C
40 mm- 5d10 M.D( max damage 50 ) four rounds 5d4x10 , eight round 5d8x10 M.D.C
R.O.F: burst only
Range : 3 miles
Payload: 200 rounds

Third generation ram jet rail gun auto-cannon

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

20MM 1d4x10
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
2 generation auto-cannon standard rounds
L.E.A.P add range 20 %
20 mm – 3d6 M.D ( max damage 18 ) ,two round fired 6d6,five round fired 3d6x10
H.E.A.P
20 mm -5d4 M.D (max damage 20) ), three round 6d6 M.D.C , ten rounds 3d6x10
A.P.F.S.D.S round
20 mm- 6d6 MD( max damage 36 ) five round 3d6x10 M.D.C
Rate of fire: look above single shot or burst
Range: 8000 feet
Payload :350 rounds

Weapon systems: under barrel .50 caliber or any type of rail gun doing 5d6 MDC to 2d4x10 Heavy M.D Machinegun: pick one below

.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 1000 rounds

.50 calibers
Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Type 5mm mm mini-gun as its coax gun this a small but extreme rate of fire that does incredible amount of damage due to the extremely high rate fire in can fire S.D.C or M.D.C . And it carries an incredible amount of ammo which pilots love these weapon systems.
Damage:
M.D.C rounds: 5d4 M.D.C control burst, 1d4x10 M.D.C short burst, 2d4x10 M.D.C medium burst , 1d6x10 M.D.C heavy 2d4x10 M.D.C long burst , 3d4x10 M.D.C extended burst
Can switch fire S.D.C as well but not both at the same time
S.D.C rounds : 4d8x10 S.D.C control burst, 2d4x10 S.D.C short burst, 3d4x10 S.D.C medium burst , 4d4x10 S.D.C heavy , 5d4x10 S.D.C long burst , 4d6x10 S.D.C extended burst
R.O.F: burst only, control burst 5 rounds , short burst 10 rounds, medium burst 15 rounds, heavy burst 20 round long burst , 30 rounds extended burst
Range : 2000 feet
Payload: 2000 S.D.C, 3000
N.AA.T ONLY optional Heavy M.D.C Mini –gun Machinegun: pick one below
.30 calibers the following is third generation ammo call H.E.A.P or heavy explosive and armored piercing rounds
Damage: 1d4 M.D.C
Burst: 2d4 two round Burst, 3d4three round Burst, 4d4four round Burst. 5d4 Five round Burst,4d6 six round Burst, 4d8 eight round Burst, 1d4x10 for a 10 round Burst,2d4x10 for a 20 round Burst, 3d4x10 40 round Burst, 4d4xd10 60 round Burst , 5d4x10 for 120 burst ,5d8x10 for a 240 round burst

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



Weapon systems(2): 40 MM side mounted guns ,there two one per side 40 MM rapid fire cannon and they can be fired and carries there own payload and can be transfer from one to an other if need be .
Damage
Third generation ram jet rail gun auto-cannon

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

Damage: M.D.C table this is single shot -bursts
40MM 1D6X10, two round 2d6x10 ,three round 3d6x10,four round 4d6x10 ,five round fired 5d6x10 ,six round fired 6d6x10

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
2 generation auto-cannon standard rounds
L.E.A.P

40 mm -4d6 M.D ( max damage 24) , five round 2d6x10, ten rounds 4d6x10
H.E.A.P

40 mm -5d6 M.D (max damage 30) two rounds 1d6x10 M.D.C , four rounds 2d6x10 M.D.C ,eight rounds 4d610 M.D.C , 5d6x10 ten rounds

A.P.F.S.D.S round
40 mm- 5d10 M.D( max damage 50 ) four rounds 5d4x10 , eight round 5d8x10 M.D.C
Rate of fire: single fire or burst
Range: air to air 3 miles or air to ground
Payload: 480 rounds per side

Weapon systems: optional hard point pods missile systems 5 per wing total 10
Damage: eight mini-missiles each pod or 4 short range missiles
Rate of fire: one any or all in one attack
Range: varies
Payload: eight mini-missiles each pod or 4 short range missiles


Weapon systems: tail mounted it where the carry medium range or short range
Damage: medium range varies or short range varies
Rate of fire: one any or all in one attack
Range: varies
Payload: medium range 20 or short range 40

Bonus : wing tip and bottom/top radar suite ,gives plus +6 to dodge at top speed ,and +3 to dodge at any speed , add +3 to strike at targets 2 or more miles from air to ground at any speed !! Air to air combat add +2 to all weapon systems
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc08.deviantart.net/fs71/f/2011/ ... 38a8cp.jpg

This will the best rapid hover transport and will make a stamp for N.A.A.T and N.A.M.E.S all but Europe it will be a death coffin to transport troops. Also a major flaw will be if troops are not careful they can be stuck into the engine when troop are disembarking and moving slowly.

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

2. Combat computer: add +2 strikes main gun, +3 MDC machineguns, also add +2 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 2 tons

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

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

14. N.A.A.T Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 80 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the back of legs and rear total look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240(x3)
Weight add: 1 tons

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

19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +1 plus any other bonus!!!

20. Laser guided anti missile systems: one in front, sides, rear and top each does 1d4x10+8 per hit range 3500 feet roll to shot down missiles of ant type from any sides +9 to shot down only .

height : 25 feet
lenght : 35 feet
width: 40 feet
M.D.C

Main body 250
Reinforce cockpit (2) 120
Main engine 150 each (2)
Rear engine (1) 175
Small wing Tail 30
Main wing Tail (4)50
Side doors (2) 120
Side /under belly amour 250 (x3)
A.T.L(anti-tank laser) cannon (2) 200 each
Wing (2)200 each
N.A.A.T force filed 600 - Kingdom of Tarnow 240

Weapon systems: pick one
• Main gun ATL (Anti tank laser)
• 30 MM anti tank cannon
• Heavy rail gun
Third generation ram jet rail gun auto-cannon


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

Damage: 30MM 5D10 single or six round burst 5d6x10

Rate of fire: single shot or six rounds burst

• Rounds type:
L.E.A.P light explosive amour piercing rounds bonus due light weight add x3 payload , critical hit on a natural 19 or better ,always use knock down table too

H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too knock down table x2
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

• Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round

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

2 generation auto-cannon standard rounds
L.E.A.P 30 mm-5d4 M.D( max damage 20)
H.E.A.P 30mm -4d6 M.D (max damage 24)
A.P.F.S.D.S round 30 mm -1d4x10 M.D( max damage 40 )
Rate of fire: single shot or ten rounds burst
Range: 2.5 miles
Payload: 250 rounds


A.T.L CANNON : anti tank laser cannon
Damage: 3D6X10+20
Rate Of Fire: hand to hand
Range: 2 miles
Payload: unlimited

Rail gun systems
Damage:5d6 to max 2d6x10
Rate Of Fire: burst
Range: varies
Payload: 200 rounds
let your YES be YES and your NO be NO but plz no maybe
User avatar
abtex
Champion
Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: N.A.AT

Unread post by abtex »

Nice work on the above, keep it in.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

thank man will try ;)
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

artist comment :"Something to distract me from finishing my OAO pages".

http://th02.deviantart.net/fs70/PRE/f/2 ... 3g267t.jpg

http://kvlticon.deviantart.com/art/Guns ... 8849&qo=14
N.A.A.T and N.A.M.E.S allied update

Had many successful and disasters in several in tends to vary but with the support of the other theaters N.A.A.T and N.A.M.E.S can easily recover losses. However if N.A.A.T and N.A.M.E.S take losses in more than four theaters, they drop effectiveness by 50% in supplies and man power 78% .It will take months for resupplies instead of days if N.A.A.T and N.A.M.E.S take hits this way. N.A.A.T and N.A.M.E.S are more of logistical support which allows helping and gaining additional mercenary troops, for they are the first true international mercenary outfit. N.A.A.T and N.A.M.E.S will look where they can be the most effective for in rifts earth there will always be a gap and try to fill that gap .for this is the way they can put the foot at the door and to see what they are dealing with in that area for so far it work well and keep N.A.A.T behind the scene and keep N.A.M.E.S in the for front.

North America
By using aircrafts, as well as S.T.O.L and V.T.O.L and conventional aircrafts .it been a success. The uses of fossil are standard issues, this way the coalition states this way GAW just to mention one are not banned and N.A.A.T and N.A.M.E.S are able to get just about any aircrafts , resupply them just in case . But you can upgraded the aircrafts using battery powered and even nuclear powered but are costly .still N.A.A.T and N.A.M.E.S get the best gear and additional systems to traded , sell or use what is needed for a mission operations .also new hardware is coming from NGR and American scientist to be shared with elite troops call the 101 air core with will be mention later on the road .
Canada
Free Quebec is now working in getting eith er a copied version of the all the coalition states aircrafts (knock off) or NGR aircrafts and even additional aircrafts from North America. N.A.A.T and N.A.M.E.S are able to make a killing with Free Quebec and no one will be the wiser that N.A.A.T and N.A.M.E.S will be behind this.
South America
Here all type of aircrafts and gunship are been add to Columbia new air force given a major tactical advantage over man future threat’s from troop support air to ground and even air to air combat operations . Just like in North America N.A.A.T and N.A.M.E.S are able to make a killing with Free Quebec or the coalition and no one will be the wiser that N.A.A.T and N.A.M.E.S will be behind this.

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

2. Combat computer: add +2 strikes main gun, +3 MDC machineguns, also add +2 attacks weight 1ton

3. Laser targeting add +1 to all weapons systems

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

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: 1 ton add

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment Weight add: 2 tons

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

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

14. N.A.A.T Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 80 M.D.C and so


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the back of legs and rear total look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240(x3)
Weight add: 1 tons

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

19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +1 plus any other bonus!!!

