how extensive can the modifications be?
we talking simple switchouts and additions?, or can we do major redesigns of some components?
if major i have a few for the VAF-6 Alpha.
if minor i have a great cyclone,
Pimp My Ride! Yet another MattBaby Challenge
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- glitterboy2098
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Author of Rifts: Deep Frontier (Rifter 70)
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Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
- glitterboy2098
- Rifts® Trivia Master
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these can be seen on my website.
i created them for the Third invid war netbook, but the guy seems to have dropped from the face of the planet.
http://www.freewebs.com/glitterboy2098/
my alpha's.
and my cyclone.
i also have a second alpha design, but its pratacly a new mecha.
i created them for the Third invid war netbook, but the guy seems to have dropped from the face of the planet.
http://www.freewebs.com/glitterboy2098/
my alpha's.
VAF-6-E “Enhanced” Alpha
VAF-6-F “Freedom Fighter” Alpha
At the end of the Second Invid War the REF began to address the flaws in its front line fighter force. To this end three independent development groups where put together with the goal of improving the VAF-6 Alpha Veritech Fighter. Three designs where put forward, the first a mere upgrade package to the standard VAF-6 Alpha, the second a partial redesign with improved armor and weapons, and the third a completely new design incorporating an improved version of the Shadow Cloaking Systems. The third design, designated VAF-8 Trans-atmospheric Alpha, was chosen as the new front line fighter of the REF. The upgrade developed by the first team was reluctantly put into service as a Service Life Extension Plan, producing upgrade packages shipped out to squadrons still using the VAF-6. These packages included improved armor and engines, which greatly improved the survivability of the design in combat. Many of these packages where assigned to the Icarus Recon Group, and many fell into the hands of the resistance when the damaged remains of the recon group’s ships crashed to earth. These groups often used the upgrade packages to repair damaged fighters. This eventually resulted in several unofficial variations to the design. The two most common were what has been classified as Freedom Fighter Refits. The first replaces the engines of the VAF-6 with the improved ones in the upgrade package. This gives the fighter a far faster flight speed, and increases the maneuverability. Alpha’s refitted as such were referred to as Interceptor Alpha’s by the resistance. The second uses the improved armor, which allows this version to remain flying when other alpha’s would be destroyed. While slower than an unimproved version, the improved armor allows for a longer battlefield presence. This version was commonly referred to as a Defender Alpha. After the Third Invid War, many of these alpha’s, of all three types, could be found in the militaries of the New Earth Nations.
Model types:
VAF-6C-E Enhanced Alpha
VAF-6J-E Enhanced Alpha
VAF-6R-E Enhanced Alpha
VAF-6C-F1 Freedom fighter refit one (Engine)
VAF-6J-F1 Freedom fighter refit one (Engine)
VAF-6R-F1 Freedom fighter refit one (Engine)
VAF-6C-F2 Freedom fighter Refit Two (Armor)
VAF-6J-F2 Freedom fighter Refit Two (Armor)
VAF-6R-F2 Freedom fighter Refit Two (Armor)
MDC by Location: VAF-6(C,J,R)-E/-F2 VAF-6(C,J,R)-F1
*Head- 60 50
Hands (2)- 30 each 30 each
Fore arms (2)- 60 each 40 each
Shoulders (2)- 80 each 60 each
Upper Legs (2)- 100 each 100 each
Lower Legs (2)- 120 each 100 each
Wings (2)- 120 each 100 each
Tail fins (2)- 60 each 50 each
**Main Body- 320 300
Reinforced Pilot’s Compartment- 150 150
Gun pod- 75 75
* Destroying the head eliminates primary optical sensors, leaving a simple camera in the chest to supply images to the pilot. In addition it will destroy long range radar and all communications, leaving only short range radar (10 miles).
** Depleting the MDC of the main body will destroy the mecha, leaving only spare parts with their own MDC value intact.
Speeds:
Jet Mode: (-E) Mach 2.5 (1541 mph/2465 kph) maximum. 60 mile ceiling.
(-F1) Mach 3 (2010 mph) Maximum. 60 mile ceiling
(-F2) Mach 1.5 (1072 mph) Maximum. 60 Mile Ceiling
Guardian Mode: Flying- mach 1 to a compete hover. 10,000ft (3048km) ceiling
Running- 30 mph.
Battloid Mode: Running- 120 mph.
Leaping- 100ft, 300ft booster leap.
Flying- 300 mph to a complete hover, 10,000ft (3048km) ceiling.
