N.A.AT

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ZINO
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Re: N.A.AT

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N.A.A.T Black Eel Torpedo Boat


https://writeups.letsyouandhimfight.com ... 7ef05.jpeg


This is a small, hydrofoil assault craft, designed to destroy larger ships and combat sea monsters. The small boat is built around a single launch tube (its main armament) and is very light and maneuverable. It has become a favorite among adventurers, escort services and pirates.IT Reinforced Crew Compartment became heavy armed and Reinforced Crew Compartment was given a force field and boot as well. Able survive in longer combat endurance and increase crew survivability as well. It has better weapon systems as well All this was added with losing performance !!

Model Type: IH-TB12
Class: Torpedo Boat.
Crew:
Spoiler:
Four: Pilot, navigator/sensors operator, gunner and mechanic.
M.D.C. by Location:
Spoiler:
Dual Machinegun — 20
Reinforced Crew Compartment — 220
Reinforced Crew Compartment Force field 420
Depth Charge Launcher (1) — 40
*Torpedo Bay — 100
** Main Body — 225
Boat Force field 420

*If Torpedo Bay is destroyed, any damage affects the torpedoes inside. If one is destroyed, it explodes and causes a chain reaction, inflicting the combined M.D.C. damage of all the torpedoes left in the bay (so, if there were 5 Heavy Plasma Torpedoes, the explosion will inflict 4D6 x 50 M.D. to the ship and its occupants — don't bring flowers to the funeral).
**Depleting the M.D.C. of the main body will cause the boat to sink.
Force field recovery in 1d4 melee
Speed:
Spoiler:
70 mph (112.5 km)
Maximum Range:
Spoiler:
800 miles (1280 km); a fuel driven vessel.
Statistical Data:
Spoiler:
Height: 18 feet (5.5 m)
Width: 18 feet (5.5 m)
Length: 25 feet (7.6 m)
Weight: 4 tons
Cargo:
Spoiler:
A small 3 x 3 foot (0.9 x 0.9 m) area.
Power System:
Spoiler:
Liquid fuel; back-up sail optional (25,000 credits).
Black Market Cost: 100,000 credits not counting the torpedo and depth charge payloads.
Weapon Systems

1. 14mm Machinegun/Laser cannon/Variable laser:
A heavy, dual machine gun loaded with explosive bullets. The main section of the gun is protected by a small metal shield. The gun is used mostly to fight off other small watercraft and to defend against aircraft. It can also be used to detonate enemy torpedoes.
Spoiler:
Primary Purpose: Anti-Vehicle and Anti-Personnel
Secondary Purpose: Defense

Mega-Damage:
A burst is 40 rounds and does 1D4 x 10 M.D. Only fires bursts.
Later 2d4 per M.D Rounds that’s 5 rounds and does 1D4 x 10 M.D. Only fires bursts
Later models
Laser cannon 3d6x10 Blast
Variable laser 3d6x10 Blast

Single barrel 14mm Machinegun 2d4 per round A burst is 40 rounds and does 4d8x10 M.D. Only fires bursts can be dual barrel but no laser weapons systems
Can have both weapon systems.

Rate of Fire: Standard

Effective Range: 2000 feet (610 m)
Later models
Laser cannon/14mm Machinegun 10,000 feet
Payload: 2000 rounds for Machinegun
Laser cannon/Variable laser 500 shots reload not during combat
2. Heavy Torpedo Tube (1):
This is the main weapon of the Black Eel. A heavy torpedo can severely damage or sink most small ships.
Spoiler:
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Sea Monster
Mega-Damage: Varies with missile type.
Rate of Fire: Only one torpedo can be launched per melee round.
Effective Range: 20 miles (32 km)
Payload: 6 torpedoes
3. Depth Charge Launcher (1):
This weapon is used against vessels and monsters submerged under the waves.
Spoiler:
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Sea Monster
Mega-Damage: 5D6 x 10 M.D. — explosive canisters.
Rate of Fire: One at a time or volleys of two. One or two can be launched three times per melee round.
Effective Range: 2000-foot (610 m) depth.
Payload: 10