20. Laser guided anti missile systems: one in front, sides, rear and top each does 1d4x10+8 per hit range 3500 feet roll to shot down missiles of ant type from any sides +9 to shot down only .

M.D.C

Main body 200
Reinforce cockpit (2) 120
Main engine 150 each (4)
Tail 250
Main Tail 50
Side doors (2) 120
Side /under belly amour 250 (x3)
10 MM cannon and machine gun (2) 200 each
Wing (2)200 each
N.A.A.T force filed 300 -or other merc units in north America none
Stats
Height: 16 feet
Length: 29 feet, add 7 feet with cannon ATL
Range: commercial 500 miles, military battery powered 2 weeks, nuclear 1 yesr or more
Speed: max speed 600 MPH max altitude 35,000 feet



Weapon systems: ATL-00 Anti Tank Laser top barrel section
Damage: 3D6X10+20
Rate of fire: hand to hand
Range:: 12,000feet
Payload: unlimited

Weapon systems: Heavy 10 MM -M.D.C Machine gun top barrel section (not seen )
Damage:

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

Damage :10 mm 4d6x10 a ten round burst, 8d6x10 for a 20 round burst,

Rounds type
LEAP light explosive amour piercing rounds bonus due light weight add x3 payload critical hit on a natural 19 or better ,always use knock down table too, range x5

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


2 generation auto-cannon standard rounds

L.E.A.P payload add 50% range time 3
10 mm -3d4 M.D ( max damage 12 ), 3d4x10 ten round burst x10, a 20 round burst 4d6x10 ,a 30 round burst 6d6x10

H.E.A.P

10 mm -3d6 M.D (max damage 18) a ten round burst 3d6x10, a 20 round burst 6d6x10

A.P.F.S.D.S round
10 mm -5d6 M.D ( max damage 30 )a ten round burst does 5d6x10 , a 20 round burst at one target 1d6x100 at a strafing run 10d6x10 for each cover a 19 feet by 100 feet all in target area that 50 round burst and all are one attack

Rate of fire: LOOK ABOVE!!!
Range: 15,000 feet
Payload: 500 rounds



Weapon systems: optional hard point wing one M.R.M and 4 S.R.M
Damage: varies
Rate of fire: one or any or all
Range: varies
Payload: four medium range missiles (or M.R.M) or four short range missiles (or S.R.M)

Weapon systems: wing tip S.R.M
Damage: varies
Rate of fire: one or any or all
Range: varies
Payload four short range missiles (or S.R.M)


Bonus : any target that can fly wheel, hover systems or over that can go mach 3 or higher they get + 4 to strike on all weapon systems , air to air combat systems add +3 to strike thanks to A.I systems , auto-dodge +add standard dodge from any surface to air missiles plus +3 , auto roll +9 plus pilots
Last edited by ZINO on Mon Jan 30, 2012 11:37 pm, edited 1 time in total.
let your YES be YES and your NO be NO but plz no maybe
User avatar
Snake Eyes
Hero
Posts: 1025
Joined: Tue Jan 27, 2004 12:34 am
Comment: Living in Florida, soon to be Dinosaur Swamp
Location: Mary Esther, Florida

Re: N.A.AT

Unread post by Snake Eyes »

Nice stuff ZINO........
The Dragon Has Spoken
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Snake Eyes wrote:Nice stuff ZINO........

thank u man Snake Eyes
the stats were my ideas but the artist had what I was looking for IT AWESOME!!! man
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

sorry about this
S.R.M is short range missiles ,M.R.M are medium range missiles ,L.R.M are long range missiles , M & M are mini-missiles
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc03.deviantart.net/fs51/i/2009/ ... lticon.jpg


artist comment
Still incomplete, but I like what I have so far. Will revisit this some time in the future.



Description

This is the first package for ground troops and rapid lift cheaper to mass produce amour, air support as in one. This helps many small time mercenary units or security firm in starting or adds personal quickly and easy. They are use just about anything from rapid response to engage a target or patrols, escort missions to hit and run, to search and destroy. The only thing that all must not be the same appearance from another mercenary units or security firm .But it the first time happens, but if caught there hell to paid. Still it starts with one heavy transport gunship with a two to seven man team. The gunship carries the team and gives support acting as an air to ground support or rapid excretion. It works well and all major weapon dealer can supply and repair at a low cost. It loves by many just about all mercenary units and repair crews as well easy to work with. This design was going to be used to allied nations as they did with joint operations, however the coming of the rifts changed all that. If this would have been ready available from North America to South America , Europe , allied nation in Asia would have even private security firms would have been able to hold a lot of the fall of man !!!




Gunship / Exo-amour
They work as one so when a team leader gives order they know where each team member is located at. As well give cover fire for each team and above to get just above any info on team or target fast to get mission done. The best are hit and run as well, quick recovering of XYZ plus, rapid search and destroy targets to close gaps in a line of combat. They are able to work in urban setting to close quarter combat missions.

Gunship role ids transport squad, give cover fire and relay unknown target and destroy the heavy target for air to land or sea operations.

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

2. Combat computer: add +2 strikes rail gun, +3 auto cannon, +4 dodge when in flight at max, also add +3 attacks, for gun ship

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems: for crew and pilots

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

9. Voice actuated locking systems

10. Complete environmental pilot and crew compartment

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

12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons

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

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


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

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

17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons

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

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

20. Basic EVA systems (back up systems)

21. Armor look below

22. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +29% to piloting

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

24. Cloaking field. Yeah able to turn invisible but can not fire any weapons unlimited time for NAAT only




Exo-amour is to give the wearer the best options to cover for any operation they need be and the most protection to and able to return the most damage in hand to hand comeback in case it get up close and personal .

M.D.C

Main body 240
N.A.A.T Main body primary force 240, auxiliary force field-150, emergency force field-100 other copmpanies100 to 120 max
Upper Arms (2) 150
Lower Arms (2)150
Upper Legs (2)150
Lower Legs (2)150
Feet (2)100
Head-90
Reinforce cockpit compartment: 100
Generators -50
Stats
Height: add 2d6 inches to wearer
Length: add 2d6 inches to wearer
Depth: add 2d6 inches to wearer
Weight: add 120 pounds to suit not including weapons systems
Speed
Range: unlimited
Flying jetpack only NAAT has built in systems for air and sea air speed 120 MPH under water 25 MPH add jump 10 feet with thrusters.
Running: 90 MPH
Walk: 2 to 36 MPH
Bonus/notes: This is only gunship that comes with heavy combat armored, which is design to protect and very comfortable as 7 heavy basic Exo-suit, which has save the all the lives of the pilot, this was seen in the massacre in Wroclaw and has made well known and famous as well. the heavy combat armored has all feature plus small battery for 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location main body can add or reduce M.D.C 10 points to a max 150 points or add 10 MDC to 180 but reduce speed for every 30 point by 2 % and add for P.S every 30 point by 2 or add a max for the following locations , arms 50 , legs 60 , helmet 45 , standard Force filed 2
140 M.D.C, outside the gunship add + 1 to strike with any range weapons, and #19 for NAAT only as standard issue. Also note the design of the suit will never be the same may some similar in some parts but that it built in IFF systems will always solve that.

IN ADDTION
• Complete environmental battle armor suitable for use in all hostile environments, including space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
•Radiation shielded.
•Polarized and light sensitive/adjusting tinted visor.
•Built-in loudspeaker; 80 decibels.
•Directional, short range radio built into the helmet. Range is 5 miles (8 km).
•Helmet face plate is removable.
•Wrist Mini-Comp: A multi-purpose miniature computer and display that will indicate system errors within the armor, damage levels, and oxygen supply, as well as direction (compass), time, and date.
• Ammo and supply waist belt, shoulder belts, and shoulder holster.
•Pilots and officers have their choice of shoulder and hip holster.
• Boot survival knife or vibro-blade.



6.55 MM Standard M.D.C assault rifle
Type: 6.55 MM projectile rapid fire M.D.C assault rifle
Damage:
Single shot
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
Light 5d4 x10 SDC per round or 2 MD each amour piercing
Medium (standard round) explosive tip round 5d6x10 SDC or 3 MD
Heavy explosive tip round 1d4 MD
Heavy explosive armor piercing round1d6 M.D

Burst
•Light 5d4 x10 SDC per round or 2 MD each amour piercing, two round Burst
1d4 M.D, three round Burst 1d6 , four round Burst ( can be ) 1d4 or 1d8 ( GM call) ,ten round Burst 5d4 M.D, a twelve round Burst 4d6 M.D, a twenty round Burst 8d6 M.D or 1d4x10+8 M.D ,
Note add 50% more ammo, range x2 , add + 1 to strike in all modes , critical hit/strike only on a 20 natural roll

Medium (standard round) explosive tip round 5d6x10 SDC or 3 MD ,two round Burst 1d6 , four round Burst 4d6 , eight round Burst 1d4x10+8

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Heavy explosive tip round 1d4 MD, two round Burst 2d4M.D, three round Burst 3d4 M.D, four round Burst 4d4 M.D, five round Burst 5d4 M.D, six round Burst 4d6 M.D, twelve round Burst 8d6 M.D or 1d4x10+8 , twenty round Burst 2d4x10+16 M.D
Note due to recoil the shooter must have a PS of 10 or better or will knock them down loose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire ,


H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
Heavy explosive armor piercing 1d6 , two round Burst 2d6 , three round Burst3d6 M.D, four round Burst 4d6 M.D, five round Burst 5d6 ,six round Burst 6d6 M.D , ten round Burst 1d6x10 , or twelve round Burst 2d6x10
Note due to recoil the shooter must have a PS of 10 or better or will knock them down loose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire

Rate of fire: aim shot, or selective fire burst dose not use an attack to switch form one to another!!!
Range: 1200 feet
Payload: standard clip 30 rounds, long clip 60 rounds, drum clip 100 rounds, box 200 round, belt 200 round,
Note: can add grenade launcher, grip





Gunship stats
M.D.C

Main body 250 (standard) {can add 10 to 230 MDC}
Reinforce cockpit/crew (2) 120
Main rotor 150 each (4)
Main wings 150 each (2)
Rear rotor (1) 55
Weapon pods 125 each (3) per side, total (6)
Main Tail 150
Conceal Side doors (2) 120) (standard) {can add 10 to 100 MDC}
Side /under belly amour 250 (standard per sided) (x3) {can add 10 to 240 MDC }
N.A.A.T (standard) force filed 300 - Kingdom of Tarnow (standard) force filed 240 other 100 max
Hidden under weapon systems 200
Main Weapon systems 110 (1)
Top radar dome 55 (1)

Stats
Height: 16 feet
Length: 29 feet, 17 feet with cannon
Range: commercial 500 miles, military battery powered 2 weeks, nuclear 1 or more
Speed: max speed 135 MPH max altitude 35,000 feet



Weapon systems summary [u][b]

Fix wing weapon systems: total hard points 6 pick one for each hard points
Missiles: per pod
Mini missiles 18
Short-range missiles: 9
Medium range missile: 4
Long range missile: 1

Weapon systems gun turret 360 angel with optics systems
One barrel rail gun from 5d6 to 2d4x10 Max payload X2 rest the same per hard points
Or
Two barrel rail gun from 5d6 to 2d4x10 Max payload X2 rest the same per hard points
Or
One barrel machine gun to quad barrel payload X6 plus range for .30 calibers or .50 calibers is 3 miles!!
Or
Any heavy beam weapons payload x10 rest the same
or
Any grenade launcher systems add range time two(2) plus payload x5 rest the same

[u][b] Hidden under belly weapon systems

Look above Missiles except Long range missile rest same but payload x3


Total cost 4 million credits or equal value for gunship as standard and choice of weapon systems but no rail gun and Exo-suit with all features but not including N.A.A.T and N.A.M.E.S ADDITIONAL PURCHASES ARE STANDARD.
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

any comments ?
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://cyberpunk.asia/thumbs/tbhd_Flyin ... tryman.jpg
Auteur : Flyingdebris


This is standard Heavy basic Exo unit amour, with advance optic and a very available for NAAT and NAMES but knock version is half range and payload as well for weapon systems. the rule is simple K.I.S.S keep it simple and straight . it becoem a hit for well know mercenary units in North America. even coalition solider are trying to get there hands on this new toy and special forces as well.but they are getting only the knock off version N.A.A.T AND N.A.M.E.S have the full version .
MDC
Head (1)75
Arms (2) 125
Main body (1) 110 can go up to 175
Legs (2)100
Rear micro jet pack 55
Weight: 100 pounds, knock off version 175 pounds
COST: NAAT and NAMES 50,000 Credits knock off version 85,500 Credits with rifle 55,500
Penalties: NAAT and NAMES -10 Prowl, knock off -25%

• Complete environmental battle armor suitable for use in all hostile environments, including space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. 20 days oxygen supply.
• Insulated, high temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor.
• Built-in loudspeaker; 80 decibels.
• Directional, short range radio built into the helmet. Range is 5 miles (8 km).
• Advanced Helmet face plate is removable. look above
• Advanced Wrist Mini-Comp: A multi-purpose miniature computer and display that will indicate system errors within the armor, damage levels, and oxygen supply, as well as direction (compass), time, and date.
• Ammo and supply waist belt, shoulder belts, and shoulder holster.
• Pilots and officers have their choice of shoulder and hip holster.
• Boot survival knife or vibro-blade.
• can an optional robotic exo suit standard is PS 30 N.A.A.T AND N.A.M.E.S IS PS40
• •special features
• Thermo-imager
• Old-fashion infrared eye
• Telescopic
• Targeting sight:
• Multi-optic eye:
• Video camera eye
• Polarized
• Underwater
• Hover Jet Backpack Maximum Speed: 200 mph (320 km). Maximum Altitude: 500 feet (152 m).
• Advanced Audio System
• Bug Detector: Radar Signal Detector
• Wide Band Radio Receiver and Transmitter
• Radio Signal Scrambler System
• Basic Listening System: Stereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver enables the robot to hear/receive commercial radio (AM & FM); Range: 5 miles (8 km). Cost:30,000 credits.
• Advanced Audio System: Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing.
• Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle.
• Wide-band radio receiver (not transmitter) enables the robot to listen to commercial
• Radio stations, citizen band (C.B.), police bands and other 102 radio transmission frequencies (Range: 50 miles/80 km with a retractable antenna, half range without). And universal head jack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative. Note: The abilities of the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.

• Bug Detector: A small device that picks up radio signals from surveillance listening devices (bugs). Range: 50 feet (15 m).

• Radar Signal Detector: A tiny radar receiver which will alert the character with a silent alarm or pinging when he is being scanned by radar; 80% accuracy.

• Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). .

• Radio Signal Scrambler System is linked to the radio system to send and receive coded messages.

• Audio Recorder: A audio disc recording system with external access. Contains 48 hours of recordable disc time. Of course, the one inch discs can be used repeatedly.

• Loudspeaker: Amplifies the robot's voice up to 90 decibels.

• Single Voice Synthesizer: Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.
• Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 50,000 new sounds; 1 - 88% likelihood of identifying a person by voice pattern. Can imitate another person's voice with 80% accuracy. illegal in Coalition States.

• Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs. .

Optics
• Basic Robot Optic System: A color sight system with an analysis computer for 3-D images; 20/20 vision. .
• Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). . Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a ten feet width (3 m).
• Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.
• Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise, P.P. bonuses do not apply to long-range weapons. Range: 4000 feet (1200 m).
• Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 30,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus: +1 to strike. Range: equal to optic system; usually 2000 to 6000 feet.
• Telescopic Vision: Magnifies an image area like a gun's scope or built in binoculars. Automatic, self-focusing. Range: 6000 ft (1800 m), 20 feet (6 m) image area.

• Thermo-Imager: An optical heat sensor that converts the infrared radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, and through smoke. Range: 2000ft(610m).

• External Video and Audio Surveillance System: A high-resolution video camera, often built into the eyes, but can be a separate system, relays images directly to the robot's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording. The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disc can be ejected at will. Range: 40 miles (64 km). Outlawed by the Coalition.

• Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative +1 to parry and dodge.
• Self-Destruct System: Robot explodes when an internal commands given. Safety features include a triple confirmation sequence followed by a one minute count down during which The command can be canceled. knock off Inflicts 1D6xlO damage to a 20 foot area (6 m) NAAT and NAMES 2d6x10.



Weapons systems over and under barrel assault rifle pick one of each below
Type for top barrel and one for lower/bottom barrel .it a custom built rifle for the infantry a total of 9 weapon selections four top barrel weapon system and five for under barrel . This weapon is design to confuse the enemy due the rifle look exactly looks the same .

1. Standard M.D.C assault rifle 6.55 MM top barrel
2. 10MM heavy shotgun rifle under barrel
3. 10MM heavy sub machine gun top barrel
4. ATL ANTI-TANK LASER under barrel
5. Grenade launcher under barrel
6. 10 MM short barrel heavy machine gun top barrel
7. Mini-missiles launcher single shot
8. any Light rail gun top barrel
9. CS Grenades under barrel

Carries 24 clips , side pockets ( 2 total ) additional for grenades 2 each , standard jet pack ( wear must have skill to use

Weapon systems: Heavy 10 MM -M.D.C short barrel Machinegun top barrel section
Damage:

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

Damage :10 mm 4d6x10 a ten round burst, 8d6x10 for a 20 round burst, 2d4x100+100 for a 40 round burst

Rounds type
LEAP light explosive amour piercing rounds bonus due light weight add x3 payload critical hit on a natural 19 or better ,always use knock down table too, range x5

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


2 generation auto-cannon standard rounds

L.E.A.P payload add 50% range time 3
10 mm -3d4 M.D ( max damage 12 ), 3d4x10 ten round burst x10, a 20 round burst 4d6x10 ,a 30 round burst 6d6x10

H.E.A.P

10 mm -3d6 M.D (max damage 18) a ten round burst 3d6x10, a 20 round burst 6d6x10

A.P.F.S.D.S round
10 mm -5d6 M.D ( max damage 30 )a ten round burst does 5d6x10 , a 20 round burst at one target 1d6x100 at a strafing run 10d6x10 for each cover a 19 feet by 100 feet all in target area that 50 round burst and all are one attack

Rate of fire: LOOK ABOVE!!!
Range: 1,000 feet
Payload: 60 rounds clip, 120 long clip, box 200 rounds
Bonus: Note
due to recoil the shooter must have a Normal P.S /P.E of 10 or better or will knock them down lose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire,
All carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer under 5 feet
No grenade launcher, grip add +2 to strike

Note
due to recoil the shooter must have a PS of 10 or better or will knock them down loose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire ,
All carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer
No grenade launcher, grip adds +2 to strike.
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun


6.55 MM Standard M.D.C assault rifle
Type: 6.55 MM projectile rapid fire M.D.C assault rifle
Damage:
Single shot
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too
Light 5d4 x10 SDC per round or 2 MD each amour piercing
•Medium (standard round) explosive tip round 5d6x10 SDC or 3 MD
•Heavy explosive tip round 1d4 MD
•Heavy explosive armor piercing round1d6 M.D

