Part 3 of bone solider
Bone Solider O.C.C skills
http://th00.deviantart.net/fs70/PRE/f/2 ... 660akb.jpghttp://artmagix.deviantart.com/art/The- ... 120&qo=441The 10,000thby ArtMagix
Digital Art / Drawings & Paintings / Sci-Fi
From left to right Communications Expert, Intelligence & Reconnaissance , Spy or Undercover Agent
and all will have and bone armoured add ,Note each arnour will have only fout TW features!!!!!
the picture show a flex armored WITHJ light flex add only with EVA and bone armoured and light body armred
Pick one M.O.S
Communications ExpertThese bone soldier are communications unit to coordinate or alert area
Basic Electronics (+ 10%)
Command Robots (probes only)
Electronic Countermeasures (+ I0%)
Optic Systems or Surveillance System s (+10%)
Radio: Basic (+20%)
Radio: Scramblers (+10%)
Read (& Operate) Sensory Equipment (+20%)
TV& Video or Computer Programming (+ 10%)
Computer Hacking (+ 10%)
Cryptography (+20%)
Forgery (+ 15%)
Lore: Three of choice (+ 15% each).
Photography (+ 15%) and TV & Video (+ I0%)
One Communications and Espionage skills of choice (+ 10%).
Research (+20%)
Hand to Hand: Basic only
Base skill start at half
http://th04.deviantart.net/fs70/PRE/i/2 ... 7tnbd9.jpg http://th04.deviantart.net/fs70/PRE/i/2 ... 7tnbd9.jpghttp://dendydm.deviantart.com/art/Brain ... -473059917http://dendydm.deviantart.com/the picture show a standrad flex armored and light flex combine only with EVA and bone armoured and can a (but get rid off light flex combine) medium to heavy body armred and has a rail rial with TW abilties
Note each arnour will have only fout TW features!!!!!
and all will have and bone armoured add
Intelligence & Reconnaissance Camouflage (+ 15%) City hunter
Command Robots (probes only)
Detect Ambush (+ I0%)
Detect Concealment (+ 15%)
Find Contraband (+16%)
Land Navigation (+16%)
Prowl (+10%)
Tracking (+20%)
Wilderness Survival (+20%) .
Wilderness Skill: One of choice (+15%)
Computer Hacking (+ 10%) City hunter
Cryptography (+20%)
Forgery (+ 15%)
Lore: Three of choice (+ 15% each).
Photography (+ 15%) or TV and Video (+ I0%) City hunter
One Communications or Espionage skills of choice (+ 10%).
Research (+20%)
Hand to Hand: expert
Base skill start at half
http://fc05.deviantart.net/fs71/i/2014/ ... 7qs1dz.jpghttp://pati-velux.deviantart.com/art/So ... -468241415the picture show a flex armored and light flex combine only with EVA and bone armoured (on both flex )combine and light body armred
Note each armour will have only fout TW features!!!!!
and all will have and bone armoured add
Research Specialist City hunter
Anthropology (+20%)
Computer Programming (+ 15%)
Computer Hacking (+ 10%) City hunter
Cryptography (+20%)
Forgery (+ 15%) City hunter
Lore: Three of choice (+ 15% each).
Photography (+ 15%) or TV and video (+ I0%)
One Communications or Espionage skill of choice (+ 10%).
Research (+20%)
Hand to Hand: Basic
Base skill start at half
http://fc01.deviantart.net/fs71/i/2014/ ... 72v7qu.jpghttp://fenris31.deviantart.com/art/Clas ... 120&qo=906the picture show a flex armored and light flex combine only with EVA and bone armoured and light body armred
Note each armour will have only fout TW features!!!!!
Spy or Undercover Agent Command Robots (probes and Pups only)
Disguise (+20%)
Interrogation (+ 12%)
Imitate Voice s and Impersonation (+ 14%)
Prowl (+ 10%)
Seduction (+ 13%)
Streetwise (+ 14%)
Surveillance Systems (and Tailing) (+ 15%)
Tracking (+ 10%) or Concealment (+ 12%)
Computer Hacking (+ 10%)
Cryptography (+20%)
Forgery (+ 15%)
Lore: Three of choice (+ 15% each).
Photography (+ 15%) or TV video (+ I0%)
One Communications or Espionage skills of choice (+ 10%).
Research (+20%)
Hand to Hand: Assassin or Hand to Hand: Commando or Hand to Hand: Judo or Hand to Hand: Jujitsu
Base skill start at half
http://th08.deviantart.net/fs71/PRE/i/2 ... 7qyc1f.jpghttp://draken4o.deviantart.com/art/Foss ... -468535155the picture show a flex armored only with EVA and bone armoured and light to medium body armred
the picture show a flex armored only with EVA and bone armoured and medium to heavy body armred
frontal armored and then body armed last flex suit
two heavy weapons built in add base exo-suit Weight: 60 pounds (27 kg). Bonuses: The exoskeleton adds the following bonuses to the attributes of the soldier who wears it: +12 to P.S., +14 to spd,
+10 feet (3 m) to the length and height of leaps, and reduces the rate of fatigue by 50%.
