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tank-golem
http://th06.deviantart.net/fs70/PRE/i/2 ... DoomER.jpghttp://tugodoomer.deviantart.com/art/ta ... 210&qo=113http://i686.photobucket.com/albums/vv23 ... 1373235436http://th05.deviantart.net/fs70/PRE/i/2 ... DoomER.jpgTank-golem's attack
Description SAI speedart
pencil A4
original by ~shinigami195
Нарушитель периметра завязал бой с охранными ботам, в виду большого износа узкоспециализированных военных машин пакеты боевых программ получили даже киберсистемы гражданского назначения, так мирные строители и агроботы, используя живучесть своих основных узлов, пытались прикрыть тщедушных универсалов гуманоидного типа, вооруженных древним баллистическим оружием. Система глобальной обороны шла на вынужденные шаги, жертвуя неприспособленными к войне механизмами, ранее неактивные протоколы защиты раскручивали маховик военной машины, относительно мирно спавшей последние столетия, в недрах комплекса вновь запускались автоматизированные линии сборки боевых сервмашин, древнего и ужасного наследия людей... Дерзкий налет разбудил спящего гиганта, так что неожиданный поворот событий вполне удовлетворил адъютанта.
The intruder tied the perimeter of the battle with security bots in the form of a large depreciation of highly specialized military vehicles fighting software packages have even kibersistemy civil or peace builders and agroboty using the survivability of its main units, tried to cover up the puny humanoid-type vans, armed with old ballistic weapons. Global Defense System was forced on the steps, sacrificing unfit for war machinery, previously inactive security protocols whirled the flywheel of the war machine, relatively peacefully sleeping the last century, in the bowels of the complex re-run the automated assembly line combat servmashin, ancient and terrible legacy of the people ... Audacious raid awakened a sleeping giant, so that unexpected turn of events is quite satisfied adyutanta.iznosa packages specialized military vehicles military programs were even civil kibersistemy as peace builders and agroboty using the survivability of its main units, tried to cover up the puny humanoid-type vans, armed with ancient ballistic weapons. Global Defense System was forced on the steps, sacrificing unfit for war machinery, previously inactive security protocols whirled the flywheel of the war machine, relatively peacefully sleeping the last century, in the bowels of the complex re-run the automated assembly line combat servmashin, ancient and terrible legacy of the people ... Audacious raid awakened a sleeping giant, so that unexpected turn of events is quite satisfied adjutant.
Демонессы плутали в недрах базы машин и танк-голему не оставалось ничего другого как вести бой, уводя противника от гланых ворот... Казалось в голема вселился дух разрушения, почти не прекращаясь обрушивался стальной шквал на корпуса несчастных агроботов и универсалов... Бой продолжается.
In English now
Demonessy strayed into the bowels of the base machine and tank golem had no choice as to fight, leading opponent of Glan gate ... It seemed a golem possessed by the spirit of destruction, almost without stopping barrage was falling steel for cover accidents agrobotov and station wagons ... The battle continues.
http://th06.deviantart.net/fs70/PRE/i/2 ... DoomER.jpghttp://tugodoomer.deviantart.com/art/ta ... 210&qo=113 The golem series were from golden age of man where the communist countries were play catch up with the western powers. They came out with really stopping gaps at the time but were imported version. They are well known robot vehicles and mainly used by small or staring security from in Europe, or stating mercenary out fists. They are aloe are starting robot vehicle to last line or second line unit were number mean everything or need fast glass cannon robot vehicles . Where quantity is quality said by Stalin form the old communist party in world war two. The golem fills the gaps form Russia to the Middle East to India to the Africa and many other parts of the world. They been around for a few months now and many love over the counter robot vehicle in Europe. But now thanks to NGR they are available in north and South America which will give N.A.T.O, A.M.C, N.A.A.T and N.A.M.E.S a huge boom in revenue both in Europe and North America. The main advantage was N.A.A.T and N.A.M.E.S could keep up with demands.