Burst
•Light 5d4 x10 SDC per round or 2 MD each amour piercing, two round Burst
1d4 M.D, three round Burst 1d6 , four round Burst ( can be ) 1d4 or 1d8 ( GM call) ,ten round Burst 5d4 M.D, a twelve round Burst 4d6 M.D, a twenty round Burst 8d6 M.D or 1d4x10+8 M.D ,
Note add 50% more ammo, range x2 , add + 1 to strike in all modes , critical hit/strike only on a 20 natural roll

Medium (standard round) explosive tip round 5d6x10 SDC or 3 MD ,two round Burst 1d6 , four round Burst 4d6 , eight round Burst 1d4x10+8

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
Heavy explosive tip round 1d4 MD, two round Burst 2d4M.D, three round Burst 3d4 M.D, four round Burst 4d4 M.D, five round Burst 5d4 M.D, six round Burst 4d6 M.D, twelve round Burst 8d6 M.D or 1d4x10+8 , twenty round Burst 2d4x10+16 M.D
Note due to recoil the shooter must have a PS of 10 or better or will knock them down loose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire ,


H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
Heavy explosive armor piercing 1d6 , two round Burst 2d6 , three round Burst3d6 M.D, four round Burst 4d6 M.D, five round Burst 5d6 ,six round Burst 6d6 M.D , ten round Burst 1d6x10 , or twelve round Burst 2d6x10
Note due to recoil the shooter must have a PS of 10 or better or will knock them down loose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire

Rate of fire: aim shot, or selective fire burst dose not use an attack to switch form one to another!!!
Range: 1200 feet
Payload: standard clip 30 rounds, long clip 60 rounds, drum clip 100 rounds, box 200 round, belt 200 round,
Note: can add grenade launcher, grip

Weapons systems Type 10MM shotgun rifle
Damage: 4d6 single shot, short burst 1d4x10+8 ( two rounds) , medium burst 2d4x10+16 ( four round burst), long burst 3d4x10 !!! (Eight round burst)
Range: 200 feet
Rate of fire: single shot or burst
Payload: 30 round clips
Bonus:
Always use knock down table.
Blast radius 6 feet per two rounds able to hit 1d4 target add for each burst
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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



Weapons systems Type 10MM sub machine gun
Damage : 10 mm 4d6 , short burst 1d4x10+8( three round ), medium burst 2d4x10+16 ( six round )only
Range: 1000 feet
Rate of fire: single shot or burst
Payload: 60 round
Bonus: LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Weapons systems Type 6 MM side arm heavy auto pistol
Damage
6Mm mm 2d6 for single shot, burst4d6 , medium burst 6d6 for others 1d4MDC single shot, burst2d4 , medium burst 4d4 ,
Standard 4d6 single shot, burst 6d6 , medium burst1d4x10+8
Range: 250 feet
Rate of fire: single shot3 rounds, burst, medium burst 6 rounds
Payload:21 rounds
Bonus: LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

Weapons systems hyper rail gun ram jet rounds RAIL GUN ROUNDS


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


Weapons systems Type 10MM shotgun rifle
Damage: 10 mm 4d6 single shot, dual shot 8d6 or 1d4x10+8
Range: 200 feet
Rate of fire: single shot, dual shot
Payload: 30 rounds
Bonus:+2 strike

Weapons systems side arm
Type any beam or projectile
Damage varies
Range varies
Rate of fire: varies
Payload: varies

Weapons systems CS launcher Grenades
Type CS launcher Grenades
Damage:
Fragmentation: 2D6x10 (that ten Grenades fired) M.D. to a 20 foot (6 m) area.
High Explosive: 3D6 x10 (that ten Grenades fired) M.D. to a 6 foot (1.8 m) area.
Plasma: 5D6 x10 (that ten Grenades fired) M.D. to a 12 foot area (3.6 m) area.
Smoke: No damage, but creates a smoke screen that covers a 40 foot area (12 m).
Range: 3000 FEET FOR INDIRECT, DIRECT 1000 FEET
Rate of fire: single shot or ten rounds burst
Payload: 30 rounds

Weapons systems mini missile launcher under barrel
Damage: any type of mini missile s
Range varies
Rate of fire: varies
Payload: one
Bonus: varies can carry up to 10 mini missiles


Weapons systems ATL anti tank laser
Damage: NAAT or NAMES 3d6x10+20 knock off version 2d6x10
Range NAAT or NAMES 6000 FEET knock off version 2500 FEET
Rate of fire: equal to hand to hand
Payload: NAAT or NAMES 10 SHOT knock off version one shot must replace clip
Bonus: none have several Clips
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://cyberpunk.asia/gallery/Flyingdebris_-_Merc.jpg

Heavy compact armor
This latest Heavy compact armors the weight equal light amour but with the additional heavy weapons systems and other equipment goes to the medium weight body armor. And all sensory of the robots it carries!!! It can be added to Borg armor equal to light weight and it very flexible use the light weight penalties.

1. Radar: 5 miles or 45 miles

2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max must have jetpack and jet pack skills , also add +2 attacks,

3. Laser targeting add +1 to all weapons systems

4. Radio standard 5 miles, or N.A.A.T uses 30 miles

5. External audio pick up: same as robots

6. Spotlight range 1 mile optional

7. Ejection systems:

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

9. Voice actuated locking systems armor lock up to break free 35 super natural

10. Complete environmental pilot and crew compartment

11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike

12. Nuclear powered N.A.A.T Special Forces 1 year,

13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points

14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 100 M.D.C or less to any location this applies to Force field as well. On the second hit is 95 M.D.C and third hit 90 M.D.C and the firth hit 85 or after been hit 80 times then take full damage!!!1


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

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

17. energy Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 30 (in the back)


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

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

20. Basic EVA systems (back up)



21. N.A.A.T V.R systems able to see 360 degrees add +5 to roll, +15 prowled

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

23. Can add an under amour just the main body light weight of any type!!

24. Outside the Mecha add + 1 to strike with any range weapons, and #19 for N.A.A.T only

25. total cost 10,000 credits with a two year replace of free MDC and repair of Armour or weapon systems from below but are sold at 1000 credits per 100 rounds . no layaway plans bulk sell for unknown companies 10% over 100 , well know mercenaries company 20% off


Stats:
Add 1d4 inches to all three sides
Weight 10o to 120 pounds starting

MDC stats:
Location 150 TO 250 MAX main body, can add light M.D.C armor
Arms 50 TO 100
Legs 60 50 TO 100
Helmet 45 TO 100 ,
Force filed 240 M.D.C for N.A.A.T ANY OTHER 150,


Weapon load are pick three
1. hyper rail gun ram jet rounds RAIL GUN ROUNDS
2. Type 10MM shotgun rifle
3. Type 12 MM heavy machinegun
4. Type 10MM shotgun rifle
5. Type 10MM sub machine gun
6. Type 6 MM heavy auto pistol
• Grenades any type (x10) standard issue
• Any fusion block (x20) standard issue
• Vibro blades 1 to 6 standard issue
• Can have two second weapons 6 MM heavy auto pistol or two 10MM sub machine gun optional
• Replace add any Grenades launcher optional
• Replace Any mini missile launcher or SRM launcher



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


Weapons systems
Type 10MM shotgun rifle
Damage 4d6 single shot only
Range: 400 feet
Rate of fire: single shot only
Payload: 21 rounds
Bonus: can be made to fire a three round burst, doing 1d6x10+12 MDC must have a PS/PE of 10 to fire in bust with one hand ,it not then both hands , and with one hand and PS 9 /PE 9 or less -3 to strike

Weapons systems
Type 12 MM heavy machinegun
Damage: 1d8, single shot , (light explosive rounds ) , burst 5d8 short, medium 2d4x10 that’s 10 rounds , extended medium burst 1d6x10 that’s 15 round burst, long burst 20 round burst 2d6x10, extended long burst 4d6x10 that’s a 40 round , spray burst of any type half dame for 1d8 targets about use full melee or use all attacks
Range: 2 miles
Rate of fire: single shot or burst
Payload: 1000 rounds
Pick one type of round
Bonus: type of round look below
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that 5d4x 1 to 4 melee per hit !!!!

Heavy Plasma same as above but 1d6 per melee round

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

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


Weapons systems
Type 10MM shotgun rifle
Damage: 4d6 single shot, short burst 1d4x10+8 ( two rounds) , medium burst 2d4x10+16 ( four round burst), long burst 3d4x10 !!! (Eight round burst)
Range: 200 feet
Rate of fire: single shot or burst
Payload: 30 round clips
Bonus:
Always use knock down table.
Blast radius 6 feet per two rounds able to hit 1d4 target add for each burst
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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




Weapons systems
Type 10MM sub machine gun
Damage : 10 mm 4d6 , short burst 1d4x10+8( three round ), medium burst 2d4x10+16 ( six round )only
Range: 1000 feet
Rate of fire: single shot or burst
Payload: 60 round
Bonus: LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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


Weapons systems
Type 6 MM heavy auto pistol
Damage 6Mm to 10 mm 2d6 for single shot, burst4d6 , medium burst 6d6 for others 1d4MDC single shot, burst2d4 , medium burst 4d4 , standard 4d6 single shot , burst 6d6 , medium burst1d4x10+8
Range: 250 feet
Rate of fire: single shot, burst, medium burst
Payload:
Bonus: LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

A.S.A.S.P bonus as above but critical 15
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

no comment from any one !? is it that bad???
:(
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

http://fc02.deviantart.net/fs70/i/2010/ ... _force.jpg


It was for an idea for the A.T.S (Automated Turret System). A system in which an automated gun is placed in one location while soldiers can mark targets in another (The little illustration in the pic should demonstrate how that works.)