Height: Battloid Mode- 28ft 7in
Guardian Mode- 18ft
Fighter Mode- 15ft
Width: Battloid Mode- 13ft
Guardian Mode- 22ft
Fighter Mode- 22ft
Length: Battloid Mode- 8ft
Guardian Mode- 34ft
Fighter Mode- 34ft
Weight: (E) 13 tons empty, 19 tons with full payload.
(F1/F2) 12 tons empty, 18 tons with full payload
Power Source: 16 Cell protoculture System
Cargo: one cyclone in storage mode or 500 lbs in cyclone storage compartment.
Sensors and equipment:
Standard VAF-6 Per Type (Robotech RPG, Book 5: Invid Invasion, pg. 45)
Long Range radar - 100 miles, can track 48 targets simultaneously
and my cyclone.
VR-038-S Stealth Cyclone
Based on the frame of the VR-038-LT, the stealth cyclone was created for forward reconnaissance and commando missions in Invid held territory. This design was put into production in time for the battle of reflex point, and was instrumental in obtaining the recon data for the final assault. Sue Graham, one of the REF’s Premier journalists, was assigned an unarmed VR-038-S, which allowed her to escape the Invid assault on the unit she was stationed with. This cyclone is expensive, but no more so than the VR-1XX designs, and continued to be produced to the end of the Third Invid War. The Icarus recon group had a large contingent of these cyclones, and those that made it to earth served admirably in the resistance’s fight to liberate earth.
Crew- one
MDC by location:
Headlights (2 front)- 2 each
Front Tire- 2
Rear Tire- 2
Storage Box- 2 each
Rocket Thrusters (rear)- 50
*Main body- 150
Legs/rear wheel guards (2)- 100 each
Forearm shields/Front wheel Guards (2)- 50 each
Head (body armor)- 50
*Depleting the MDC of the main body will destroy the mecha, when the main body is reduced to 70 mdc there is a 10% chance that the Stealth system will be destroyed. Fore every 10 mdc under 70 add an additional 10% when the main body is destroyed the stealth system is destroyed.
Speed:
Motorcycle mode- 210 mph
Turbo boosts of up to 40ft
Battloid mode-
Running- 60mph
Flying- hover stationary up to 30ft above the ground and fly up to 200ft at up to 180mph, flight uses up protoculture cells three times faster than normal.
Leaping- up to 20ft high or across, up to 100ft high or across booster assisted
Height- Battloid- 7ft
Cycle- 3.6ft
Width- Battloid- 3.4ft
Cycle- 1.6ft
Length- Battloid- 3.10ft
Cycle- 5ft
Weight- 200lbs
Cargo- up to 250lbs plus rider
Weapon Systems-
Can use any of the following: (see Robotech RPG Book 5)
(1 or 2) GR-97,
EP-37 60mm Beam Cannon,
EP-40 40mm Beam Cannon,
RL-6 Heavy Rocket Cannon.
The RL-6 is standard issue.
Has all normal cyclone equipment (Robotech RPG Book 5, page 43)
1) Protoculture Engine: This cyclone uses a single cell protoculture engine. One protoculture cell will last two months before needing to be replaced. Flying and hovering drains the cell 3 times faster.
2) Conventional Fuel System: only useable in cycle mode
Range- 200 miles, Capacity- 4 gallons, Modifiers- 150mph maximum speed. Hovering and flying, and turbo boosts are impossible.
3) Short-range Radar with heads-up system: range 1 mile, can track up to 20 targets.
4) Computer Targeting System: (Battloid mode) +2 to Strike with missiles, +1other weapons, 4000ft range line of sight.
5)Radio Comm System: Range 4 miles.
6) Standard Survival Kit: Contains Fist Aid kit, pocket knife, matches and lighter, flashlight, vitamins, two weeks preserved foods
7) Special stealth system that makes it invisible to Invid protoculture sensors. Useable in any mode. This system is built into the main body and cannot be removed.
i also have a second alpha design, but its pratacly a new mecha.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
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* Good sense about trivialities is better than nonsense about things that matter.
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Visit my Website
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
- Temporalmage
- Hero
- Posts: 1165
- Joined: Sun Jan 05, 2003 2:01 am
- Location: Rune Dimension
um...this isn't a down right modification, and technically could be done with any vehicle capable of powering up a simple computer. It involves some cybernetics on the part of the operator but gives distinct advantages. At least I think so.