Golem heavy tank golem one and two Golem bot 2 call AKA skinny legs or model 712 Golem Bot 3 or golem bot 180 series Golem Bot four (4) or golem 080 Gloem Bot 5 long range A.A.A robot vechile or golem 10 Golem Bot 6 bot 6 all purpose robot vehicle or Golem Bot 151 Response : America in general will see as over the counter robot vehicle for the common mercenary started up groups or cannon flooder robot vehicle . Cheap easy to fix ( interchange parts!!!! This means + 20 in the field but in a simple shop repair area even low tech towns +35%). This will be a major boom for small towns where is the only options . Plus ammunition is everywhere and sold in larger amounts . This will always be common unit to buy for rookie robot pilots ( mainly level 1 to 3 ) . They can have no pilots too and cost extra still can be very useful in either labor unit or defended units . Easy access to get ,and cheap make even by cheap well hardware, but all MDC level !!!!
New lazo / lazo Several units have arrived to act as non-magical combat units all models how is unknown . But many know now New lazo added for defined . one major use is the AAA MODEL BEEN ADD. Even the coalition is not aware of this .due to the fact that these units are the perfect abilities to hid in urban area and place no will even think to be at. Last there been adding magic features as well making even harder to get IFF . only lazo and new lazo are able to id one another .!!!
Northern gun Has allowed to sell, repair and now adding in 6 to 9 months to make these model but as knock off version 30% less MDC all features are add, no magic ,and are excellent training wheels for young to no experience robot pilots that are begin to use. And keep the good toys back .
Coalition states /Free Quebec (F.Q) are seen only additional targets, but if the ever encounter a true golem AA A model unit. It wills another deadly wake up call. This unit can hide and shot even their best aircraft of the sky . simply but small . they are like sniper from the ground, in reality they will be a major headache for the collation.it will a repeat of history the USA empire face during the new cold war , to the point that grounds forces and orbital satellite systems for some time had to take out and not the air force job. For many 99% will self-destruct before give any value data
North America Black market (N.A.B.M) will buy the cheapest units A.S.A.P , and will be mostly fossil fuel or battery powered units due the cost and to throw body at the enemy target to slow the police for name sake .
King dale : will sell only the cheap models golem class ,ammo and will be seen as defends robot vehicle only
Tundra ranger Will love the new robot vehicle addition and will only get battery powered units or best units
Tennessee Headhunters:/ G.A.W/. Wellington industries (W.I) G.A.W. will get all model (any model ) repaired and maintain and will give GAW a new avenue for money for they will later add this training to other combat robot vehicles to labor units .
Air Superiority ,Inc. Will get all golem and the main fossil fuel systems will be the cheapest and will only want it to cover base and airfield protections.
G.A.W/chipwells armaments Will make loads of money as well other rival companies due to the fact the abilities to make these unit will just be a test run for some of the major weapon dealer for north America but will help others they will main work on fossil fuel systems unit and battery were from the golden age , GAW will be able to work more on nuclear powered units then chipwells armaments. Still this perfect for chipwells armaments low buttom budgets robot vechiles
El Paso & Ciudad JuarezLook at balck market north America
south America:
Columbia They also getting all model for allied town and battery power units will be seen as second line combat units last all nuclear powered units will be add to family factions and military as well as main combat units .they will modified them to build them for anti- vampire combat units as well .