Mobility Penalties: Good; -5% to prowl, but only -5% to swim, perform acrobatics and similar physical skills/performance, and no penalty to climb
EOD/Demolitions Expert: Requires Basic Electronics (+20%)
Basic Mechanic s (+ 15%)
Demolitions (+ 10%)
Demolitions Disposal (+ 15%)
Demolitions: Underwater (+8%)
Trap Construction or NBC Warfare (+5%)
W.P. Heavy Energy Weapons
Hand to Hand: expert
Base skill start at half
http://th03.deviantart.net/fs70/PRE/f/2 ... 7r1gi9.jpghttp://hitsu.deviantart.com/art/bones-a ... -468680913 the picture show a flex armored only with EVA and bone armoured and medium to heavy body armred
can have the following built in add base exo-suit Weight: 60 pounds (27 kg). Bonuses: The exoskeleton adds the following bonuses to the attributes of the soldier who wears it: +12 to P.S., +14 to spd,+10 feet (3 m) to the length and height of leaps, and reduces the rate of fatigue by 50%.
Mobility Penalties: Good; -10% to prowl, but only -5% to swim, perform acrobatics and similar physical skills/performance, and no penalty to climb
Note each armour will have only four TW features!!!!!
SoldierSalvage (+5%)
Land Navigation (+8%)
Four Physical skill of choice. Any
Four Pilot skill of choice (+5%).any
Upgrade First Aid to Paramedic (+ I0%).
Law: General (+ 10%)
W.P. Four Ancient of choice e.
W.P. Four Modem of choice.
Hand to Hand: Assassin or Hand to Hand: Commando or Hand to Hand: Judo or Hand to Hand: Jujitsu
http://th06.deviantart.net/fs71/PRE/i/2 ... 7uk72g.jpghttp://keltsacoi.deviantart.com/art/Bon ... -474593992Bone soldierby Keltsacoi
Digital Art / Drawings & Paintings / Sci-Fi©2014 Keltsacoi
Sci if sniper with bones set as the design language. Originally did this for a class at CDA this summer.
Standrad flex combine and light flex combine and Note each armour will have only four TW features!!!!!
the picture show a flex armored only with EVA and bone armoured
sniperSalvage (+5%)
Land Navigation (+8%)
Four Physical skill of choice. Any
2 Pilot skill of choice (+5%).any
Upgrade First Aid to Paramedic (+ I0%).
Law: General (+ 10%)
Two Communication (+ 10%), Espionage(+ 10%),
Horsemanship(+5%)pick one (+5%)
sniper
Detect Concealment(+ 10%)
Disguise. (+ 10%)
Wilderness Survival. (+ 10%)
Camouflage. (+ 10%)
Recognize Weapon Quality(+ 10%)
W.P. Four Ancient of choice e.
W.P. Four Modem of choice.
Hand to Hand: Assassin or Hand to Hand: Commando or Hand to Hand: Judo or Hand to Hand: Jujitsu
One heavy sniper weapons built in add base exo-suit Weight: 60 pounds (27 kg). Bonuses: The exoskeleton adds the following bonuses to the attributes of the soldier who wears it: +12 to P.S., +14 to spd,+10 feet (3 m) to the length and height of leaps, and reduces the rate of fatigue by 50%.
Mobility Penalties: Good; -10% to prowl, but only -5% to swim, perform acrobatics and similar physical skills/performance, and no penalty to climb
http://th07.deviantart.net/fs71/PRE/f/2 ... 7tcp6m.jpghttp://yasiddesign.deviantart.com/art/S ... -472564606the picture show a flex armored and light flex combine only with EVA and bone armoured Note each armour will have only four TW features!!!!!
Scout: Detect Ambush (+ 15%)
Detect Concealment (+ 10%)
Command Robots (any, but usually Combat Hound , Pup
Scout or Probes)
Find Contraband (+6%)
Intelligence (+ 15%)
Land Navigation (+ 14%)
Prowl (+ 10%)
Surveillance System &Tailing (+15%)
Wilderness Survival (+ 10%)
W.P. Automatic Assault Rifle or Automatic Pistol
Hand to Hand: expert
http://th02.deviantart.net/fs70/PRE/i/2 ... 7qwi6u.jpghttp://vladgheneli.deviantart.com/art/B ... -468449814the picture show a flex armored only with EVA and bone armoured andmheavy body armred or basic exo suit Note each armour will have only four TW features!!!!!
http://th03.deviantart.net/fs71/PRE/i/2 ... 7yuo5n.jpghttp://unspacy.deviantart.com/art/heavy ... a_recent=1Point Man /Heavy Weapons: Command Robots (Limited to one Combat Drone or Combat Hound to help carry heavy ammo drums, weapon s and gear. Basically function as the second man in a two-man fire team but if they have a high Physical Strength (P.S.) can be a one man team or basic exo-suit add.
Recognize Weapon Quality (+25%)
Sniper and Sharpshooting
Weapon System s (+ 10%)
W.P. Automatic Pistol or Revolver
W.P. Heavy Weapons (all)
W.P. Heavy Energy Weapons (including rail guns) (all)
W.P. Four of choice (any).
Hand to Hand: Assassin or Hand to Hand: Commando or Hand to Hand: Judo or Hand to Hand: Jujitsu
http://fc04.deviantart.net/fs70/i/2014/ ... 7r3th1.jpghttp://fenris31.deviantart.com/art/Dino ... 120&qo=949the picture show a flex armored only with EVA and bone armoured and medium to heavy body armred
Note each armour will have only four TW features!!!!!