The operator must have a headjack with the long range radio feature, Video camera eye, Plus the optic nerve vidio implant. Then hardwire the Wilks PC-2020 Field Identifier and Holographic computer, or the Triaz LHP-1000 version, into your vehicle...and Viola! You now have a character that can be up to 100 miles from his vehicle and gain the skills D-Bee lore, Demon and Monster Lore, ID plants and fruits, and others all at 94%. May not do much for the vehicle, but it does wonders for the operator!!
The operator must have a headjack with the long range radio feature, Video camera eye, Plus the optic nerve vidio implant. Then hardwire the Wilks PC-2020 Field Identifier and Holographic computer, or the Triaz LHP-1000 version, into your vehicle...and Viola! You now have a character that can be up to 100 miles from his vehicle and gain the skills D-Bee lore, Demon and Monster Lore, ID plants and fruits, and others all at 94%. May not do much for the vehicle, but it does wonders for the operator!!
http://world8.monstersgame.co.uk/?ac=vid&vid=190003553
And TemporalMage went to the last page, Refusing to follow the trend." Ode to the Teleport Thread by The Fifth Business
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And TemporalMage went to the last page, Refusing to follow the trend." Ode to the Teleport Thread by The Fifth Business
And remember, "Book, Page number, and Quote", not, "Proclaim, Posture, and Belittle all those who think otherwise". Dead Boy
- Uncle Servo
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Well, here's hoping this MattBaby Challenge holds up better than the "Coalition Propaganda" one...
My entry into the Challenge is based on a vehicle I'm actually using in a campaign in which I play a Psi-Tech (big surprise there) named Chance. It's not the flashiest, not the most formidable, not the most extensive modifications, but it's served my character well time and time again.
NOTE: I went back and fixed a couple of things, notably getting rid of the smiley w/sunglasses and correcting the particle beam damage (2 guns should not do just the damage of one).
===============================
“The Breakdown Express” -- Salvaged CS Mark V APC:
Chance stumbled upon this vehicle while he was still an employee of McGraw’s, and at length persuaded his boss to take it in with the idea of turning it into a mobile repair vehicle for the Red Mountain Repair Shop. It was so badly damaged that even with his formidable mechanical prowess, it took two entire days of work to get the wreck to move under its own power! Since then, Chance has spent every spare moment repairing and re-fitting the APC. Chance has modified the APC to increase its speed & M.D.C. Some of these modifications have taken a toll on the APC’s combat capabilities -- the rear turret has been turned into a winch crane and the side laser turrets have been completely removed. When Chance had to make his hasty exit from Birmingham, McGraw “loaned” him the vehicle to (as he put it) “do some extended field tests.”
Model Type: APC
Class: Converted Repair and Maintenance Vehicle
Crew: Originally five, but Chance makes do pretty well by himself. Bob, the NG Light Labor Bot hard-wired into the turret, may qualify as an additional crew member depending on who you ask.
M.D.C. by Location:
Center Turret -- 55
Top, Rear Turret/Crane — 100 (shielded)
Frward Mini-Missile Launchers ( 2 ) -- 44 each
Smoke/Gas Dispenser ( 2 ) -- 17 each
Forward Auto-Cannon ( 2 ) -- 12 each
Forward Headlights ( 2 ) -- 3 each
**Main Body -- 385
Reinforced Crew Compartment -- 110
Wheels ( 8 )- 55 each
**Depleting the M.D.C. of the main body will shut the APC down completely, rendering it useless.
Speed: 99 mph (159 km) max. on land. In water, speed is about 33 mph (53 km). When Chance is piloting, the speeds increase to 109 mph on land and 36 mph in water.
Height: 16 feet, 8 inches (5.1 m)
Width: 9 feet (3.6 m)
Length: 33 feet, 6 inches (10.2 m)
Weight: 17 tons fully loaded. Chance's gutting the APC's interior lightened the weight of the APC considerably, but the addition of his tools, equipment and assorted cabinets/worktables/peripherals has almost made up the difference.
Cargo: Chance has almost completely gutted the APC’s interior and therefore has a generous 10' x 6' x 8' cargo space in addition to his living space & work space.
Power System: Nuclear. Average energy life is 15 years -- however, Chance's contstant tinkering with the reactor and hooking so many systems to it has shortened the already-used reactor's lifetime down to 6 years.
Weapon Systems:
1. CR-10 Forward Mini-Missile Launchers (2): Located in the very front of the APC are rapid-fire mini-missile launchers. The missiles are usually fired by the pilot.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (5D6 M.D.) and plasma (1D6x10).
Mega-Damage: Varies with missile type.
Range: About one miles.
Rate of Fire: One at a time, or in volleys of 2, 3, 5, 10, or 20!