Europe :
N.G.R governments /Kingdom of TarnowWill be love and hated the golem combat units the first units were been deploy all over Europe ,Asia, middle east as rouge robot vehicles , and other counties that could only buy them would buy the battery powered units. At the time the nuclear version were only at Russia only. Again they flood the market where those nations could not get the new toys . however Kingdom of Tarnow doubles all mdc location due to magic abilities turning first S.D.C to M.D.C ,which very few know.it history will be known in NGR and will not let coalition know about it. And will later act like Ops long lost tech they were stopping gap tech ,which will work very well in rifts earth
rifts earth update
There are two type of heavy tank golem and will be seen as second class robot, one heavy close combat robot vehicle to medium range .this robot vehicle is in the front combat , 80 MM cannon to 110 MM cannon ,one heavy 20 MM cannon Vulcan gun to 50 MM cannon Vulcan gun,. Pilot heavy machine gun, plasma torched weapon systems in left palm, drier/pilot controlled. Top optional weapon turret .side mounted heavy machine gun in main turret. The last weapon systems is two spot light to blind target or cook them if need be. The first golem was more in line with battle tanks and later the second design was made form general robot vehicle.
The second tank golem has no main turret but can have an optional weapon turret. two arm light medium to long range light PPC particle beam cannon, short range missiles systems, medium range as well and mini missiles ,it has two side hidden heavy mounted machine guns ,as it final weapon loud out . Each work fine and have good to ok armored, however still seen as a second class robot vehicles in NGR and other power bloc in rifts earth. However it a god send to minor powered bloc in rifts earth founded in Europe, the Soviet Union to south, and North America.
both have these Features1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,-1 dodge for tank golem one , but add +3 to dodge for tank golem two
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 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
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max
13. N.A.AT Can add Five TW Features 5 offensive and 5 defensive of any type plus 10 P.P.E batteries each has 100 points each total 1000 points
14. N.A.A.T ADD Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 250 M.D.C or less to any location this applies to Force field as well. On the second hit is 100 M.D.C and third hit 95 M.D.C and the firth hit 90 and so on.
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 shield Male pilots get this at third level
16. Basic EVA systems (back up)
17. U.S Military V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
M.D.C The frist robot vechile that looks like a tank with legs or tank golem one Main body 500
Frontal armoured 800
Russian Main commercial version primary force field- 300 force field-150, emergency force field-100
[1] Upper Arms (2) 200
[1] Lower Arms (2)200
Upper Legs (2)200
[1] Lower Legs (2)200
[1] Feet (2)100
Head/turret Reinforce cockpit compartment:none , body armor only
N.A.A.T primary force field 420, secondary force field 240, auxiliary force field 150 emergency force field 100
Generators100
Notes:
[1] These locations are small and difficult targets to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
[2] Note that the Head/turret is +1 in addition to normal called shot penalties to hit. Destroying the Head/turret will expose the crew , leaving crew with body armor as its only protection. Note: The head is not a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is +1 to strike.
[3] Depleting the Main Body M.D.C. will shut the vehicle down making it useless. Frontal armored cover the front and sides/back top/rear buttom and Head/turret area as well it take twice as much damage so a 30 point of Mega Damage will do only 15 UNTIL it reaches 100 MDC,then the main body take damage.
Note: Robot/Power Armor drone/borg locations are laser resistant. Each layer of armor is 100 MDC. A variable laser weapon must be reset every 100 M.D.C. or it will only do half damage. If a laser does enough damage to damage the next layer, it will only do half damage to the next layer if set to do full damage to the layer above.
[4] The force field will stop energy attacks and fast moving objects. Slow moving objects can pas through. It Regenerates one (1) M.D.C. per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.