Point ManSkills as above but add the following
Detect Ambush (+ 15%)
Detect Concealment (+ 10%)
Hand to Hand: Expert
the picture show a flex armored only with EVA and bone armoured and medium to heavy body armred
can have the following built in add base exo-suit Weight: 60 pounds (27 kg). Bonuses: The exoskeleton adds the following bonuses to the attributes of the soldier who wears it: +12 to P.S., +14 to spd,+10 feet (3 m) to the length and height of leaps, and reduces the rate of fatigue by 50%.
Mobility Penalties: Good; -10% to prowl, but only -5% to swim, perform acrobatics and similar physical skills/performance, and no penalty to climb
They also have a massive combat shield will have 25 MDC but then add 50 MDC plus bone abilities look abilities plus 4 TW and total 8 features also carries 55% to have a NE shields 420 MDC plus Body armored 420 MDC from NE shields as well
http://fc08.deviantart.net/fs70/f/2014/ ... 7rd2r7.jpghttp://davidsequeira.deviantart.com/art ... -469222963TW Heavy Medical Borg!!! Main lost legs http://fc04.deviantart.net/fs71/f/2013/ ... 6yo2jf.jpghttp://migska.deviantart.com/art/Skelleton-421027035http://fc01.deviantart.net/fs71/i/2014/ ... 7ug1wc.jpghttp://migska.deviantart.com/art/The-sk ... -474400668Medic: Advanced Mathematics (+ 10%)
Brewing (+ 15%)
Biology (+ 15%)
Chemistry or Pathology (+ 10%)
Field Surgery (+ 15%)
Holistic Medicine
Chemistry : Analytical (+5%)
Medical Doctor (+5%)
Hand to Hand: Basic
http://th01.deviantart.net/fs71/PRE/f/2 ... 6tmwx8.pnghttp://aesker.deviantart.com/art/Bonebot-1-412575020Man size Bone robothttp://fc08.deviantart.net/fs32/f/2008/ ... terian.jpghttp://mysterian.deviantart.com/art/bone-bot-95608558Giant Bone size
Bone pilotM.O.S.: The specialty of this O.C.C. is piloting the big robots like use of heavy ordnance
(i.e., heavy weapons).
Excavation & Rescue (+ 10%): giant size or man size
Pilot: Power Armor Basic (+ 10%): giant size or man size
Pilot: Power Armor Combat Elite: giant size or man size
Pilot: Robots Basic (+20%): giant size or man size
Pilot: Robot Combat Elite: : giant size or man size
Land Navigation ( 10%)
Read (& Operate) Sensory Equipment (+ 15%)
W.P. Heavy
W.P. Heavy Energy Weapon s (rail guns included).
Detect Ambush (+ 15%)
Detect Concealment (+ 10%)
Hand to Hand: expert
the Bone pilot picture show a flex armored only with EVA and bone armoured and medium body armred can have the following built in add base exo-suit Weight: 60 pounds (27 kg). Bonuses: The exoskeleton adds the following bonuses to the attributes of the soldier who wears it: +12 to P.S., +14 to spd,+10 feet (3 m) to the length and height of leaps, and reduces the rate of fatigue by 50%.
Mobility Penalties: Good; -10% to prowl, but only -5% to swim, perform acrobatics and similar physical skills/performance, and no penalty to climb
http://th08.deviantart.net/fs70/PRE/i/2 ... 7uk70k.jpghttp://doppingqnk.deviantart.com/art/Po ... -474593924TW Communication Command unit light
Bone cyborgs Communications Expert M.O.S M.O.S.: The specialty of this O.C.C. is piloting the big robots like use of heavy ordnance
http://th02.deviantart.net/fs71/PRE/i/2 ... 5uru99.jpghttp://benedickbana.deviantart.com/art/Reap-354018285Heavy combat full TW Magic cyborg’s heavy weapons systems Man size Bone robot or Giant Bone size M.O.S
M.O.S.:
Bone solider O.C.C. Skills:
Language: Native Language at 96%.
Language: Other: One of choice (+20%).
Basic Electronics or Basic Mechanics (+ I0%; pick one)
General Repair & Maintenance (+ 15%)
Land Navigation (+ 15%)
Pilot: One of choice (+ 10%; excluding Robot and Power Armor
skills)
Radio: Basic (i 10%)
Read Sensory Equipment (+ I0%)
Weapon Systems (+5%)
Climbing (+5°;(l)
W.P Ancient Weapons: One of choice.
W.P Energy Rifle
W.P Modern Weapons: six of choice (may include W.P. Heavy Energy Weapons).
Hand to Hand: Expert.