SORRY FORGOT TO ADD THIS

total Anti-Missile Chaff Dispenser (20):
Spoiler:
a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage: None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Payload: 240 each
Pop up CIW System
Spoiler:
total 2 in ships hull
6 per side CIWS C9OR Gatling Rail Guns (6 total 3 per side):
Spoiler:
This is a modern electro-magnetic version and Laser combine of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The six-barreled 20mm electromagnetic cannon and 20mm laser cannon that fires special depleted uranium-tipped armor piercing ammunition and laser while shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars — one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
A burst is 60 rounds and inflicts 3D4x10 M.D.
Laser 60 rounds and inflicts 3D4x10 M.D.
Both 4dd6x10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 2 miles
Radar Targeting Bonus: +4 to strike. Standard but if A.I take overlook below A.I has add +9 range strikes
Payload:
120,000 rounds per gun, that's 1000 bursts each!
20 mm Laser cannon rapid fire systems
Note:
A.I 10 attacks +7 to strike each can engage at two different targets if need be or both. That 12 targets same attack !!!!





All NAATs ships have the following.
Special Techno-Wizard Powers

Spoiler:
Chameleon: Impervious to fire: Impervious to Energy: Invisibility Superior (self): Invulnerability: Breathe without Air:
All Duration level 20 !!!
Last edited by ZINO on Sat May 04, 2024 12:50 pm, edited 2 times in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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N.A.A.T s Improved Triton Patrol Boat or Triton Patrol Boat MKIII

https://writeups.letsyouandhimfight.com ... 53e8d.jpeg


The Triton history :
Spoiler:
is a small, fast combat boat that uses a hydrofoil propulsion system for great speed. It is ideal as a Coast Guard ship or defender to deter pirates, monsters and smugglers. The boat is also well-armed with a complement of missiles, medium-range torpedoes and two heavy rail guns. Additionally, its standard complement of four flying power armor troops gives the Triton limited air reconnaissance and defense capabilities. The flying troopers are often deployed to destroy incoming torpedoes and to pursue escaping vessels. Many coastal kingdoms, smugglers and even a few pirates from South America have made discreet purchases.

N.A.A.T s love the design and improved the overall capabilities of this vessel and add to navy as well making idea to punch well above it weight class and has caught make off guard due to the damage it give and combat endurance it has.
Model Type: IH-PB12
Class:Heavy Patrol Boat
Crew: 6 to 17:
Spoiler:
The captain, one navigator, one communications tech, two gunners and a sailor/assistant are the minimum requirements to safely and efficiently operate this boat.
A standard military complement (17 personnel)
includes: Captain, second officer, two navigators, three communication technicians, three gunners, two engineers, one doctor, and four seamen.
In an emergency, the ship can be run with as few as three crew members, but only a maximum of three weapon systems can be operated with Help of AI Systems that are built in the ship .



Troop Capacity:
Spoiler:
Besides the crew, the Triton can accommodate up to twelve power armor marines (usually SAMAS, Flying Titans or Predators, depending on the buyer), regular infantry soldiers or passengers.
Spoiler:
The ship has a total of 16 double cabins (two bunk beds per cabin), and six personal cabins for officers and important passengers. Additionally, there is a brig with three cells.
M.D.C. by Location:
Spoiler:
Bridge /Reinforced Crew Compartment — 425
Bridge /Reinforced Crew Compartment Force field 420 (1)
Missile Launcher — 150 (1)
Torpedo Tubes (2) — 200 each
Depth Charge Launchers (2) — 55 each
Rail Gun Turrets (2) — 200 each
*Sensor/Connumeration Array (4) — 300 each
** Main Body — 850
Boat Force field 420

*Destroying all four arrays will blind the ship's sensors and knock- out the communications system (missiles are fired at — 2 to strike, relying on their own homing sensors; range for all weapon systems
drops to line of sight). Each array is a relatively small target, requiring
a called shot at — 1 to strike.
** Depleting the M.D.C. of the main body will cause the ship to sink in 1D4 minutes. Inflatable rafts (enough for twice the
maximum crew) are stored in special compartments in the ship. Speed: 50 mph (86 km); cruising speed is about half.
Statistical Data:
Height: 30 feet (9 m)
Width: 9 feet (2.7 m)
Length: 130 feet (39.6 m)