[Update: 7/26/11]
~JDSmith seems intent on believing that this weapon system is not combat effective. Well, a friend of mine (who's actually in the service) built a working prototype and used it in a few simulated scenarios. And the result? The weapon platform is indeed combat effective with many applications (like suppression, diversion, defenses, observation)



These weapon systems may be over 84 years old but boy they can so dame useful they save my squad life some many time I cannot even begin to count. Just feed them and they will deny the enemy an area they are trying to get to . They are the perfected kill box systems they never get tired, sleepy or hunger … well if the payload is unlimited. They saved my men, squads and most of civilian during in the massacre in Wroclaw and self destroy when over run. We rather loss hardware then manpower that I our motto fight another day Man that what I think and N.A.M.E.S is all about. The enemy never knew what hit they just went down , let the bodies hit the floor and several back up systems never let be taken by an AI ,superpower being or supernatural being it rather blow it self first before doing damage to our troops. and this is why I want my man to be transferred to North America , we seen enough monster here in N.G.R

said an officer to N.A.M.E.S headquaters Europe location unknown

Description
This weapon system allows coordinate and give info on what type of targets it was for an idea for the A.T.S (Automated Turret System). A system in which an automated gun is placed in one location while soldiers can mark targets in another and give addition firepower to a target. It can be mounted on just any type of platform from APC /IFV/ tanks, even on transport vehicles to even commercial vehicles as well!!! It does matter you can blot on any vehicles that do have weapons or even to a hard point of an aircraft from helicopter to hovercraft even been able to bolt on the side robot hip ,shoulder or other location . They are able to give like suppression, diversion, defenses, observation or ambush or tactical retreat. This very vital in the massacre in Wroclaw for infantry that were over welled by monsters and be dismounted and used as heavy machine gun requires 12 P.S and P.E 10 in order to carry it . the can mounted or bolted on area on man size to giant robots and give protection or additional fire power to infantry while the robot may be face another direction . This has made the A.T.S famous among crew to service the and well as infantry but a bane to the enemy .it act as secondary line of defense or additional perimeter defense . They (A.T.S) are the bane for Hyperion juicer for A.T.S can turn its turrets in 360 degrees ten times in a less than a tenth of second!!! A.T.S can light .30 caliber MDC machine gun, .50 calibers MDC machinegun, and grenade machine gun and can use any hand held rifle, pistol or even on the helmet. New additions are dual barrel machine gun, triple barrel machine gun and grenade machine gun,
Dual barrel grenade machine gun, or triple barrel grenade machine gun, an anti tank laser with additional features add (look below) to even adding any rail gun to a boom gun!!!! Recent addition to N.A.A.T & N.A.M.E.S is AI systems, able to drop layout set up by themselves and stay in area to deny or alert troop, & crew personal. They can be left as troop retreat the battle grounds or make killing fields this was vey common in the massacre in Wroclaw saving hundreds of live both civilian and troops as well.

pick one weapon systems for one barrel or two weapon systems for two barrel or three weapon systems four three barrels .30 calibers, .50 calibers, 20 mm Third generation ram jet rail gun grenade Launcher, light rail gun , medium rail gun , heavy rail gun , grenade Launcher and A.T.L Anti Tank Laser
MDC stats
Main body 125 for each weapon systems
Sensory unit 55
Legs (4) 75 each
Plate shielding (1)100
NAAT& NAMES Plate shielding (2) use 100 to 240 each Other knock off 50 to100 max
ONLY NAAT& NAMES force field 240 back up 150 emergency 100
Other knock off 100

Stats
Height 3 feet
Depth 3 to 5 feet
Length 4 feet
Turning radius 3 feet to 5 feet
Weight: 100 pounds per each weapon systems for NAAT& NAMES plus add 100 pounds for the rest ,range: radio communications 5 miles , and laser designator 5 miles

Weapon summary for rifts earth
grenade Launcher
.30 calibers
.50 calibers
Third generation ram jet rail gun / grenade Launcher 20MM
Weapons systems Type any rail gun
Weapons systems Anti Tank Laser



grenade Launcher
Is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the total 1 per location Automatic grenade Launcher turret on the left side.
Damage per grenade Launcher pick two
1. Use only amour piercing grenade 10 shot- 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range: 3000 feet
Rate of fire burst only 10 shot
Payload: 400 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: add the following
Smoke /Tear gas /Flare/Energy Flare /Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 total Energy Flare unlimited

Heavy M.D Machinegun: pick one below

.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 1 mile
Payload: 2200 rounds

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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




Third generation ram jet rail gun / grenade Launcher

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

20MM 1d4x10 shot -bursts : Ten round burst 5d8x10

L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

2 generation rounds blast radius 10 for each
L.E.A.P 20 mm – 3d6 M.D ( max damage 18 ) bursts : Ten round burst 3d6x10
H.E.A.P 20 mm -5d4 M.D (max damage 20) bursts : Ten round burst 5d4x10
A.P.F.S.D.S round 20 6d6 MD( max damage 36 ) bursts : Ten round burst 6d6x10

Range: for 20 MM rounds 3.5 miles for indirect fire, grenade indirect fire up to four miles , grenade direct fire 1 mile away
Rate of fire: single shot, burst
Payload: 1000 rounds for 20 MM, grenade 800 rounds


Note
Due to recoil the shooter must have a PS/PE of 10 or better or will knock them down loose all attacks, can have a grip add +1 to strike in all mode of fire ,
can carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer +2 to strike.
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun





Weapons systems Type any rail gun very common in rifts earth but not well known the boom gun
Damage: varies
Range: varies
Rate of fire: varies
Payload: light rail gun 5000 rounds , medium rail gun 4000 rounds , heavy rail gun any that do 2d6x10 M.D.C or higher 3000
Bonus: can not be carried by troop or lifted by a robot heavy rail gun weight of heavy rail gun can be 1500 pounds to 250 pounds alone, can use while traveling a swell in other words to be stationary position this applies for heavy rail gun weapon systems
All heavy rail guns have pylons as glitter boy systems MDC the same but have four
Heavy rail gun are 1d10x10 or 2d6x10 or 3d4x10 or 4d4x10 or 3d6 x10 [u][b] can NOT shot and move must be stationary
, the shock waves of the Boom Gun, however, everybody within 200 feet will be temporarily deafened. Characters without any type of head/ear protection will be temporarily deafened for 2D4 minutes and are -8 on initiative and —3 to parry and dodge. Characters who are in protective body or power armor will have some protection, but are still temporarily deafened for 1D4 minutes; same penalties apply. Each sonic boom adds to the duration of the deafness. The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within 300 feet of the boom.
Light weight Rail Gun: 120 pounds
Medium Rail Gun: 190 pounds
Heavy Rail Gun: 867 lbs (390 kg). original weight reduce to 434 Lds ( 140 kg)
But light rail gun and medium rail gun Due to recoil the shooter must have a PS/PE of 15 or better or will knock them down loose all attacks, can have a grip add +1 to strike in all mode of fire, can carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer +2 to strike.
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun


Weapons systems Anti Tank Laser
Type beam
Damage 3d6x10+20
Range: 7000 feet
Rate of fire: hand to hand
Payload: 100 sots
Bonus: can be a variable laser





N.A.A.T & N.A.M.E.S feature:
Robot Drones or Simple Intelligences [/u ]equivalent I.Q. of 19
Phase world Neural Intelligences equivalent I.Q. of 30
Neural intelligence: Select four skill programs in addition to. The General Program. At levels three, seven, eleven and fifteen, the neural intelligence bot can also learn three new secondary
Skills; only I.Q. bonus applicable and all skills start at level one base skill level. Only these secondary skills increase with experience. Equivalent I.Q. of 23.elites 30
Weapon Proficiencies All energy and select four others

Super-Solar Engine (back up)
[u] Sensors and Optics Audio [/u
[u] Basic Listening System:
tereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver enables the robot to hear/receive commercial radio (AM &FM); Range: 5 miles (8 km). .

Advanced Audio System: [/u ]Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible
To the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and other radio transmission frequencies (Range: 50 miles/80 km with a retractable antenna, half range without). And universal head jack. Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
. Note: The abilities of the advanced audio system can be purchased individually and
are identical to cybernetic systems, but cost 20% more.

[u] Bug Detector: [/u ] A small device that picks up radio signals from
Surveillance listening devices (bugs). Range: 50 feet (15 m).

[u] Radar Signal Detector: [/u ]A tiny radar receiver which will alert the character with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. .

[u] Wide Band Radio Receiver and Transmitter with directional capabilities. [/u ]Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). .

[u] Radio Signal Scrambler System[/u ] is linked to the radio system to send and receive coded messages.

[u] Audio Recorder: [/u ]A audio disc recording system with external access. Contains 48 hours of recordable disc time. Of course, the one inch discs can be used repeatedly

[u] Loudspeaker: [/u ] Amplifies the robot's voice up to 90 decibels.

[u] Single Voice Synthesizer: [/u ]Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.

[u] Modulating Voice Synthesizer and Sound Analysis Computer: [/u ]Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other
sounds. It also has the capability to analyze, compare, match and remember 50,000 new sounds; 1 - 88% likelihood of identifying a person by voice pattern. Can imitate another
person's voice with 80% accuracy.
Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior
Hearing, such as mutant dogs.

[u] Optics[/u ]

[u] Basic Robot Optic System: [/u ]A color sight system with an analysis computer for 3-D images; 20/20 vision. Cost: 50,000 credits. Advanced Robot Optic System: Includes color vision, 3-Danalysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a ten feet width (3 m).