http://th06.deviantart.net/fs70/PRE/i/2 ... DoomER.jpghttp://tugodoomer.deviantart.com/art/ta ... 210&qo=113 tank golem one right side look at link above looks like a tank with legs Statistical Data Height 22 feet
Length 17 feet without tank gun added , with tank gun 22 feet
width 15 feet
Weight 20 tons empty add 4 tons Generators
Power System: Nuclear Fusion, average energy life is 25 years for main for forces , commercial verions any type of fossil fuel runs for 24 hours no beam weapons , battery power systems 30 days and any beam weapons can be used
Cost Nuclear Fusion 12 million , 5 million commercial verions fossil fuel , 8million battery power systems
Black Market Cost: look above
Speed Range: varies
Flightnone
Flying Range: jump 10 feet to 35 running start of 10 feet
Running max speed 55 MPH
Walk 2 to 12 MPH
Maximum Ocean Depth: not possible
Hand to hand: Use robotic P.S 45
The second tank golem background no turrent Height 17 feet
Length 22 feet
width 15 feet
Weight 20 tons empty add 4 tons Generators not adding misslies
Power System: Nuclear Fusion, average energy life is 25 years for main for forces , commercial verions any type of fossil fuel runs for 24 hours no beam weapons , battery power systems 30 days and any beam weapons can be used
Cost Nuclear Fusion 9 million , 3 million commercial verions fossil fuel , 7 million battery power systems
Black Market Cost: add 1d4x10%
Speed Range: varies
Flightall model 100 MPH max height 500 feet
Flying Range: 90 minute flight time max
Running 80 MPH
Walk 2 to 10 MPH
Maximum Ocean Depth: not possible
Hand to hand: The frist tank golem robotic P.S 60
The second tank golem robotic P.S 45
tank golem one right side or in the back ground •80 MM cannon to 110 MM cannon
•one robt Vulcan heavy 20 MM cannon vuclan gun to 50 MM cannon vuclan gun
•Pilt heavy machine gun ,
•plasma troched weapon systems
•optional weapon tuerret
Weapons systems summary The second tank golemon the left side back ground •two light PPC particale beam
•short range misslies systems, mediumrange as well and mini misslies
•two hidden heavy machine guns
type: pick one one or dual barrel same typew of tank rifle caliber rounds 80 MM cannon to 110 MM cannon Weight: built in systems
Mega-Damage: Slug rounds only
Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
100 MMM cannon heat round DAMAGE 1d4x10 M.D.C , 2d4x10M.D Two round burst, 3d4x10M.D three round burst, 4d4x10 M.D four round burst,5d4x10 M.D five round burst, 4d6x10 MD six round burst, 4d8x10 M.D eight round burst, 5d8x10 M.D ten round burst ,
120MM cannon heat round [/b]
DAMAGE 1d6x10 M.D.C ,
2d6x10M.D Two round burst,
3d6x10 three round shot
Or pick one from below 2 generation auto-cannon standard rounds L.E.A.P: Light explosive amour piercing rounds bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
80 - 89 mm -5D10 M.D( max damage 50 ) blast radius
1d10x10 M.D Two round burst,
90 -99 mm -1D6X10( max damage 60 ) blast radius
2D6X10 M.D Two round burst,
100 - 110 mm -2D4X10 M.D( max damage 80) blast radius
4D4X10 M.D Two round burst,
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius 80 - 89 mm -1d6x10 M.D (max damage 60 )
2d6x10M.D Two round burst,
90 -99 mm- 2d4x10 (max damage 80)
4d4X10 M.D Two round burst,
100 - 110 mm -1d10x10 M.D (max damage 100)
5d4x10 M.D Two round burst
A.P.F.S.D.S round NO blast radius80 - 89 mm -2d6x10( max damage 120 )
4D6X10 M.D Two round burst,
90 -99 mm -4d4x10 ( max damage 160)
4D8X10 M.D Two round burst,
100 - 110 mm -3d6x10 M.D( max damage 180)
6d6x10 M.D Two round burst,
The "cartridge" energy weapon system single shot only
80 TO 89 MM 4D6X10 M.D =240 M.D
90 TO 99 MM 5D6X10 M.D = 300 M.D
100 TO 110 MM 6D6X10 M.D = 360 M.D
Third generation ram jet rail gun auto-cannon hyper rail gun ram jet rounds RAIL GUN ROUNDSThis a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot only.