http://th07.deviantart.net/fs71/PRE/i/2 ... 6ex6uo.jpghttp://benedickbana.deviantart.com/#/ar ... 60208?hf=1TW CQC Unit or TW close quarter combat partial cyborg’sTW BONE Melee abilities Man size Bone robot OR Giant Bone size
M.O.S.: The specialty of this O.C.C. is piloting the big robots like use of heavy ordnance
Ancient Melee pick CQC or long range Melee expert
Mainly Lost legs
http://th07.deviantart.net/fs71/PRE/i/2 ... 5pbeyy.jpghttp://benedickbana.deviantart.com/art/ ... -344853898TW CQC Unit or TW close quarter combat heavy cyborg’s
Giant Bone size
M.O.S.: The specialty of this O.C.C. is piloting the big robots like use of heavy ordnanceLost both legs and arms
http://th00.deviantart.net/fs70/PRE/f/2 ... 762hqu.jpghttp://jessedr1.deviantart.com/art/Cybo ... 120&qo=864TW Scout combat partial cyborg’s: Research Specialist M.O.S
EOD/Demolitions M.O.S
Scout, M.O.S
Transportation Specialist M.O.S
Have to loss an arm(1) or legs both or one
TW and Technology Construction
http://th02.deviantart.net/fs70/PRE/i/2 ... 5srqzl.jpghttp://benedickbana.deviantart.com/art/ ... -350654817This applies to Bone pilot Accessory Units are the most common bots in the world. Many players may already own and operate one. The typical accessory unit is a robot designed for human augmentation, not cybernetics, but a complete robot that requires a human operator. This includes power armor and robot vehicles of all kind. The best power armor or robot vehicles possess various computerized systems that enhance the human operator by giving him or her mechanical
superhuman strength, agility, and senses, such as radar, targeting, thermo optics, telescopic sight, and other optical and detection devices. The human, by piloting the hot, becomes a giant, super-powered, mega-damage being. The mechanical unit is a robot, but it is the human brain and body that directs and controls its every action. In many ways, this is the best of both worlds. The robotics engineers can focus all of their attention to the power and
capabilities of the robot body and not have to worry about the difficult problems of an artificial brain, because the human pilot is the robot's brain!
Construction Budget: 20 Million Credits
All that's left to do is design the actual robot body. Basically, there are three types of robot bodies: humanoid, animal, or vehicular (with an independent intelligence and capable of independent action; i.e., does not need a pilot to operate). Note: The character starts with two (2) attacks/actions per melee. The only way to increase the number of attacks or actions
per melee is to select the military or non-military physical program, with hand to hand combat training. Physical attributes can be increased beyond the Basic Physical Attributes described
under each robot type; see the various special features. Also note that all robots with an artificial intelligence are capable of speaking, including animals, insects, and vehicles. However,
unless the voice is enhanced, it sounds very synthetic.
Basic Humanoid (general costumes design) The frame for this robot is approximately die size, shape and build of a typical human or humanoid, six to eight feet tall, two legs and feet, two arms and hands, one head (eyes, ears, nose, and mouth are optional depending on robot style). Other the general shape, the robot is clearly a robot.
Basic Physical Attributes: P.S. 14, P.P. 12, P.B. 6, Spd. 22(approx. 15 mph/24 km)
Size: Six to eight feet (1.8 to 2.4 m)
Light Frame: 300 pounds (135 kg) and 120 M.D.C. main body, 25 % head ,arms 30% legs 60% reinforced cockpit compartment not add
Cost: Two million credits.
Frame Reinforcement: Add 100 pounds and 100 M.D.C. points to the main body for each reinforcement done to the frame. As many as five (5) reinforcements can be done, but each
instills an accumulative skill penalty of -5% to prowl.
Cost: 500,000 per each reinforcement.
Note after that add four TW abilities and then the bone permanent armored or temporary bone armored, if permanent armored then add additional four more , add additional Bone armored to specific location and able to add force field from NGR ( add two tons or NE look up a few pounds )
Giant Humanoid The frame for this robot is the shape and build of a humanoid, except that it is giant in size, ten to twenty feet tall.
Basic Physical Attributes: P.S. 16, P.P. 14, P.B. 6, Spd. 22(approx. 15mph/24kmph).
Size: Ten to twenty feet (3 to 6 m) Light Frame: 1000 pounds (450 kg) and 200 M.D.C. main
body points. Cost: Four million credits for a bot up to 12 feet tall (3.6 m). Add 200,000 credits and 150 pounds for each additional foot (0.3 m) of height.
Frame Reinforcement: Add 200pounds and 100 M.D.C. points
to the main body for each reinforcement done to the frame.
As many as five (5) reinforcements can be done, but each instills an accumulative skill penalty of —5% to prowl.
Cost: 800,000 credits per each reinforcement.
Note after that add four TW abilities and then the bone permanent armored or temporary bone armored, if permanent armored then add additional four more , add additional Bone armored to specific location and able to add force field from NGR ( add two tons or NE look up a few pounds )
Power Sources: Bone pilot will have both systems installed but sometimes just Nuclear energy and TW batteries for man size but can have both ,giant robot can carry all systems
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.
Techno-Wizard SystemThis is an energy system that utilizes magic with technology. The initial creation and powering of the unit is often time consuming and often it is impossible to find a mage who has the
expertise or sufficient P.P.E. to do the job. But these systems
are equal to nuclear power.
One Year: Two million credits.
Two Year: Four million credits.
Five Year: Six million credits.
Ten Year: 12 million credits.
Twenty Year: Not possible
Super-Solar EngineThis system utilizes a power source that collects sunlight into a super high-efficiency conversion engine and generator. This is an excellent, clean, power source with an indefinite life span. Of course, it is limited in that it must rely on a source of solar energy. Requires some form of locomotion, preferably wheels or hover system.
The system functions superbly while exposed to sunlight. A superior energy storage unit stores up to 8 hours' worth of power, during which time the robot operates at full capacity. After the
eight hour reserve is used up, the robot must recharge via solar/ light energy or recharge, from another source of electrical energy. Without a recharge an emergency reserve will engage itself. The emergency energy reserve has a mere four hour capacity. While the emergency reserve is engaged all unnecessary functions will be shut down. Speed is reduced to 80%, attacks per melee are reduced by half and no energy weapons can fire. At the end of the emergency reserve (4 hours), the robot shuts down completely. Many of the bots that utilize a super-solar system often combine it with a one or two year nuclear system. The combination
can extend the life of the nuclear battery to approximately five years, by switching back and forth from nuclear power to solar.