[u] Night Sight[/u ] is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

[u] Laser Targeting System: [/u ]A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise, P.P. bonuses do not apply to long-range weapons. Range:
9000 feet

[u] Targeting Sight and combat computer: [/u ] A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 30,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus: +1 to strike. Range: equal to optic system; usually 2000 to 20000 feet.

[u] Telescopic Vision: [/u ] Magnifies an image area like a gun's scope or binoculars. Automatic, self-focusing. 2000 to 20000 feet,20 feet (6 m) image area.

[u] Thermo-Imager: [/u ] An optical heat sensor that converts the infrared radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, andthrough smoke. Range: 2000ft(610m).

[u] External Video and Audio Surveillance System: [/u ] A high-resolution video camera, often built into the eyes, but can be a separate system; relays images directly to the robot's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording.
The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disc can be ejected at will. Range: 40 miles (64 km).

[u] Searchlight: [/u ] Built into the eyes, head, shoulder(s), or chest. A 90 degree arc up and down and 180 degree rotation is standard. High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 300 feet (91.5 m).



[u] Motion Detector and Warning System: [/u ] Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative
and +1 to parry and dodge.

[u] Sensory Antenna: [/u ] Registers vibrations in the air, indicating movement, as well as having touch and heat sensor. The antenna enables the bot to maneuver, even in total darkness, by feeling his way around. Range: Touch, usually six to twelve feet (1.8 to 3.6 m). Bonus: Blindness penalties are half and adds +1 dodge. 5 M.D.C. per antenna

[u] Micro-Radar: [/u ] A small, but sophisticated radar system usually used in human and animal size robots. Can identify up to 30 targets and simultaneously track 10. Rate of travel, direction, and location are indicated. Range: One mile (1.6 km).

[u] Maxi-Radar: [/u ] A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m).

[u] Flame Thrower: [/u ] A small unit with a retractable nozzle and hose, usually housed in the hip or back of humanoids (occasionally mouth or hand of giant bots), mouth of insect and animal frames, and the front or rear of vehicles. Range: 140 feet (42.6 m)
Damage: 4D6 S.D.C. per blast, plus a 60% chance of setting combustibles on fire.
Rate of Fire: Equal to hand to hand attacks per melee.
Payload: 40 blasts per standard humanoid size container; recharging the concealed fuel tank takes two minutes. Double capacity for giant size and vehicles or triple for stationary turret.

[u] 360 Degree Rotating Body Segment[/u ]: gunner turret waist, can rotate in a 360 degree circle.

[u] Self-Destruct System: [/u ] Robot explodes when an internal command is given. Safety features include a triple confirmation sequence followed by a one minute count down during which
the command can be canceled. Inflicts 1D6xlO damage to a 20 foot area (6 m).

[u] Remote Probe: A[/u ] n optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 2000 to 20000 feet M.D.C. 10, size: About the size of soccer ball (12 inches).with all features above !!!





[u] also


Note
due to recoil the shooter must have a Normal P.S /P.E of 10 or better or will knock them down lose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire,
All carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer under 5 feet
No grenade launcher, grip add +2 to strike

Note
due to recoil the shooter must have a PS of 10 or better or will knock them down loose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire ,
All carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer
No grenade launcher, grip adds +2 to strike.
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

any comments
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »


THIS IS VIPER (EXPOLSTION IN THE BACK GRIOUND)…………
ONE VIPER ONE WE ABOUT TO BE OVER RUN WE C.A.S.T NOW EXPOLSTION IN THE BACK GRIOUND)………we …need!!!! Communications are now …..Been EXPOLSTION IN THE BACK GRIOUND)…………n …..Jammed



DIES IST VIPER 2(EXPOLSTION IN DER RÜCKSEITE GRIOUND) ............
ONE ONE VIPER WIR ÜBER überfahren zu werden Wir gießen EXPOLSTION JETZT IN DER RÜCKSEITE GRIOUND) ......... wir brauchen ...!! Kommunikation sind jetzt ..... Biene EXPOLSTION IN DER RÜCKSEITE GRIOUND) ............ verklemmt


ЭТО VIPER (EXPOLSTION В НАЗАД GRIOUND) ............
ONE VIPER, которую мы подходил к концу перспективе мы АСТ сейчас EXPOLSTION В НАЗАД GRIOUND) ......... мы ... нужно!! Связь сейчас ..... пчела EXPOLSTION В НАЗАД GRIOUND) ............ я застряла




THIS IS VIPER (EXPOLSTION IN THE BACK GRIOUND)…………
ONE VIPER ONE WE ABOUT TO BE OVER RUN WE C.A.S.T NOW EXPOLSTION IN THE BACK GRIOUND)………we …need!!!! Communication is now …..bee EXPOLSTION IN THE BACK GRIOUND)…………n …..Jammed




DIES IST VIPER (EXPOLSTION IN DER RÜCKSEITE GRIOUND) ............
ONE ONE VIPER WIR ÜBER überfahren zu werden Wir gießen EXPOLSTION JETZT IN DER RÜCKSEITE GRIOUND) ......... wir brauchen ...!! Kommunikation sind jetzt ..... Biene EXPOLSTION IN DER RÜCKSEITE GRIOUND) ............ verklemmt






ЭТО VIPER 3EXPOLSTION В НАЗАД GRIOUND) ............
VIPER 3 подходил к концу перспективе мы АСТ сейчас EXPOLSTION В НАЗАД GRIOUND) ......... мы ... нужно!! Связь сейчас ..... EXPOLSTION В НАЗАД GRIOUND) ............ я застряла[i]


[i]
ЭТО VIPER 3EXPOLSTION В НАЗАД GRIOUND) ............
VIPER 3 подходил к концу перспективе мы АСТ сейчас EXPOLSTION В НАЗАД GRIOUND) ......... мы ... нужно!! Связь сейчас ..... EXPOLSTION В НАЗАД GRIOUND) ............ я застряла




This is C&C we hear you we have no support C.A.S.T or mecha support but …we can offered a …. Well drone squad’s alpha and bravo squad’s... They are well unique


Said C&C to American unit


Das ist C & C haben wir Ihnen zu hören wir haben keine Unterstützung CAST oder Mecha-Unterstützung, aber ... wir können ein Angebot .... Nun Drohne Squad Alpha und Bravo Kader der ... Sie sind auch einzigartige


Siad auf Deutsch Einheiten

Это C & C мы слышим вас у нас нет CAST поддержки или механизмов поддержки, но ... мы предложили .... Ну гул отряда альфа и браво отряда ... Они также уникальный
SIAD в России единицы[/i]


сказал Viper 2


hier kommt es dann früher wir thuoght 30 Sekunden, bis es dont rush!!
WE DON’T CARE!!!! SEND ANYTHING WE NEED HELP WE WILL BE DAED IN 10 MINUTES!!!
Es ist uns egal!! .....
SENDEN alles, was wir brauchen Hilfe JETZT
Wir werden in 10 Minuten erschöpft!
Мы не заботимся!! .....
Послать что-нибудь нам нужна помощь сейчас
МЫ БУДЕМ DEAD В 10 МИНУТ!



All squads said AT THE SAME TIME



OK SEND IN 3 MINUTES KEEP AN EYE FOR CARE package, do not run to it they will assist
OK отправить следить за пакет 3 минуты для CARE, не работают с ним, они помогут!!
OK IN 3 MINUTEN SENDEN Halten Sie ein Auge für CARE-Paket, nicht um sie auszuführen sie werden helfen


C&C out
Said C&C


What the hell could it be?


Said viper squad 1



Не важно, что, если он просто новая мишень для врага попасть на это дает нам время, чтобы отступить, если это будет необходимо!!


sagte Viper 3



http://i686.photobucket.com/albums/vv23 ... 1330473110

THE HECULES TRANSPORT DROP SEVRAL CARTES OR care packe some were shot down before they hit the gruond but most made to the groud some expoded and were some small box firgue shape . The squads thought what could it be ,the monster didnt care they were goibng to have feast with these mortal being ,they hard in the outside soft in the inside . then the world went on fire , a massiive amount of rounds fly toward the enemy and well cordinatted , the jamer didnt work , grenade expoding , rail gun been fire , and the sound of manchine guns , tear gas affceting the mosnters. They add the infanry as well they stop the manster wave and green smoke addtional CARTES OR care packe falled fromthe sky . three more wave show up adding even more fire power


No need to retert hold this line
said viper 1

we are going to make but frist we need to konck down that triple AAA we lost both transport

Description
The combat drone was over 300 years MADE BY THE USA Empire they useful for mostly for perimeter defense ,but recently they been doing suppressing fire ,aided combat troop to the point that seem to know what to do. Just like A.T.S (Automated Turret System) but with track only .It can carry two type of weapon systems and a standrad S.D.C Flame Thrower .Acombination of drone give a well balnce fire power but when just two type of drone heavy weapon systems give an over kill in and siutation but if the drone have limited ammo they dont go empty . there been very few time that they and seem to be aware of that theer a reloader near by . the AI systems work vey well , when you hear over the radio they soudn like real heavy infanrty ,whcih only add to the confuse of enemy troop think 1) they more infanrty ,or 2) or been controled by an operator some where naer by and this make waste time try to find the unkonwn operator that does not exsit. It work well sometime N.A.A.T and N.A.M.E.S make a fake C&C for the combat drone only to have a trap within a trap !!!1

Pre-Rifts Foster-Miller TALON

Foster-Miller claims the TALON is one of the fastest robots in production, one that can travel through sand, water, and snow as well as climb stairs. The TALON transmits in color, black and white, infrared, and/or night vision to its operator, who may be up to 1,000 m (3000 feet) away. It can run off lithium-ion batteries for a maximum of 7 days on standby independently before needing recharging. It has an 8.5 hour battery life at normal operating speeds, 2 standard lead batteries providing 2 hours each and 1 optional Lithium Ion providing an additional 4.5 hours. It can also withstand repeated decontamination allowing it to work for long periods of time in contaminated areas. It was used in Ground Zero after the September 11th attacks working for 45 days with many decontaminations without electronic failure.This led to the further development of the HAZMAT TALON.
It weighs less than 100 lb (45 kg) or 60 lb (27 kg) for the Reconnaissance version. Its cargo bay accommodates a variety of sensor payloads. The robot is controlled through a two-way radio or a Fiber-optic link from a portable or wearable Operator Control Unit (OCU) that provides continuous data and video feedback for precise vehicle positioning.
Regular (IED/EOD) TALON: Carries sensors and a robotic manipulator which is used by the U.S. Military for explosive ordnance disposal and disarming improvised explosive devices.