70MM 3D4X10
90MM 4D4X10
100 MM 3D6X10
110 MM 5D4X10M.D
Rate of Fire: single shot
Effective Range: Payload: 200 rounds
Note: type Rounds LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
type one heavy 20 MM cannon Vulcan gun to 50 MM cannon Vulcan gun pick one Weight: Mega-Damage: pick one type of caliber Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
20 MM cannon DAMAGE 3d4+2 M.D.C ,
4d6+4 M.D Two round burst,
1d4x10+2 M.D three round burst,
5d10+6 M.D four round burst,
1d6x10+10 M.D five round burst,
2d410+4MD six round burst,
1d10+12 M.D eight round burst,
2d6x10+6 M.D nine round burst ,
3d4x10+20 M.D ten round burst ,
4d6x10+40 M.D twenty round burst ,
Or 30 MM cannon [b] DAMAGE 5d6 M.D.C ONE ROUND
1d6x10 M.D Two round burst,
2d4x10+10 M.D three round burst,
2d6x10 M.D four round burst,
4dx10M.D five round burst
3d6x10 MD six round burst,
40 MM cannon DAMAGE 6d6 M.D.C ONE ROUND,
1D6X10+12 M.D Two round burst,
1D10X10+8 M.D three round burst,
N/A M.D four round burst,
3D6X10 M.D five round burst,
5D4X10+16 MD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
6D6X10M.D ten round burst ,
12D6X10 M.D twenty round burst ,
50 MM cannon DAMAGE 5d10 M.D.C, ONE ROUND
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst,
4D4X10 M.D three round burst,
5D4X10 M.D four round burst,
4D6X10+10 M.D five round burst,
5D6X10 MD six round burst,
5D8X10 M.D eight round burst,
2 generation auto-cannon standard rounds L.E.A.P: Light explosive amour piercing rounds bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
20 - 29 mm – 3d6 M.D ( max damage 18 ) blast radius
6D6 M.D Two round burst,
9D6 M.D three round burst,
N/A M.D four round burst,
2D4X10+10 M.D five round burst,
N/A MD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
3D6X10 M.D ten round burst ,
6D6X10M.D twenty round burst ,
9D6X10 M.D thirty round burst,
N/A fourth round burst
30 - 39 mm-5d4 M.D( max damage 20) blast radius
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 ,
5D8X10 M.D twenty round burst ,
1D6X100 OR 10D6X10 M.D thirty round burst,
2D4X100 fourth round burst
40 - 49 mm -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst,
1D6X10+12 M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A MD six round burst,
5D4X10 M.D eight round burst,
N/A M.D nine round burst ,
4D6X10 M.D ten round burst ,
8D6X10 M.D twenty round burst ,
N/A M.D thirty round burst,
N/A fourth round burst
50 - 59 mm -5d6 MD( max damage 30 ) blast radius
1D6X10 M.D Two round burst,
2D4X120+10 M.D three round burst,
2D6X10 M.D four round burst,
3D4X10+30 M.D five round burst,
3D6X10 MD six round burst,
4D6X10 M.D eight round burst,
N/A M.D nine round burst ,
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius 20 - 29 mm -5d4 M.D (max damage 20)
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 ,
5d4x10M.D ten round burst ,
1d4x100 OR 5D8X10 M.D twenty round burst ,
30 - 39 mm -4d6 M.D (max damage 24)
8d6 M.D 1D4X10+8 M.D Two round burst,
N/A M.D three round burst,
1D10X10 M.D four round burst,
2D6X10 M.D five round burst,
N/A M.D six round burst,
5D4X10 M.D eight round burst,
40 - 49 mm -5d6 M.D (max damage 30)
1D6X10M.D Two round burst,
2D4X10+10 M.D three round burst,
2D6X10 M.D four round burst,
N/A M.D five round burst,