Weight: 250 tons

Cargo:
Spoiler:
The hold can store up to 10 tons of cargo, in addition to ship basics.
Each bunk cabin has a small storage space (about 3 feet/0.9 m) for personal items. A weapons locker holds 24 energy pistols, 12 energy rifles, 6 heavy energy rifles, and 6 missile launchers (for the crew). Weapons issued to the marine force are stored in a different compartment.
Power System:
Spoiler:
Nuclear; average energy life is 30 years.
Black Market Cost:
Spoiler:
200 million credits for a new,

Weapon- Systems


1. Mini-Missile Missile /short range Missile Launcher:
Spoiler:
The missile launcher is in the stern of the ship. This is an auto-loading missile turret, able to put its entire payload in the air in a few minutes. The missiles' range and the ship's sensors allow the Triton to conduct battles without ever seeing the enemy directly.


Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Aircraft and Defense
Mega-Damage: Varies with missile type.
Rate of Fire:
One at a time or volleys of two, four or sixteen missiles! Once the magazine is empty, it must be reloaded from the cargo hold, which requires two trained crewmen and takes 1 minutes.
Effective Range: Mini-Missile Missile About one mile (1.6 km) short range Missile 5 miles
Payload: The launcher has an auto-loading magazine that holds 160 mini missiles/ short range Missile 80. The cargo hold has another 320 Mini-Missile Missile/ 160 short range Missile in storage!
2. Torpedo Tubes (2):
Spoiler:
The Triton also has a torpedo bay and two tubes. A common tactic against a single foe consists of launching a combined torpedo and missile attack to overwhelm the target's defenses through saturation.
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Sea Monster
Mega-Damage:
Light 3D4 x 10 M.D. (HE) or 2D6 x 10 M.D. (Plasma).
Heavy Anti-Ship/ Anti-Sea Monster 1d4x100 M.D. (HE) or 2D6 x 100 M.D. (Plasma).
Rate of Fire: Two attacks per attack .cannot fire both torpedo heavy and light has to be one type fire and not mix either
Effective Range: About 10 miles (16 km)
Payload: 100 torpedoes (50 per tube ,heavy torpedo 20)
3. Rail Gun Turrets and RATL (2):
Spoiler:
One turret is located over the bridge; the other is amidships. The rail guns are heavy artillery pieces designed to knock down missiles or enemy aircraft and able to engage enemies who get close enough. RATL or the Rapid Anti-tank Laser systems was a add to give additional fire power
Primary Purpose: Anti-Aircraft and Defense
Secondary Purpose: Anti-Ship
Mega-Damage:
For rail gun burst is 40 rounds and inflicts 4d6x10 M.D; can only fire bursts.
RATL or the Rapid Anti-tank Laser systems 5d6x10 M.D
Rate of Fire: equal to hand to hand plus two attack
Effective Range: rail gun / RATL or the Rapid Anti-tank Laser systems 11,000 feet (about two miles/3.2 km).
Payload: 8000 rounds in each turret; that's 200 bursts.
RATL or the Rapid Anti-tank Laser systems 1000 shots