Special Operations TALON (SOTAL): Does not have the robotic arm manipulator but carries day/night color cameras and listening devices; lighter due to the absence of the arm, for reconnaissance missions.
SWORDS TALON: For small arms combat and guard roles. Tested in December 2003 in Kuwait prior to deployment in Iraq.
HAZMAT TALON: Uses chemical, gas, temperature, and radiation sensors that are displayed in real time to the user on a hand-held display unit. It is now being tested by the US Armament Research Development and Engineering Center ARDEC.
The robot costs approximately $60,000 (OR 5,000 credits ) in its standard form. Foster-Miller was subsequently bought out by QinetiQ, a United Kingdom military developer.
SWORDS or the Special Weapons Observation Reconnaissance Detection System, is a weaponized version being developed by Foster-Miller for the US Army. The robot is composed of a weapons system mounted on the standard TALON chassis. The current price of one unit is $230,000; however, Foster-Miller claims that when it enters mass production the price may drop to between $150,000 and $180,000.
There are a variety of different weapons that can be placed on the SWORDS; M16 rifle, 5.56 mm SAW M249, 7.62 mm M240 machine gun, .50 caliber M82 Barrett rifle, a six barreled 40 mm grenade launcher or quad 66 mm M202A1 FLASH incendiary weapon.
SWORDS units have demonstrated the ability to shoot precisely. It is not autonomous, but instead has to be controlled by a soldier using a small console to remotely direct the device and fire its weapons. Foster-Miller are currently at work on a "Game Boy" style controller with virtual-reality goggles for future operators.
In 2007, three SWORDS units were deployed to Iraq. Each unit is armed with a M249 machine gun. This deployment marks the first time that robots are carrying guns into battle;[2] however, their weapons have remained unused as the Army has never given the go-ahead for using them. The Army stopped funding the SWORDS robots after deploying the initial three robots. Foster-Miller is working on a successor: the Modular Advanced Armed Robotic System (MAARS)


Robot/features
N.A.A.T & N.A.M.E.S feature:
Robot Drones or Simple Intelligences [/u ]equivalent I.Q. of 19
Phase world Neural Intelligences equivalent I.Q. of 30
Neural intelligence: Select four skill programs in addition to. The General Program. At levels three, seven, eleven and fifteen, the neural intelligence bot can also learn three new secondary
Skills; only I.Q. bonus applicable and all skills start at level one base skill level. Only these secondary skills increase with experience. Equivalent I.Q. of 23.elites 30
Weapon Proficiencies All energy and select four others

Super-Solar Engine (back up)
[u] Sensors and Optics Audio [/u
[u] Basic Listening System:
tereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver enables the robot to hear/receive commercial radio (AM &FM); Range: 5 miles (8 km). .

Advanced Audio System: [/u ]Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible
To the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and other radio transmission frequencies (Range: 50 miles/80 km with a retractable antenna, half range without). And universal head jack. Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
. Note: The abilities of the advanced audio system can be purchased individually and
are identical to cybernetic systems, but cost 20% more.

[u] Bug Detector: [/u ] A small device that picks up radio signals from
Surveillance listening devices (bugs). Range: 50 feet (15 m).

[u] Radar Signal Detector: [/u ]A tiny radar receiver which will alert the character with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. .

[u] Wide Band Radio Receiver and Transmitter with directional capabilities. [/u ]Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). .

[u] Radio Signal Scrambler System[/u ] is linked to the radio system to send and receive coded messages.

[u] Audio Recorder: [/u ]A audio disc recording system with external access. Contains 48 hours of recordable disc time. Of course, the one inch discs can be used repeatedly

[u] Loudspeaker: [/u ] Amplifies the robot's voice up to 90 decibels.

[u] Single Voice Synthesizer: [/u ]Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.

[u] Modulating Voice Synthesizer and Sound Analysis Computer: [/u ]Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other
sounds. It also has the capability to analyze, compare, match and remember 50,000 new sounds; 1 - 88% likelihood of identifying a person by voice pattern. Can imitate another
person's voice with 80% accuracy.
Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior
Hearing, such as mutant dogs.

[u] Optics[/u ]

[u] Basic Robot Optic System: [/u ]A color sight system with an analysis computer for 3-D images; 20/20 vision. Cost: 50,000 credits. Advanced Robot Optic System: Includes color vision, 3-Danalysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a ten feet width (3 m).

[u] Night Sight[/u ] is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.

[u] Laser Targeting System: [/u ]A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. . Range:
1000 to 10,000 feet

[u] Targeting Sight and combat computer: [/u ] A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 30,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus: +1 to strike. Range: equal to optic system; usually 2000 to 20000 feet.

[u] Telescopic Vision: [/u ] Magnifies an image area like a gun's scope or binoculars. Automatic, self-focusing. 2000 to 20000 feet,20 feet (6 m) image area.

[u] Thermo-Imager: [/u ] An optical heat sensor that converts the infrared radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, andthrough smoke. Range: 2000ft(610m).

[u] External Video and Audio Surveillance System: [/u ] A high-resolution video camera, often built into the eyes, but can be a separate system; relays images directly to the robot's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording.
The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disc can be ejected at will. Range: 40 miles (64 km).

[u] Searchlight: [/u ] Built into the eyes, head, shoulder(s), or chest. A 90 degree arc up and down and 180 degree rotation is standard. High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 300 feet (91.5 m).



[u] Motion Detector and Warning System: [/u ] Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative
and +1 to parry and dodge.

[u] Sensory Antenna: [/u ] Registers vibrations in the air, indicating movement, as well as having touch and heat sensor. The antenna enables the bot to maneuver, even in total darkness, by feeling his way around. Range: Touch, usually six to twelve feet (1.8 to 3.6 m). Bonus: Blindness penalties are half and adds +1 dodge. 5 M.D.C. per antenna

[u] Micro-Radar: [/u ] A small, but sophisticated radar system usually used in human and animal size robots. Can identify up to 30 targets and simultaneously track 10. Rate of travel, direction, and location are indicated. Range: One mile (1.6 km).

[u] Maxi-Radar: [/u ] A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m).

[u] Flame Thrower: [/u ] A small unit with a retractable nozzle and hose, usually housed in the hip or back of humanoids (occasionally mouth or hand of giant bots), mouth of insect and animal frames, and the front or rear of vehicles. Range: 140 feet (42.6 m)
Damage: 4D6 S.D.C. per blast, plus a 60% chance of setting combustibles on fire.
Rate of Fire: Equal to hand to hand attacks per melee.
Payload: 40 blasts per standard humanoid size container; recharging the concealed fuel tank takes two minutes. Double capacity for giant size and vehicles or triple for stationary turret.

[u] 360 Degree Rotating Body Segment[/u ]: gunner turret waist, can rotate in a 360 degree circle.

[u] Self-Destruct System: [/u ] Robot explodes when an internal command is given. Safety features include a triple confirmation sequence followed by a one minute count down during which
the command can be canceled. Inflicts 1D6xlO damage to a 20 foot area (6 m).

[u] Remote Probe: A[/u ] n optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 2000 to 20000 feet M.D.C. 10, size: About the size of soccer ball (12 inches).with all features above !!!