3D6 X10 M.D six round burst,
4D6X10 M.D eight round burst,
50 - 59 mm -6d6 MD (max damage 36)
N/A M.D Two round burst, ,
1D10X10 +8 M.D three round burst,
N/A M.D four round burst,
3D6X10M.D five round burst,
A.P.F.S.D.S round NO blast radius20 - 29 mm6d6 MD( max damage 36 )
1D6X10+12 M.D Two round burst,
1D10X10+8 M.D three round burst,
N/A M.D four round burst,
3D6X10 M.D five round burst,
5D4X10+16 MD six round burst,
N/A M.D eight round burst,
N/A M.D nine round burst ,
6D6X10M.D ten round burst ,
12D6X10 M.D twenty round burst ,
N/A M.D thirty round burst,
N/A fourth round burst
30 - 39 mm 1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst,
3D4X10 M.D three round burst,
4D4DX10M.D four round burst,
5D4X10 M.D five round burst,
4D6X10 MD six round burst,
4D8X10 M.D eight round burst,
6D6X10 M.D nine round burst ,
5D8X10 M.D OR 1D4X100 M.D ten round burst ,
2D4X10 M.D twenty round burst ,
2D6X100 M.D thirty round burst,
4D4X100 fourth round burst
40 - 49 mm- 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst,
4D4X10 M.D three round burst,
5D4X10 M.D four round burst,
4D6X10+10 M.D five round burst,
5D6X10 MD six round burst,
5D8X10 M.D eight round burst,
50 - 59 mm - 1d6x10 MD( max damage 60 )
1D6X10( max damage 60 ) blast radius
2D6X10 M.D Two round burst,
3D6X10 M.D three round burst,
4D6X10 M.D four round burst,
5D6X10M.D five round burst,
The "cartridge" energy weapon system 20 MM 1d4x10=40 M.D
1d4x10 M.D( max damage 40 )
2D4X10 M.D Two round burst,
3D4X10 M.D three round burst,
4D4DX10M.D four round burst,
5D4X10 M.D five round burst,
4D6X10 MD six round burst,
4D8X10 M.D eight round burst,
6D6X10 M.D nine round burst ,
5D8X10 M.D OR 1D4X100 M.D ten round burst ,
21 TO 29 MM 1D6X10(damage 60 )
2D6X10 M.D Two round burst,
3D6X10 M.D three round burst,
4D6X10 M.D four round burst,
5D6X10M.D five round burst,
6D6X10 MD six round burst,
3D6X100 M.D thirty round burst,
4D6X100 fourth round burst
30 TO 39 MM 1d4x10 M.D one round
2D4X10 M.D= 80 M.D M.D Two round burst,
4d8x10M.D three round burst,
40 TO 49 MM 1D10X10 M.D=100 M.D
5d4x10 M.D Two round burst,
5d6x10 M.D three round burst,
5d8x10 M.D four round burst,
5d10x10 M.D five round burst,
50 TO 59 MM 3D4X10 M.D OR 2D6X10 = 120 M.D
2d6x10 M.D Two round burst,
3d6x10 M.D three round burst,
4d6x10 M.D four round burst,
5d6x10 M.D five round burst,
6d6x10 MD six round burst,
Third generation ram jet rail gun auto-cannon hyper rail gun ram jet rounds RAIL GUN ROUNDSThis a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot -bursts later!!!! 20MM 1d4x10
30MM 5D10
1d10 x10 M.D Two round burst,
5d4x10 M.D Two round burst,
5d6x10 M.D three round burst,
5d8x10 M.D four round burst,
5d10x10 M.D five round burst,
40MM 1D6X10
2d4x10 M.D Two round burst,
2d6x10 M.D three round burst,
4d4x10 M.D four round burst,
3d6x10 M.D five round burst,
5d4x10 MD six round burst,
4d6x10M.D eight round burst,
5d6x10M.D nine round burst ,
4d8x10 M.D ten round burst ,
5d8x10M.D twenty round burst ,
50MM 2D4X10 OR 1D8X10
5d4x10 M.D Two round burst,
5d6x10 M.D three round burst,
5d8x10 M.D four round burst,
5d10x10 M.D five round burst,
Rate of Fire: brust
Effective Range: 2 miles standard
Payload: 200 rounds
