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.jpgLet 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
Features1. 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
StatsHeight: 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