The nuclear and solar combination means that the nuclear power serves as the reserve and enables the TW Bone solider to operate at full capability and firepower at all times. Solar can be a good, reliable system if proper caution is used.
The Basic System Cost: Two million credits, complete with a special generator and recharge
unit.
Legs and LocomotionHuman Legs: A pair of bipedal, humanoid size legs and feet. Basic System Cost for the leg units: 350,000 credits per pair
Engines and Propulsion SystemsFuel Injected Engine
Liquid Fuel: Despite incredible technological advancements, liquid fuel engines are still likable, reliable and the most economical system available. The major disadvantages of this system
are the use of a limited consumable fuel that must be continually replaced, the need of containers to hold the fuel (gas tanks), and the weight of the fuel itself. On the other hand, gasoline type fuels are fairly cheap and easily attainable, especially in populated
regions. Liquid fuel requires an exhaust system that is not suitable for humanoid and animal type robots. Requires some form of locomotion, preferably wheels or hover system. Basic
System Cost with Fuel Tank(s): 50,000 credits. The player determines the size of the gas tank or tanks. Weight and size may be a problem for small robots. One gallon weighs 7 Ibs
(3.2 kg). A 70 gallon rectangular tank would measure approximately 48 x 20 x 18 inches and weighs 490 pounds (221 kg). Disposable auxiliary gas tanks is one possible solution; cost is
about 200 credits per 20 gallon (75.7 liters) capacity. Estimated mileage: 40 miles (64 km) to one gallon of fuel. Maximum
Speed: 200 mph (320 km).
Can run via Nuclear energy
Turbo EngineRequires liquid fuel; conventional leaded or unleaded gasoline is suitable; high octane preferable. A fuel tank(s) is required. Estimated mileage: 40 miles (64 km) to one gallon of fuel.
Basic System Cost: 75,000 credits for liquid fuel (175,000 credits connected to nuclear or solar powered system. Maximum Speed: 260mph (400kmph).
Can run via Nuclear energy
Turbo-Jet EngineRequires high octane fuel or a special mixture, such as those used for jet aircraft. Or can be linked to nuclear power source. This engine cannot be used for speeds under 100 mph (160
km), thus ground vehicles/robots will have to use a two engine system, with one for low speeds and the turbo-jet for high speeds and/or flight. The robot will obviously have some sort of visible hover propulsion system. Estimated Mileage: 20 miles (32 km) to one gallon of fuel. Or can be linked to nuclear power source (costs an extra 100,000 credits). Basic System Cost: 150,000 credits for liquid fuel (250,000 credits connected to nuclear or solar). Maximum Speed: 400 mph (640 km).
Hover Jets
Vehicle Type RobotsA super-sophisticated twin engine system, with bottom and rear jet thrusters for V/STOL capabilities. This unique propulsion system offers ground and air capabilities. The V/STOL means the robot can hover stationary above the ground, make vertical take-offs and landings (fly straight up and down), as well as engage in low altitude flight. The robot will obviously have
some sort of visible hover propulsion system. Estimated mileage with a liquid fuel is 50 miles (80 km) per one gallon. The Base Cost: 500,000 credits; requires at least four jets. Or can be
linked to nuclear power source (costs an extra 100,000 credits) Maximum Speed: 400 mph (640 kph). Maximum Altitude: 1000 feet (305 m). Can run via Nuclear energy
Hover Jet Backpack for Humanoid FramesThis can be a detachable backpack unit or one permanently built directly into a robot's back. Basic System Cost: 150,000 credits; can be linked to nuclear power source (costs an extra
100,000 credits); Maximum Speed: 400 mph (640 km).
Maximum Altitude: 1000 feet (305 m). Concealed Micro Hover System
A tiny and concealed hover jet system built into humanoid or animal robots. The hover jets are strategically located in the feet, rear, back, and chest. When not engaged, the jets are
completely unnoticeable. Basic System Cost: 500,000 credits;
can be linked to a nuclear power system for an additional 100,000 credits. Maximum Speed: 200 mph (320 km). Maximum Altitude: 500 feet (152 m).
Sensors and Optics
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). 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
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.
Total System Cost: 100,000 credits.
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).
Cost: 30,000 credits.
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; 90% 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.
Radio Signal Scrambler System is linked to the radio system to send and receive coded messages. Cost: 10,000 credits.
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. Cost: 5,000.
Loudspeaker: Amplifies the robot's voice up to 90 decibels. Cost: 2,000 credits.
Single Voice Synthesizer: Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding. Cost: 5,000 credits.
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 - 98% likelihood of identifying a person by voice pattern. Can imitate another
person's voice with 80% accuracy. Cost: 500,000 credits; 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. Cost: 150,000 credits.
Optics
Basic Robot Optic System: 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-D analysis, passive night sight, infrared, and ultraviolet sight.
Range: 2000 ft (610m). Cost: 150,000 credits and can go up 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.
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). Cost: 50,000.
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. Cost: 500,000 credits.
Telescopic Vision: Magnifies an image area like a gun's scope or binoculars. Automatic, self-focusing. Range: 6000 ft (1800 m), 20 feet (6 m) image area. Cost: 50,000 credits.
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). Cost: 80,000 credits.
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). Cost: 500,000 credits; outlawed by the Coalition.
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: 300 feet (91.5 m).Cost: 1000 credits.