type Rounds LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
Weapons systems laser Vulcan guns this weapon consists of six rotating barrels laser cannon ,cycling through like a regular gating gun ,firing one rapid barrel ,or can fre all sx barrel doing a massive amount of fire it similart to Iron hammer main battle tank from from rifts mecanry book page 107
Type: [/u]
Damage : 3d4x10,only nuclear powered can fired all six barrel 6 will do 4d6x10+30
Range : 6000 feet
Rate of fire: hand to hand
Payload: nuclear powered unlimited any other 500 burst
notebonus /penalties : weight 12000 pounds, if you roll 2 to 4 will over heat and cool dwn in 1d4 melee or 15 x 4 seconds
Heavy M.D Machinegun: pick one below frist generation .30 calibers Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
.50 calibers Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Or[u][b]
[u][b] type: 12.7 mm Weight: Mega-Damage: Anti-material rifle and auto cannon caliber, from this these are heavy calibers
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
Rate of Fire: Effective Range: Note: look below
Payload: [/u as above
[u] Bullets for high end M.D 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
WI-FT1 Plasma Flamethrower. This fearsome weapon is the brainchild of a collaboration between Golden Age Weaponsmiths and
Wellington Industries. Golden Age researchers recognized the flamethrower as an ideal shock weapon, and Wellington researchers adapted normal plasma weapon systems to produce a short-ranged, but continuous
stream of Mega-Damage flames. A separate team working on the same project developed a form of plasma-based napalm that is used with another model of flamethrower (see the WI-NFT-1, below). Primarily
a terror weapon, the flamethrower is also ideal for attacking certain monsters, lightly armored ground troops, vehicles, bunkers and other hardened positions.
Weight: 30 Ibs (13.5 kg) or 45 ibs (20 kg) with plasma tank.
Mega-Damage: A short plasma burst does 3D6 M.D.
A concentrated plasma burst (counts as two attacks; 7 seconds) does 1D4xlO+10 M.D. Or the attacker can cover an area with plasma: up to 10 feet (3.0 m) can be covered with each hand to hand melee attack/action,
so a character with four hand to hand attacks could cover an area or length of 40 feet/12.2 m); everybody in the area affected takes 2D6 M.D. Rate of Fire: Single shot or concentrated burst.
Range: 500 feet (152 m).
[/b]Payload: [/b]Standard E-Clip holds 8 bursts, a long E-Clip holds 16 plasma bursts. A plasma tank holds 100 "shots." Cost: 30,000 credits. A plasma tank costs 1,200 credits and is disposable.
type optional weapon turret pick one from below : 40 mm Grenade Launcher. An incredibly common weapon used by infantry in the late modern age. Assault rifles commonly had single- shot grenade launchers fitted under the barrel, while multi-shot grenade
launchers were carried as a squad support weapon or mounted on vehicles (especially jeeps and helicopters).
Weight: 11 Ibs (.5 kg).
S.D.C. Ordnance: 5D6 points of damage to a 10 foot (3 m) area.
Mega-Damage: first gen ammo 1D6 or 2D6 M.D. depending on the type of grenade, to a 12 foot (3.6 m) area. Rate of Fire: Varies. Single-shot and certain magazine-fed grenade launchers are Aimed fire only.