Payload: Forty (40), twenty per each launcher
2. Forward Auto-Cannons (2): Mounted on both sides of the mini-missile launchers are auto-cannons usually operated by the pilot or copilot. Each auto-cannon can be rotated 180 degrees.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 3D6 M.D. per fragmentation round; area affected is a 20 feet (6 m) radius.
Range: 2000 feet (610 m)
Rate of Fire: Standard
Payload: 60 total, 30 each.
2.) Twin-linked NG-P7 Particle Beam Rifles (center turret): Chance has hard-wired a salvaged NG Light Labor Bot into the turret to act as a built-in gunner. The result is less formidable than a human gunner (standard combat programming package), but is always on guard and can sound an alarm when necessary.
Weight: 21 lbs. (9.45 kg).
Damage: 2D4x10 M.D. per dual blast.
Rate of Fire: Single shots only
Effective Range: 1,200 feet (365 m)
Payload: Effectively unlimited.
4. Smoke Dispensers (2): A smoke dispensing unit is attached to each side of the APC. The unit can release a dense cloud of smoke that will cover a 40 foot (12 m) area in front of it. It can also release tear gas.
Payload: Twenty total, ten each. The usual mix is half smoke and half tear gas.
Sensor Systems & Special Features: The Breakdown Express has all the basic features as the robot vehicles:
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, & transmits data onto the head’s up display (H.U.D.) of the pilot’s helmet; 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.
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). Also features 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 the APC from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6x10 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 APC’s access hatch is sealed 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 recirculate 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. Twelve hour oxygen supply.
• 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 windshield.
13. Complete mechanical workshop: Contains a full range of tools & accessories, including a powered winch crane (the rear weapon turret has been re-configured to become a remote-controlled crane capable of carrying items into the work bay), electrical outlets, and even an E-clip recharging station (charges 2 clips at a time and powered by the APC’s reactor).
14. Winch & Cable (rear mounted): 100 foot (30.5 m) cable and can pull up to 2 tons.
15. Water Dispenser: Located in the APC’s living quarters.
16. Mini-Microwave Oven: Located in the APC’s living quarters.
17. Mini-Fridge: Located in the APC’s living quarters.
My entry into the Challenge is based on a vehicle I'm actually using in a campaign in which I play a Psi-Tech (big surprise there) named Chance. It's not the flashiest, not the most formidable, not the most extensive modifications, but it's served my character well time and time again.
NOTE: I went back and fixed a couple of things, notably getting rid of the smiley w/sunglasses and correcting the particle beam damage (2 guns should not do just the damage of one).
===============================
“The Breakdown Express” -- Salvaged CS Mark V APC:
Chance stumbled upon this vehicle while he was still an employee of McGraw’s, and at length persuaded his boss to take it in with the idea of turning it into a mobile repair vehicle for the Red Mountain Repair Shop. It was so badly damaged that even with his formidable mechanical prowess, it took two entire days of work to get the wreck to move under its own power! Since then, Chance has spent every spare moment repairing and re-fitting the APC. Chance has modified the APC to increase its speed & M.D.C. Some of these modifications have taken a toll on the APC’s combat capabilities -- the rear turret has been turned into a winch crane and the side laser turrets have been completely removed. When Chance had to make his hasty exit from Birmingham, McGraw “loaned” him the vehicle to (as he put it) “do some extended field tests.”
Model Type: APC
Class: Converted Repair and Maintenance Vehicle
Crew: Originally five, but Chance makes do pretty well by himself. Bob, the NG Light Labor Bot hard-wired into the turret, may qualify as an additional crew member depending on who you ask.
M.D.C. by Location:
Center Turret -- 55
Top, Rear Turret/Crane — 100 (shielded)
Frward Mini-Missile Launchers ( 2 ) -- 44 each
Smoke/Gas Dispenser ( 2 ) -- 17 each
Forward Auto-Cannon ( 2 ) -- 12 each
Forward Headlights ( 2 ) -- 3 each
**Main Body -- 385
Reinforced Crew Compartment -- 110
Wheels ( 8 )- 55 each
**Depleting the M.D.C. of the main body will shut the APC down completely, rendering it useless.
Speed: 99 mph (159 km) max. on land. In water, speed is about 33 mph (53 km). When Chance is piloting, the speeds increase to 109 mph on land and 36 mph in water.