Sensors
Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of 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. Cost: 350,000 credits.
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 +1 to parry and dodge. Cost: 75,000 credits.
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. Cost: 120,000 credits.
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 (1.6 km). Cost:200,000.
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.
WeaponsStandard Damage for Robot Hand to Hand: The damage numbers that follow are standard for most robot systems and do not have to be purchased.
Restrained Punch: 4D6 S.D.C. plus P.S. bonus.
Full Strength Punch: 1D6 M.D.C.
Kick: 1D6 M.D.C.
Leap Kick: 2D4 M.D.C.
Stomp (giants only): 1D4 M.D.C.
Body Block/Ram (at high speeds, 50 mph or more): 1D6 M.D.C.
Note: Double M.D.C damage for giant robots, 20 feet or larger. Some of the weapon features add to the mega-damage.
Power Punch: This is a special combat feature that increases the mega-damage of a punch, but counts as two attacks.
Cost: Add 1D6 M.D.C. to full strength punch: 100,000 credits.
Add 2D6 M.D.C. to full strength punch: 250,000 credits.
Not applicable to kicks.
M.D.C. Knuckle Spikes or Retractable finger blades: Four sharp spikes protrude from the knuckles. Adds 1D4 M.D.C to the punch of human size bots or 1D6 M.D.C. to the punch of giants. Cost: 100,000 credits, add 20,000 for retractable spikes.
M.D.C. Animal Features: Claws, fangs, tails, etc. are all features typical of robot bots, but they can be applied to humanoid robots as well.
Small Claws: One M.D.; cost: 60,000 credits per pair.
Medium Claws: 1D6 M.D.; cost: 100,000 per pair.
Large Claws (tiger): 2D6 M.D.; cost: 150,000 per paw.
Biting Jaws and Teeth: Small 1D6 M.D.,
Medium 2D4 M.D.,
Large 3D6 M.D.
Note: Add 30,000 for Retractable Claws. A restrained claw strike inflicts 4D6 S.D.C. damage plus P.S. bonus.
Prehensile Tail: Same as tentacle.
Flame Thrower: 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.
or Northern gun 1d4x10X10 M.D.C
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.
Cost: 50,000 credits.
Eye Laser: The eye can emit a laser beam activated at will.
Range: 600 ft (182 m)
Damage: 1D6 M.D.C. human or medium or large animal
size, 2D6 M.D.C. giant size.
Rate of Fire: Equal to the hand to hand attacks per melee.
Bonus: + 1 to strike. [/b]
Payload: Effectively unlimited.
Cost: 400,000 credits for human size, 600,000 for giant.
The following weapon systems are available and are identical to the bionic systems found in the Rifts RPG, pages 239-241. All energy weapons have an effectively unlimited payload. Robot prices are a bit higher. aslo also for man size robot will have one of each one heavy technological and one weapon BUT giant robot can have 1d4 heavy weapon all but a BOOM gun and 1d4 ANY heavy TW weapon( x2 for standard like rifle type or 8 light weapons ) all are range weapons each will have 1D4 TW batteries for each weapon systems Laser Utility Finger: 6000 credits
Laser Finger Blaster: 25,000 credits
High Explosive Finger Joint: 1000 credits per joint.
Retractable Finger Blades: 1500 credits.
Retractable Knuckle Blades: 3000 credits.
Knuckle Spikes (S.D.C.): 1000 credits
Additional Hand & Arm: 300,000 credits for pair, 150,000 for
one.
Additional Non-Human Appendage (Tentacles): 250,000 for a pair or 125,000 for one. Up to four pair can be added to most human size or larger bots.
Climb Cord: 2000 credits
Garrote Wrist Wire: 400 credits
Chemical Spray: 60,000 credits, double range.
Concealed Leg Laser Rod: 75,000 credits.
Concealed Leg Ion Rod: 50,000 credits.
Concealed Arm Laser Rod: 50,000 credits, double range.
Forearm Laser: 50,000 credits
Forearm Ion: 40,000 credits
Forearm Plasma: 60,000 credits
Forearm Particle Beam: 100,000 credits.
Forearm M.D.C and S.D.C Machinegun: look below 30,000 credits Forearm Mini-Missiles: 60,000 credits
Note: Forearm weapon range can be increased by 1000 feet at a cost of 100,000 credits.
Retractable Vibro-Blades: 40,000 credits
Wrist Needle & Drug Dispenser: 5000 credits Remember, humanoid bots can also use any of the conventional human weapons and rail guns.
Weapons for Giant Robots: Giant robots and large vehicles, 16 feet (4.9 m) or larger, can support larger and more powerful weapons, which is reflected in the weapon's range. Consequently, use the same weapons as listed previously, but add 1000 to 4000 (roll1d4) feet to the range. In the case of the machineguns and missiles, triple the payload.
Missile Launcher Pods for Giants and Vehicles: Missile launcher pods must be mounted on the shoulders or back of giant robots or a housing on the top or side(s) of a vehicle's
exterior.
Missile Launcher Types: Mini-Missiles Cost: 200,000 credits per launcher, payload of 10 missiles.
b]S[hort Range Missiles [/b]
Cost:
Small: 300,000 credits, payload three missiles.
Medium: 500,000 credits, payload of six missiles.
Large: 800,000 credits, payload of twelve missiles.
Medium Range Missiles Cost: Small: One million credits, payload three missiles.