4. Depth Charge Launchers (2):
Spoiler:
This weapon is used against underwater submarines and monsters.
Primary Purpose: Anti-Ship
Secondary Purpose: Anti-Sea Monster
Mega-Damage: 6d6 x 10 M.D. — explosive canisters.
Rate of Fire: One at a time or volleys of two. A single depth charge
or a pair can be launched three times per melee round.
Effective Range: 2000 foot (610 m) depth.
Payload: 100 total; 50 depth charges for each launcher.
5. Laser CIWS Turrets (6):
Spoiler:
These Close-In Weapon Systems fire rapid-pulse lasers against missiles or low-flying aircraft. The weapons are automated and track missiles with radar sensors (+3 to strike missiles, +2 to strike aircraft). Update can be used in underwater operations
Primary Purpose: Anti-missile.
Secondary Purpose: Anti-aircraft.
Mega-Damage: 1D4x10 M.D.
Maximum Effective Range: 8000 feet
Rate of Fire: Each turret has 6 attacks per melee round
Payload: Effectively unlimited.
This is a modern electro-magnetic version and Laser combine of the pre-Rifts Phalanx Close-In Weapon System (CIWS). It is a last-ditch weapon system intended to destroy missiles and aircraft that sneak past the carrier group's other defenses. The six-barreled 20mm electromagnetic cannon and 20mm laser cannon that fires special depleted uranium-tipped armor piercing ammunition and laser while shreds even mega-damage aircraft in a matter of seconds! Like its Phalanx predecessor the C9OR CIWS is an unmanned, automated weapon system that is controlled by a pair of radars — one radar to track the targets and another to guide the bullets to intercept the target.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-Aircraft/Defense
Mega-Damage:
A burst is 60 rounds and inflicts 3D4x10 M.D.
Laser 60 rounds and inflicts 3D4x10 M.D. LASER ONLY CAN BE USED IN UNDERWATER OPERTIONS
Both 4dd6x10 M.D.
Rate of Fire: 6 attacks per melee round.
Effective Range: 2 miles
Radar Targeting Bonus: +4 to strike. Standard but if A.I take overlook below A.I has add +9 range strikes
Payload:
120,000 rounds per gun, that's 1000 bursts each!
20 mm Laser cannon rapid fire systems
Note:
A.I 10 attacks +7 to strike each can engage at two different targets if need be or both. That 12 targets same attack !!!!
All NAATs ships have the following.
Special Techno-Wizard Powers

Spoiler:
Chameleon: Impervious to fire: Impervious to Energy: Invisibility Superior (self): Invulnerability: Breathe without Air:
All Duration level 20 !!!



SORRY FORGOT TO ADD THIS

total Anti-Missile Chaff Dispenser (2):
Spoiler:
a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage: None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/actions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Payload: 240 each




1962189
Last edited by ZINO on Sat May 04, 2024 12:51 pm, edited 3 times in total.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

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

Re: N.A.AT

Unread post by ZINO »

S 14 Sea Hawk VTOL Jet Fighter series
https://www.deviantart.com/unspacy/art/ ... 1039521650

The Sea Hawk History
Spoiler:
is a pre-Rifts supersonic jet fighter currently available only to the New Navy (it is not sold to others for any price, and none have ever fallen into the hands of outsiders). The aircraft's Vertical Take-Off and Landing (VTOL) capabilities make it ideal for vertical launching from the deck of the USS Ticonderoga, carrier ships, and small spaces unsuitable for conventional aircraft. Since it doesn't need an airstrip to land and take-off, the Sea Hawk can land in small clearings, aboard the deck of suitable ships, floating structures, and islands, or even on the flat rooftops of sturdy buildings.
Note:
Spoiler:
There may be a risk of the roof caving in (1-61% chance) unless the building is large, built to accommodate helicopters, or a mega-damage structure. The aircraft can take-off and land on any flat surface more than 40 feet (12.2 m) in diameter but cannot hover and fly at low speeds; it is a jet. Thus, it can only hover when the VTOL system has been engaged, and then only for the purpose of landing or taking off.
The Sea Hawk
Spoiler:
is equally versatile in combat, with a variety of deadly weapons, capable of amazing bursts of speed and excellent mobility. It can engage in dogfights, bombing runs, strafe ground troops, and aerial acrobatics. The Sea Hawk is equipped with energy weapons, mini-missiles and smart bombs. This fighter is similar to the pre-Rifts jet manufactured by Iron Heart Armaments in North America (see Rifts Mercenaries for more details). The Grey Falcon is an earlier and variant design of an American VTOL jet fighter with an unique modular construction that allows crew members to disassemble the jet in a matter of minutes for easy storage and transport; this is not a capability of the larger and faster Sea Hawk.
The Sea Hawk has a reinforced pilot's compartment and ejection system to protect the pilot and crew, or passengers (maximum two human-sized people). The entire compartment can be jettisoned and safely parachute to the ground or water below. If there is only a pilot, he can
opt to jettison himself, seat and all. This makes him a smaller target for enemies to locate, but also for rescue teams to locate. Furthermore, ejecting only the seat discards the mega-damage protection of the larger compartment. However, both the compartment and pilot seat are flotation devices, to keep the character(s), especially if wounded or unconscious, safely floating on the surface of the water until help arrives. A distress signal automatically activates four minutes after the pilot has been ejected. The signal device from the seat transmits for 36 hours, while the one in the pilot's compartment can transmit nonstop for one week — longer if shut off and on at intervals rather than constant trans-mission. The radio is also likely to remain intact (1-79% chance) and can also transmit for about a week before the battery goes dead (50 mile/80 km range; directional transmitter and receiver). A small first-aid kit, canteen with fresh water, survival knife, and a signal flare gun with three flares is stowed under the pilot's seat 12% and piloting skill by -10% on all maneuvers. Destroying both small wings reduces speed by 25% and the piloting skill by -25%. Destroying one of the large, main wings (and one of the VTOL
engines) will send the aircraft into a spin and rocketing to earth. VTOL is impossible. The jet will crash and the pilot and passengers will be killed unless they are ejected. The crash causes 2D4x100 M.D. to a 300-foot (91 m) radius. Nothing is salvageable from the wreckage.