Height: 16 feet, 8 inches (5.1 m)
Width: 9 feet (3.6 m)
Length: 33 feet, 6 inches (10.2 m)
Weight: 17 tons fully loaded. Chance's gutting the APC's interior lightened the weight of the APC considerably, but the addition of his tools, equipment and assorted cabinets/worktables/peripherals has almost made up the difference.
Cargo: Chance has almost completely gutted the APC’s interior and therefore has a generous 10' x 6' x 8' cargo space in addition to his living space & work space.
Power System: Nuclear. Average energy life is 15 years -- however, Chance's contstant tinkering with the reactor and hooking so many systems to it has shortened the already-used reactor's lifetime down to 6 years.
Weapon Systems:
1. CR-10 Forward Mini-Missile Launchers (2): Located in the very front of the APC are rapid-fire mini-missile launchers. The missiles are usually fired by the pilot.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (5D6 M.D.) and plasma (1D6x10).
Mega-Damage: Varies with missile type.
Range: About one miles.
Rate of Fire: One at a time, or in volleys of 2, 3, 5, 10, or 20!
Payload: Forty (40), twenty per each launcher
2. Forward Auto-Cannons (2): Mounted on both sides of the mini-missile launchers are auto-cannons usually operated by the pilot or copilot. Each auto-cannon can be rotated 180 degrees.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 3D6 M.D. per fragmentation round; area affected is a 20 feet (6 m) radius.
Range: 2000 feet (610 m)
Rate of Fire: Standard
Payload: 60 total, 30 each.
2.) Twin-linked NG-P7 Particle Beam Rifles (center turret): Chance has hard-wired a salvaged NG Light Labor Bot into the turret to act as a built-in gunner. The result is less formidable than a human gunner (standard combat programming package), but is always on guard and can sound an alarm when necessary.
Weight: 21 lbs. (9.45 kg).
Damage: 2D4x10 M.D. per dual blast.
Rate of Fire: Single shots only
Effective Range: 1,200 feet (365 m)
Payload: Effectively unlimited.
4. Smoke Dispensers (2): A smoke dispensing unit is attached to each side of the APC. The unit can release a dense cloud of smoke that will cover a 40 foot (12 m) area in front of it. It can also release tear gas.
Payload: Twenty total, ten each. The usual mix is half smoke and half tear gas.
Sensor Systems & Special Features: The Breakdown Express has all the basic features as the robot vehicles:
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, & transmits data onto the head’s up display (H.U.D.) of the pilot’s helmet; 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.
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). Also features 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 the APC from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6x10 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 APC’s access hatch is sealed 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 recirculate 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. Twelve hour oxygen supply.
• 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 windshield.
13. Complete mechanical workshop: Contains a full range of tools & accessories, including a powered winch crane (the rear weapon turret has been re-configured to become a remote-controlled crane capable of carrying items into the work bay), electrical outlets, and even an E-clip recharging station (charges 2 clips at a time and powered by the APC’s reactor).
14. Winch & Cable (rear mounted): 100 foot (30.5 m) cable and can pull up to 2 tons.
15. Water Dispenser: Located in the APC’s living quarters.
16. Mini-Microwave Oven: Located in the APC’s living quarters.
17. Mini-Fridge: Located in the APC’s living quarters.
Last edited by Uncle Servo on Wed Jun 09, 2004 9:37 am, edited 1 time in total.
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Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
- Uncle Servo
- Champion
- Posts: 2408
- Joined: Thu Apr 18, 2002 1:01 am
- Location: The Servodome, in downtown Servotopia
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Lt Col Andy Reddson wrote:That. Is cool...
Thanks!
I've always been a firm believer that Palladium hasn't sufficiently explored the true versatility of the Mark V (even though the missile wagon variant in Mercs was a nice effort). There's bound to be versions for repair/maintenance (as above), ambulance, cargo transport, recon/communications, field kitchens, just to name a few.
Hmmm... a field kitchen version of the APC... I think I may have just found inspriation for my next character.
My Artwork Samples Set on Deviant Art
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
Hi! I'm Danger, but today I'll be Uncle Servo's Sock Puppet. -- Danger
US <Uncle> saves the day again. -- RockJock
And Servo has engineered another good idea. -- Sentinel
- glitterboy2098
- Rifts® Trivia Master
- Posts: 13548
- Joined: Wed Aug 06, 2003 3:37 pm
- Location: Missouri
- Contact:
one of the rifters has a whole slew of MK-V mods.
feild kitchen, NBC decomtamination, enginneering, ect.
feild kitchen, NBC decomtamination, enginneering, ect.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website
Author of Rifts:Scandinavia (current project)
* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.
-Max Beerbohm
Visit my Website