Medium: 1.5 million credits,
payload of six miss
L
ong Range Missiles Cost: Small: Five million credits,
payload three missiles. Medium: 8 million credits,
payload of six missiles.
Large: 12 million credits,
payload of eight missiles
Special FeaturesAdditional arms or tentacles: See weapons section: Additional Non-Human Appendages.
Fingerjack: Same as bionic system. Cost: 2500 credits.
Clock Calendar & Gyro-Compass: Same as cybernetic system.
Cost: 1000 credits.
Secret Compartments: Same as bionics, Rifts RPG, page 241. Giant and vehicular bots can have twice as many normal size compartments or the usual number but twice as large. Cost:20% more than bionics.
Cosmetic Enhancements: A variety of techniques and materials can be used to create an accurate simulation of a living creature. Often used for animal bots. All bonuses are accumulative.
Realistic Skin Overlay: Looks and feels like the real thing.
Complete with fake musculature. Fire resistant and tough, 5 M.D.C. main body. Increases P.B. +2. Cost: 75,000 for a six foot humanoid or animal. Add 5,000 credits for every
additional foot (0.3 m).
Human Hair Implants: Cost: 5,000 credits for head only, 20,000 full body; looks completely natural, +2 P.B.
Fur: Cost: 50,000 credits on human or large size of the animal bots, 30,000 for small and medium, +4 P.B.
Realistic Eyes: Conceal the artificial appearance of the robot eyes, +2 P.B. Cost: 10,000 credits.
Sculpted Facial Features: A unique, individual face and teeth designed by skilled artists, complete with simulated muscle movement to complement full facial expressions, frowns,
smiles, angry looks, etc., +3 P.B. Cost: 50,000 credits.
Movie star face: Add 40,000 credits to the initial cost and another +3 P.B.
Minor Body Characteristics: Nails, fangs, beard stubble, moles, pimples, scars, etc. Cost: Approximately 2000 credits each.
Locking Joints: This means that the joints lock into place and cannot be moved or bent until unlocked (equal to a P.S. 40). Cost: 10,000 credits each.
360 Degree Rotating Body Segment: Head, shoulders, hands at wrist, and upper torso at waist, can rotate in a 360 degree circle. Cost: 20,000 credits per small joint, 50,000 credits for waist rotation.
Self-Destruct System: 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 !D6xlO damage to a 20 foot area (6 m). Cost: 80,000 credits.
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 (12 inches). Cost: 50,000 credits.
Increasing the Basic Speed Attribute: Costs 10,000 credits per each speed point beyond the basic system attribute. Thus to increase a speed of 22 to a speed of 32 costs 100,000 credits. The maximum for humanoid legs is Spd 220 (150 mph/241 km). The maximum for animal and insect legs is about a Spd of 423 (approx. 300 mph/480 km).
Increasing the Basic P.S Attribute: Costs 10,000 credits per each P.S. point beyond the basic system attribute. Thus, to increase a P.S. of 12 to a P.S. of 22 costs 100,000 credits.
The maximum for small bots is P.S. 30, medium, large and humanoids, P.S. 40.
Increasing the Basic P.P Attribute: Costs 10,000 credits per each P.P. point beyond the basic system attribute. Thus, to increase a P.P. of 12 to a P.P. of 22 costs 100,000 credits.
The maximum for small bots is P.P. 20, medium, large and humanoids, P.P. 26.
Expanded Chart MD Machinegun
Anti-material rifle and auto cannon caliber, from this these are heavy calibers Type : 12.7 mm or .50 Caliber ( AKA Ma deuce gun)
Damage :
100 SDC OR 1MD 1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round, and so
5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst, 1D6 M.D three round burst
, 2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D 1D6 M.D Two round burst,
2D4+1 M.D three round burst,
3D4 M.D four round burst,
2D6+3 M.D five round burst,
3D6 MD six round burst,
4D6 M.D eight round burst,
4D6+3M.D nine round burst ,
5D6 M.D ten round burst ,
1D6X10 M.D twenty round burst ,
2D4X10+10 M.D thirty round burst,
2D6X10fourth round burst
5D8X10 OR 4 M.D OR 1D4 M.D 2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,
5d4 M.D five round burst,
4d6 MD six round burst,
4d8 M.D eight round burst,
6d6 M.D nine round burst ,
1d4x10 M.D ten round burst ,
2d4x10 M.D twenty round burst ,
2d6x10 M.D thirty round burst,
4d4x10 fourth round burst , and so on
5D10 X10 OR 5 M.D 1D10 M.D Two round burst,
5D6 M.D three round burst,
1D4X10 M.D four round burst,
1D4X10+10 M.D five round burst,
1D6X10 MD six round burst,
2D4X10 M.D eight round burst,
2D4X10+10 M.D nine round burst,
1D10X10 M.D ten round burst,
1D10X10 M.D twenty round burst,
5D4X10 fourth round burst , and so on
1D6X100 S.D.C OR 1D6 M.D 2D6 M.D Two round burst,
3D6 M.D three round burst,
4D6 M.D four round burst,
5D6 M.D five round burst,
6D6 MD six round burst,
8D6 M.D eight round burst,
9D6 M.D nine round burst ,
1D6X10M.D ten round burst ,
2D6X10M.D twenty round burst ,
3D6X10 M.D thirty round burst,
4D6X10 fourth round burst
2D4X100=800 S.D.C OR 2D4M.D 4D4 M.D Two round burst,
4D6 M.D three round burst,
4D8 M.D four round burst,
1D4X10 M.D five round burst,
1D4X10+8 MD six round burst,
8D8 M.D OR 1D6X10+4 eight round burst ,
2D4X10 M.D ten round burst ,
4D4X10 M.D twenty round burst ,
4D6 X10 M.D thirty round burst,
4D8X10 fourth round burst AND SO
1D10X100 S.D.C OR 1d10=10 M.D 5d4 M.D Two round burst,
5d6 M.D three round burst,
1d4x10 M.D four round burst,
1d4x10+10 M.D five round burst,
1d6x10 MD six round burst,
2d4x10 M.D eight round burst,