N.A.A.Ts updated
Spoiler:
The sea series model S-14 Combat Aircraft S-16S ,Stealth Combat Aircraft ,S-14T Trainer Aircraft are all the same loadout and hull .But S-14 Combat Aircraft will become a second line fighter , the S-14T Trainer will help pilots train in all variants .The S-14B Heavy jet fighter ,S-14C Heavy fighter Bomber ,S-16D Heavy Stealth fighter,S-16E Heavy Stealth fighter bomber
Will be the new heavy class jet fighter to deal in rifts earth and even with Phase world tech and air monster as well as taking massive sea monsters better hull, better sensor , better weapon systems , better advance VTOL internal hover jet systems in the hull , better defensive capabilities , and survivability for pilots as well .Better computer systems (A.1 systems to aides pilots or pilots )faster response. These models can take apart in minutes the whole aircraft like LEGO parts making crew repair love it.


The New Navy will suffer 45% loss of aircrafts fight an unknown alien combatant and loss 50% of armed transport, Luckly pilots’ loss would be only 5% fatal losses. The Aid of allies Lemuria, Triax and the NGR and even AMC and other merc units came to it Aid, if not for this it many enemies would have taken advantage even furthermore loss on New Navy.

It was clear it was trying to do a hostile takeover using Naruni Enterprises and Angrar Robotics as well powerful Magical being and Magical weapons but fail .This was largely due not expecting allies to move so quickly to aided and loss surprised attack and lost Naruni Enterprises and Magical items were capture as well.

N..A.A.T,s will aided in hardware and personal bring in Northern Gun Weapons, Wellington Industries, Iron Heart Armaments, Inc, Golden Age Weaponsmiths( not these will fully upgraded to rifts standards not low end M.D.C from North America ) Novyet Ekranoplans , N- 1051 Volkhov Light Transport Ekranoplan, N-1082 Sadko Heavy Transport Ekranoplan, SUMi-185 Red Squall VTOL Assault Platform, SUMi-224 Stormbringer Gunship, SUT-93 Firefang Multi-Role Fighter, Sovietski Ground Vehicles , Naruni Enterprises to train personal , Chipwell Armaments, Inc., Triax and the NGR, Japan: and Phase world tech like Kreeghor Empire/Transgalactic Empire, Bushi Federation, United Worlds of Warlock (UWW) are few to mention and Splugorth.

This training will make New Navy well trained in Rifts Earth even able to stand to NGR and Coalition forces as well as monsters and alien tech !!!



Note: Heavy fighters
There may be a risk of the roof caving in (1-81% chance) unless the building is large, built to accommodate helicopters, or a mega-damage structure. The aircraft can take-off and land on any flat surface more than 40 feet (12.2 m) in diameter but can hover and fly at low speeds; it still jet. Thus, it can hover when the VTOL system has been engaged.