M.D. launchers and rifles. This version is a prototype round First generation Mega-Damage: 1D6 M.D. grenades cost 275 credits, 2D6 M.D. grenades
Weapons systems these weapon systems are sold to allies and open market
First generation rounds this single round fire for one cannon MAINLY THIS ONES WITH MODEL B
2 generation rounds L.E.A.P: Light explosive amour piercing rounds bonus due light weight add 50% range critical hit on a natural 19 or better ,always use knock down table too
40 mm Grenade Launcher. -4d6 M.D ( max damage 24) blast radius
1D4X10+8 M.D Two round burst, 1D6X10+12 M.D three round burst, 1D10X10 M.D four round burst,2D6X10 M.D five round burst, N/A MD six round burst, 5D4X10 M.D eight round burst, N/A M.D nine round burst , 4D6X10 M.D ten round burst
H.E.A.P: Heavy Explosive armor piercing rounds Times three blast radius 40 mm Grenade Launcher. -5d6 M.D (max damage 30)
1D6X10M.D Two round burst, 2D4X10+10 M.D three round burst, 2D6X10 M.D four round burst, N/A M.D five round burst, 3D6 X10 M.D six round burst, 4D6X10 M.D eight round burst, N/A M.D nine round burst , 5D6X10 M.D ten round burst ,
A.P.F.S.D.S round NO blast radius 40 mm Grenade Launcher. - 5d10 M.D( max damage 50 )
5D10 M.D( max damage 50 ) blast radius
1d10X10 M.D Two round burst, 4D4X10 M.D three round burst, 5D4X10 M.D four round burst, 4D6X10+10 M.D five round burst, 5D6X10 MD six round burst, 5D8X10 M.D eight round burst,
The "cartridge" energy weapon system 40 mm Grenade Launcher. 1D10X10 M.D=100 M.D
5d4x10 M.D Two round Burst, 5d6x10 M.D three round Burst , 5d8x10 M.D four round Burst ,
Third generation ram jet 40 mm Grenade Launcher hyper rail gun ram jet rounds RAIL GUN ROUNDSThis a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D
M.D.C table this is single shot
40 mm Grenade Launcher. 1D6X10 M.D
2d6x10 M.D Two round Burst, 3d6x10 M.D three round Burst , 4d6x10 M.D four round Burst , 5d6x10M.D five round Burst ,
type Rounds LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too
H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!
Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
Heavy Plasma same as above but 1d6 per melee round
Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well
A.S.A.S.P bonus as above but critical 15
Rate of Fire: are Burst firing only.
Range: 1,200 feet (365.7 m).
Payload: Many carried a single shot and had to be reloaded after each use. Multi-shot grenade launchers used magazines, belts or drums ranging from 6 shots to 100 shots.
Cost: 1200 credits for a single-shot S.D.C. grenade launcher, 4,000-6,000 credits for multi-shot rifles, and 18,000-24,000 for M.D. launchers and rifles. 1D6 M.D. grenades cost 275 credits, 2D6 M.D. grenades cost 550 credits.
All are banned and illegal in most civilized communities.
Weapons systems summary FOR The second tank golem left side Weapons systems type: x2 optional top turret heavy machine gun or Grenade launcher
Weight: look above Mega-Damage: look above Rate of Fire: look above Effective Range: look above Note: look above Payload look above : [/u
[u] type: two light PPC particale beam
Weight: 450 pounds each
Mega-Damage: 5d10+25 each
Rate of Fire: single blast equals hand to hand and robot add as well
Effective Range: 10,0000 feet
Note: look at NGR book lighting rod weapon page number 128 ,weapon systems # 1 for side effects
Payload: unlimited
type: short range misslies systems, medium range as well and mini misslies
Mega-Damage: varies
Rate of Fire: can not fire all misslies ,
PICK ONE only the same type Effective Range: varies
Payload: pick two types of missiles systems :
short range missiles weight 33 pounds , medium range weight 120 for all NAAT and Elites Units others 250 pounds standard weight , mini missiles 10 pounds weight for Each
short range missiles , 48 missiles total
medium range , 24 missiles total 48 total,
mini missiles , 98 missiles total 106
Note: Short range missiles, 48 missiles each 96 missiles total weight 3146 pounds
Medium range, 24 missiles total 48 missiles total, weight total 5760 pounds or 12,000 pounds
Mini missiles, 98 missiles total 960 pounds
type: two hidden heavy machine guns look above frist gernertion or lasted mechine gun
Weight: look above Mega-Damage: look above Rate of Fire: look above Effective Range: look above Note: look above Payload look above : Type: add techno wizard tech abilities varies two offensive and two defensive and a fifth option Weight: look above Mega-Damage: look above Rate of Fire: look above Effective Range: look above Note: look above Payload look above :