[u] also


Note
due to recoil the shooter must have a Normal P.S /P.E of 10 or better or will knock them down lose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire,
All carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer under 5 feet
No grenade launcher, grip add +2 to strike

Note
due to recoil the shooter must have a PS of 10 or better or will knock them down loose all attacks, has to have a grip hand look picture above add +1 to strike in all mode of fire ,
All carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer
No grenade launcher, grip adds +2 to strike.
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun

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




Main body 100 NAAT and NAMES 275
Sensory unit 50 (2)NAAT and NAMES 25(2)
Plate shielding 100 (2)NAAT and NAMES150(@)
NAAT& NAMES Plate shielding (2) use 100 to 240 each Other knock off 50 to100 max
ONLY NAAT& NAMES force field 240 back up 150 emergency 100 Other knock off 100
Tracks (2) 75 each
Robotic manipulator-25 ( 1to 4 )

Stats
Height 2 to 3 feet with arm extended 7 feet
Depth: 3 feet
Length 3 feet
Turning radius 3 feet
Weight: starts at 100 pounds and up


Weapon summary for rifts earth
1. grenade Launcher M.D.C 100
2. .30 calibers M.D.C 75
3. .50 calibers M.D.C 50
4. Third generation ram jet rail gun / grenade Launcher 20MM M.D.C 125
5. Weapons systems Type any rail gun M.D.C varies
6. Weapons systems Anti-Tank Laser M.D.C 100



1)grenade Launcher
Is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the total 1 per location Automatic grenade Launcher turret on the left side.
Damage per grenade Launcher pick two
1. Use only amour piercing grenade 10 shot- 3d6x10 for 8 feet blast radius
2. Flares look below
3. Chaffs look below
4. Smoke look below
5. Tear gas looks below
Range: 3000 feet
Rate of fire burst only 10 shot
Payload: 400 grenades each
Bonus: add +1 to hit
Weight: 100 pounds empty
Note: can add the following
Smoke /Tear gas /Flare/Energy Flare /Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 total Energy Flare unlimited

2) Heavy M.D Machinegun: pick one below

.30 calibers
Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 1 mile
Payload: 2200 rounds

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

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

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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




4)Third generation ram jet rail gun / grenade Launcher

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

20MM 1d4x10 shot -bursts : Ten round burst 5d8x10

L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natural 19 or better ,always use knock down table too

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

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

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

Heavy Plasma same as above but 1d6 per melee round

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

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

2 generation rounds blast radius 10 for each
L.E.A.P 20 mm – 3d6 M.D ( max damage 18 ) bursts : Ten round burst 3d6x10
H.E.A.P 20 mm -5d4 M.D (max damage 20) bursts : Ten round burst 5d4x10
A.P.F.S.D.S round 20 6d6 MD( max damage 36 ) bursts : Ten round burst 6d6x10

Range: for 20 MM rounds 3.5 miles for indirect fire, grenade indirect fire up to four miles , grenade direct fire 1 mile away
Rate of fire: single shot, burst
Payload: 1000 rounds for 20 MM, grenade 800 rounds


Note
Due to recoil the shooter must have a PS/PE of 10 or better or will knock them down loose all attacks, can have a grip add +1 to strike in all mode of fire ,
can carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer +2 to strike.
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun





5) Weapons systems Type any rail gun very common in rifts earth but not well known the boom gun
Damage: varies
Range: varies
Rate of fire: varies
Payload: light rail gun 5000 rounds , medium rail gun 4000 rounds ,
Bonus: can not be carried by troop or lifted by a robot heavy rail gun weight of heavy rail gun can be 1500 pounds to 250 pounds alone, can use while traveling a swell in other words to be stationary position this applies for heavy rail gun weapon systems

Characters that are in protective body or power armor will have some protection, but are still temporarily deafened for 1D4 minutes; same penalties apply. Each sonic boom adds to the duration of the deafness. The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within 300 feet of the boom.
Light weight Rail Gun: 120 pounds
Medium Rail Gun: 190 pounds

[u][b] But light rail gun and medium rail gun
Due to recoil the shooter must have a PS/PE of 15 or better or will knock them down loose all attacks, can have a grip add +1 to strike in all mode of fire, can carry both flash hinder systems and silencer won’t be heard unless less than 5 feet, roll perception 17 or better if close to 10 feet, 10 or better if closer +2 to strike.
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun




6) Weapons systems Anti Tank Laser
Type beam
Damage 3d6x10+20
Range: 7000 feet
Rate of fire: hand to hand
Payload: 100 shots
Bonus: can be a variable laser
Weight: 30 pound max
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Additional INFO coming waiting for artist reply and does anyone known how I can put a chart up in the forum
I end up with a column instead
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

after I read the The Rifter #57 I been able to come with a new chart but I am have been trouble post the NEW MDC chart
this is part of what I done
from zino117 enjoy till I can post the chart from 5 MM hand held weapon to 200 MM tank rifle more detail later

Caliber


links for chart the biggest I made :
http://www.mediafire.com/?jgrr8rcrjwpethj

http://www.mediafire.com/file/jgrr8rcrjwpethj/MDC Caliber Chart for MD setting.pdf

<a href="http://www.mediafire.com/?jgrr8rcrjwpethj" target="_blank">http://www.mediafire.com/?jgrr8rcrjwpethj</a>

http://www.mediafire.com/?jgrr8rcrjwpethj

This article is about the firearms dimension. For other uses, see Caliber (disambiguation).
"Caliber" redirects here. For other uses, see Caliber (disambiguation).
In guns including firearms, caliber or caliber is the approximate internal diameter of the barrel in relation to the diameter of the projectile used in it.
In a rifled barrel, the distance is measured between opposing lands or grooves; groove measurements are common in cartridge designations originating in the United States, while land measurements are more common elsewhere. It is important to performance that a bullet should closely match the groove diameter of a barrel to ensure a good seal. When the barrel diameter is given in inches, the abbreviation "cal" is used in place of "inches." For example, a small bore rifle with a diameter of 0.22 inch is a .22 cal; however, the decimal point is generally dropped when spoken, making it "twenty-two caliber" or a "two-two caliber". Calibers of firearms can be referred to in millimeters, as in a "caliber of eighty-eight millimeters" (88 mm) or "a hundred and five-millimeter caliber gun" (often abbreviated as "105 mm gun").
While modern cartridges and cartridge firearms are generally referred to by the cartridge name, they are still lumped together based on bore diameter. For example, a firearm might be described as a ".30 caliber rifle", which could be any of a wide range of cartridges using a roughly .30 inch projectile; or a ".22 rimfire", referring to any rimfire cartridge using a .22 caliber projectile.
In some contexts, e.g. guns aboard a warship, "caliber" is used to describe the barrel length as multiples of the bore diameter. A "5-inch 50 caliber" gun has a bore diameter of 5 inches (127 mm) and a barrel length of 50 times 5 inches = 250 inches (6.35 m).
Contents
1 Cartridge naming conventions
2 Metric versus Imperial

Cartridge naming conventions
Makers of early cartridge arms had to invent methods of naming[1] the cartridges, since there was at the time no established convention. One of the early established cartridge arms was the Spencer repeating rifle, which saw service in the American Civil War. It was named based on the chamber dimensions, rather than the bore diameter, with the earliest cartridge called the "No. 56 cartridge," indicating a chamber diameter of .56 inch; the bore diameter varied considerably, from .52 to .54 inch. Later various derivatives were created using the same basic cartridge but with smaller diameter bullets; these were named by the cartridge diameter at the base and mouth. The original No. 56 became the .56-56, and the smaller versions, .56-52, .56-50, and .56-46. The .56-52, the most common of the new calibers, used a .50 caliber bullet.
Other early white powder-era (Ballistite and Poudre blanche) cartridges used naming schemes that appeared similar, but measured entirely different characteristics. .45-70, .38-40, and .32-20 were designated by bullet diameter in hundredths of an inch and standard black powder charge in grains. Optionally the bullet weight in grains was designated, e.g. .45-70-405. This scheme was far more popular and was carried over after the advent of early smokeless powder cartridges such as the .30-30 Winchester and .22 Long; or a relative power, such as .44 Special and .44 Magnum. Variations on these methods persist today, with new cartridges such as the .204 Ruger and .17 HMR (Hornady Magnum Rimfire).
Metric calibers for small arms are usually expressed with an "x" between the width and the length; for example, 7.62x51 NATO. This indicates that the cartridge uses a 7.62 mm diameter bullet, loaded in a case 51 mm long. Similarly, the 6.5x55 Swedish cartridge has a bullet diameter of 6.5 mm and a case length of 55 mm. To convert from the diameter in mm to caliber divide the mm diameter by 25.4. If you want to convert from caliber to mm you multiply by 25.4. The means of measuring a rifled bore varies, and may refer to the diameter of the lands or the grooves of the rifling; this is why the .303 British, measured across the lands, actually uses a .311 inch bullet (7.70 mm vs. 7.90 mm), while the .308 Winchester, while dimensionally similar to (but should not be considered interchangeable with) the 7.62x51 mm NATO cartridge, is measured across the grooves and uses a .308" diameter (.308 times 25.4 = 7.82 mm) bullet. An exception to this rule are the proprietary cartridges used by U.S. maker Lazzeroni, which are named based on the groove diameter in millimeters, such as the 7.82 Warbird.
Modern small arms range in bore size from approximately .17 (4.5 mm) up to .50 caliber (12.7 mm). Arms used to hunt large dangerous game, such as those used in express rifles, may be as large as .80 calibers. In the middle of the 19th century, muskets and muzzle-loading rifles were .58 caliber or larger; the Brown Bess flintlock, for example, had a bore diameter of about .75 caliber (19 mm). Paintball guns (or "markers") are typically .68 caliber (17 mm).
Metric versus Imperial
The following table lists some commonly used calibers with their metric and imperial equivalents. Due to variations in naming conventions, and the whims of the cartridge manufacturers, bullet diameters can vary widely from the diameter implied by the name. For example, there is a difference of as much as 0.045 inches (1.15 mm) between the smallest and largest of the several cartridges designated as '.38 caliber'. And it may be noted that .38 inches is more than 9 1/2 mm

OK hope this works IN PDF File do enjoy
205.196.123.65/yi68i81hy0tg/jgrr8rcrjwpethj/MDC+Caliber+Chart+for+MD+setting.pdf
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

if you download please tell what you think
let your YES be YES and your NO be NO but plz no maybe
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: N.A.AT

Unread post by Aramanthus »

Very nice. I have loved the swords since I first saw them. Please keep new material coming. I will check them out, but it might be several days. Please know this, that I will look.
Last edited by Aramanthus on Wed Mar 07, 2012 11:03 am, edited 1 time in total.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

Aramanthus wrote:Very nice. I have loved the swords sinbce I first saw them. Please keep new material coming. I will check them out, but it might be several days. Please know this, that I will look.

thank you
will wait and tell me if it an over kill here ?
thanks
let your YES be YES and your NO be NO but plz no maybe
Post Reply

Return to “Rifts®”