S-14 Combat Aircraft will be sold to Japan and NGR
S-14T Trainer Aircraft will be sold to Japan and NGR
S-14B Heavy jet fighter will not be sold to Japan and NGR
S-14C Heavy fighter Bomber will not be sold.
Stealth Aircraft
S-16S Stealth Combat Aircraft will not be sold.
S-16D Heavy Stealth fighter will not be sold.
S-16E Heavy Stealth fighter bomber will not be sold.

Model Type:
S-14 Combat Aircraft
S-16S Stealth Combat Aircraft
S-14T Trainer Aircraft
S-14B Heavy jet fighter
S-14C Heavy fighter Bomber
S-16D Heavy Stealth fighter
S-16E Heavy Stealth fighter bomber

Class: S-14 Sea Hawk VTOL Jet Fighter series

Crew:
One, with seats for two additional crew members; typically a
bombardier and communications engineer, or passengers.
heavy model can have pilot or two varies on model bombardier and communications engineer, or passengers.






M.D.C. by Location:



S-14 Combat Aircraft
S-16S Stealth Combat Aircraft
S-14T Trainer Aircraft

M.D.C. by Location:
Spoiler:
Forward Mounted Laser Guns (2; nose) — 40 each
Retractable Belly Gun (1; lower nose section) — 60
Wing Mounted Long-Range Missiles (4) — 50 each
Wing Mounted Mini-Missile Launchers (2) — 60 each
*** Bomb Bay (1; hatch) — 60
** Large Wings (2) —125 each
** Small Forward Wings (2) — 90 each
* Main Body — 210
Reinforced Pilot's Compartment — 90
Pilot's seat —2
S-14B Heavy jet fighter

M.D.C. by Location:
Spoiler:
Forward Mounted Laser Guns (6; nose) — 40 each
Retractable Belly Gun (1; lower nose section) — 60
Wing Mounted Long-Range Missiles (4) — 50 each
Wing Mounted Mini-Missile Launchers (2) — 60 each
*** Bomb Bay (1; hatch) — 60
** Large Wings (2) —150 each
** Small Forward Wings (2) — 100 each
* Main Body — 310
Reinforced Pilot's Compartment — 100
Pilot's seat —20

S-14C Heavy fighter Bomber
M.D.C. by Location:
Spoiler:
Forward Mounted Laser Guns (4; nose) — 40 each
Retractable Belly Gun (1; lower nose section) — 60
Wing Mounted Long-Range Missiles (4) — 50 each
Wing Mounted Mini-Missile Launchers (2) — 60 each
*** Bomb Bay (1; hatch) — 80
** Large Wings (2) —175 each
** Small Forward Wings (2) — 110 each
* Main Body — 350
Reinforced Pilot's Compartment — 120
Pilot's seat —30


S-16D Heavy Stealth fighter
M.D.C. by Location:
Spoiler:
Forward Mounted Laser Guns (6; nose) — 40 each
Retractable Belly Gun (1; lower nose section) — 80
Internal Mounted Wing Long-Range Missiles (4) — 50 each
Internal Mounted Wing Mini-Missile Launchers (2) — 60 each
*** Bomb Bay (1; hatch) — 60
** Large Wings (2) —250 each
** Small Forward Wings (2) — 150 each
* Main Body — 400
Reinforced Pilot's Compartment — 150
Pilot's seat —30

S-16E Heavy Stealth fighter bomber
M.D.C. by Location:

Spoiler:
Forward Mounted Laser Guns (6; nose) — 40 each
Retractable Belly Gun (1; lower nose section) — 60
Internal Mounted Wing Long-Range Missiles (4) — 50 each
Internal Mounted Wing Mini-Missile Launchers (2) — 60 each
*** Bomb Bay (1; hatch) — 120
** Large Wings (2) —325 each
** Small Forward Wings (2) — 170 each
* Main Body — 510
****Rechargeable Force Field: 400(1)

Reinforced Pilot's Compartment — 240
Pilot's seat —30
* Destroying the main body knocks the aircraft out of the sky and turns it into smoldering wreckage.