1d10x10 M.D ten round burst ,
5d4x10M.D twenty round burst ,
5d6x10 M.D thirty round burst,
5d8x10 fourth round burst
2D6X100 S.D.C OR 2D6 M.D 4d6 M.D Two round burst,
6d6 M.D three round burst,
1d4x10 +8 M.D four round burst,
1d6x10 M.D five round burst,
1d10x10 M.D eight round burst,
2d6x10 M.D ten round burst ,
4d6x10 M.D twenty round burst ,
6dx10 M.D thirty round burst,
8d6x10 fourth round burst
5D4 X100 S.D.C OR 5d4M.D 1d4x10 M.D Two round burst,
1d6x10 M.D three round burst,
2d4x10 M.D four round burst,
1d10x10 M.D five round burst,
2d6x10 MD six round burst,
4d4x10 M.D eight round burst,
3d6x10 M.D nine round burst ,
5d4x10 M.D ten round burst ,
5d8 x10 M.D twenty round burst , fourth round burst
Expanded Chart MD Machinegun Type .30 caliber or 7.62 mm Damage :
1d10 X10 S.D.C OR 1 M.D 1D4 M.D four round burst,
1d4+1 M.D five round burst,
1D6 MD six round burst,
2d4 M.D eight round burst,
2d4+1 M.D nine round burst ,
1d10 M.D ten round burst ,
5d4 M.D twenty round burst ,
5d6 M.D thirty round burst,
1D4X10 fourth round burst ,
1d6x10 for sixty round ,
2d4x10 for eighty round,
1d10x10 for one hundred round,
2d6x10 for one hundred twenty round, and so
5D4 X10 S.D.C OR 2 M.D 1D4 M.D Two round burst, 1D6 M.D three round burst,
2D4 M.D four round burst,
1D10 M.D five round burst,
2D6 MD six round burst,
4D4 M.D eight round burst,
3D6 M.D nine round burst ,
5D4 M.D ten round burst ,
1D4X10 M.D twenty round burst ,
1D6X10 M.D thirty round burst,
2D4X10 fourth round burst
5D6X10 S.D.C OR 3M.D 1D6 M.D Two round burst,
2D4+1 M.D three round burst,
3D4 M.D four round burst,
2D6+3 M.D five round burst,
3D6 MD six round burst,
4D6 M.D eight round burst,
4D6+3M.D nine round burst ,
5D6 M.D ten round burst ,
1D6X10 M.D twenty round burst ,
2D4X10+10 M.D thirty round burst,
2D6X10fourth round burst
5D8X10 OR 4 M.D OR 1D4 M.D 2d4 M.D Two round burst,
3d4 M.D three round burst,
4d4 M.D four round burst,
5d4 M.D five round burst,
4d6 MD six round burst,
4d8 M.D eight round burst,
6d6 M.D nine round burst ,
1d4x10 M.D ten round burst ,
2d4x10 M.D twenty round burst ,
2d6x10 M.D thirty round burst,
4d4x10 fourth round burst , and so on
MDC black powder, or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.
1.
lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2.
Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3.
Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4.
Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5.
Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6.
Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself.
Look below 7.
Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8.
Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9.
Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10.
Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11.
Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12.
Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13.
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14.
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15.
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16.
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17.
A.S.A.S.P bonus as above but critical 15
20 MM to 29MM Auto Cannon Chart in this case 25 MM Conventional M.D.C rounds1 generation auto-cannon standard rounds1d4 M.D.C Per round
2 generation auto-cannon standard rounds5d4 M.D.C Per round
Burst 1 generation auto-cannon standard roundsFive rounds burst short round 5D4 M.D.C
Ten round medium burst round burst 1D4X10 M.D.C
20 rounds long burst 2D4X10 M.D.C
40 round extended long burst 4D4X10 M.D.C
80 full melees burst 4D8X10 M.D.C
Burst 2 generation auto-cannon standard roundsFive rounds burst short round, 1D10X10 M.D.C
Ten round medium round burst 5D4X10 M.D.C
20 rounds long burst 5D8X10 M.D.C
40 rounds extended long burst 6D6X10 M.D.C
80 full melee burst 8D6X10 M.D.C
Rate of Fire: five round burst short round , ten round medium round burst, 20 round long burst , 40 round extended long burst , 80 full melee burst
Effective Range: standard range 4 miles
Payload: 2500 rounds
Type of roundL.E.A.P: Light explosive amour piercing roundsbonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too, weight for rounds drops by 75% total weight 8 tons !!!!
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius
A.S.A.S.P bonus as above but critical 15
M.D Bullets
for black powder, or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.
1.
lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2.
Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3.
Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4.
Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5.
Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6.
Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself.
Look below 7.
Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8.
Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9.
Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10.
Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11.
Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12.
Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13.
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
14.
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15.
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16.
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
17.
A.S.A.S.P bonus as above but critical 15
End of Part 3 of bone Soliders