** Destroying one of the small, forward wings reduces speed by small wings reduces speed by 25% and the piloting skill by -25%. Destroying one of the large, main wings (and one of the VTOL
engines) will send the aircraft into a spin and rocketing to earth. VTOL is impossible. The jet will crash and the pilot and passengers will be killed unless they are ejected. The crash causes 2D4x100 M.D. to a 300 foot (91 m) radius. Nothing is salvageable from the wreckage

*** The bomb bay is part of the main body and virtually impossible to hit even when in a position/angle to hit and even with a called shot; -14 to strike. When closed, the lucky shot will hit the hatch (60 M.D.). When open, the lucky shot will hit the bomb launcher ( M.D. varies by model ) and has a 1-10% chance of detonating 1D4 bombs, damaging the launcher and the main body of the

****Rechargeable Force Field: later Variable Rechargeable Force Field 400 or 600 per side pick one GM only
One of the most impressive for all models
Spoiler:
"new" developments by the geniuses at Triax is an M.D.C. force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, or an incoming barrage, thus letting the rechargeable field take the brunt of the initial attack. There are ONE drawbacks, however: one, the WEAPON CAN be fired when the force field is engaged, and two, 1D4 hours are needed to recharge the M.D.C. of the force field. Although the force field recharges at a rate of roughly 100 M.D.C. per hour, even minor damage (25 M.D.C. FOR 15 Minutes ) will require eight hours to be restored (the 4.2 M.D.C. per hour cannot appear sooner than 8 hours, it's the way the system works). Restoring all 400 M.D.C. takes 24 hours. Depleting the force field of its 400 M.D.C. results in an automatic shutdown of the generating system, and all subsequent attack damage is subtracted from the body .


Speed:

Driving on the ground:
Spoiler:
Only possible for conventional take-off and landing, as well as parking/storage; 10 mph (16 km).
Flying:
Spoiler:
S-14 Combat Aircraft
S-16S Stealth Combat Aircraft
S-14T Trainer Aircraft
The jet propulsion system enables the Sea Hawk to reach a maximum speed of Mach 3.2 (2144 mph/3450 km) and climb to an altitude of 63,000 feet (19,200 m). The jet has a minimum glide-speed of 40 mph ; if it goes any slower, it may stall completely and crash, unless engaged in VTOL. Cruising speed tends to be between 250 mph (400 kin) and Mach One (675mph/1080mph). Attack speed can range from 250 mph to Mach 2 against ground targets and up to Mach 3.2, maximum speed, against aerial adversaries. Ground attacks can involve launching missiles or strafing runs. –


S-14B Heavy jet fighter
S-14C Heavy fighter Bomber
S-16D Heavy Stealth fighter
S-16E Heavy Stealth fighter bomber

The jet propulsion system enables the Sea Hawk to reach a maximum speed of Mach 3.5 and climb to an altitude of 83,000 feet . The jet has a minimum glide-speed of 40 mph( thank to the adavce Conceal hover system in hull) ; if it goes any slower, , unless engaged in VTOL. Cruising speed tends to be between 250 mph (400 kin) and Mach One (675mph/1080mph). Attack speed can range from 250 mph to Mach 2 against ground targets and up to Mach 3.5, maximum speed, against aerial adversaries. Ground attacks can involve launching missiles or strafing runs or using gun pod.
The VTOL is equal to that of a helicopter capabilities and help from A.I systems!!!

Range:
Spoiler:
Nuclear powered, giving it continual energy, but the jet engines begin to overheat after 920 hours of continual use! Occasional rest stops every 96 hours, giving the engines in 1d4 melee to cool down, will allow the aircraft to travel indefinitely.
Statistical Data:

Height:
12 feet (3.65 m) with landing pads out, 9 feet (2.7 m) air-borne/with landing gear retracted.
Width:
Wingspan is 45 feet (13.7 m)
Length:
65 feet (19.8 m) long
Weight:
Spoiler:
16 tons empty, 20 tons fully loaded.
S-14B Heavy jet fighter
S-14C Heavy fighter Bomber
S-16D Heavy Stealth fighter
S-16E Heavy Stealth fighter bomber

Note weight of mini missile 5 lds each
Note weight of Short range missile 15 lds each
Note weight of Medium range missile 300 lds each
Note weight of long-range missile 1000 lds each
Note weight of Cruise range missile 1 ton each
Cargo:
Spoiler:
None, other than the seating for two behind the pilot, which can be used for storage when not occupied.

Power System: .Nuclear

Features of Note:
Spoiler:
Equipped with ejection seat, parachute, and flotation devices (described above), as well as a self-destruct system that can be activated by the pilot or automatically engages five minutes after emergency ejection or impact, whichever comes first.
S-14B Heavy jet fighter
S-14C Heavy fighter Bomber
S-16D Heavy Stealth fighter
S-16E Heavy Stealth fighter bomber
Can eject the Reinforced Pilot's Compartment


Black Market Cost
: Not available.
Spoiler:
The Sea Hawk series S-14B Heavy jet fighter ,S-14C Heavy fighter Bomber ,S-16D Heavy Stealth fighter,S-16E Heavy Stealth fighter bomber is available only to the New Navy; thus, it is a rare aircraft seen only when the USS Ticonderoga or one the Fleets of the New Navy are encountered. The jet has never been recovered by enemies or mercenaries. Such an aircraft would sell for 90 to 160 million credits on the open market (add 60 million for the stealth version).

Weapon Systems


1. Wing Mounted Long-Range Missiles, cruise Missiles :
Spoiler:
Three long-range missiles are mounted on each wing. Primary Purpose: Anti-Ship and Anti-Aircraft
S-14B Heavy jet fighter ,S-14C Heavy fighter Bomber ,
S-16D Heavy Stealth fighter, S-16E Heavy Stealth fighter bomber

Secondary Purpose: Surgical Strikes
Mega-Damage: Varies with missile type; typically cruise missiles, but
any type of long- or medium-range missiles can be used.
Rate of Fire: One at a time or volleys of two missiles.
Effective Range: Varies with missile type.
Payload: original design 6 total; three missiles per large wing

S-14B Heavy jet fighter 12 total; six Long-Range Missiles per large wing

S-14C Heavy fighter Bomber 24 total; 12 Long-Range Missiles per large wing
or
It can carry 6 Cruise missiles 6 total; three missiles per large wing

S-16D Heavy Stealth fighter will carry internal wing bay.
12 total; six Long-Range Missiles per large wing

S-16E Heavy Stealth fighter bomber internal wing bay.
24 total; 12 Long-Range Missiles per large wing
It can carry 6 Cruise missiles 6 total: three missiles per large wing.


2. Mini-Missile Launchers (2):


A
Spoiler:
small, mini-missile launcher is mounted on each wing, near the fuselage of the plane. This weapon is mostly used against enemy aircraft, missile volleys, and other aerial opponents, or on strafing runs against troops and other ground targets.
Primary Purpose: Anti-Aircraft and Anti-Personnel. Secondary Purpose: Defense
Rate of Fire: mini missiles / short range missiles Equal to the total number of hand to hand attacks per melee. The missiles can be fired one at a time, or in volleys of two or four.
Effective Range: About one mile (1.6 km).
Payload:
48 total; 24 mini-missiles in each launcher
S-14B Heavy jet fighter, S-14C Heavy fighter Bomber ,S-16D Heavy Stealth fighter,S-16E Heavy Stealth fighter bomber
Due to the reconfiguration inside the hull, it can carry short range missiles systems as well
12 short range missiles

3. Concealed Bomb Bay:
Spoiler:
S-14B Heavy jet fighter ,S-14C Heavy fighter Bomber ,S-16D Heavy Stealth fighter,S-16E Heavy Stealth fighter bomber

This is a small, sliding hatch that reveals a
small bomb launching mechanism in the belly of the aircraft. Either explosive bombs or depth charges can be "dropped" on targets below. These are not missiles but small bombs that fall to the ground and explode on contact.
Primary Purpose: Bombardment of ground targets.
Secondary Purpose: Anti-Personnel
Mega-Damage:
Bomb: 2D4x10 M.D. to a 100-foot (30.5 m) radius.
Depth charge: 2D4x10 M.D. to a 100 foot
(30.5 m) radius and 4D6 M.D. to an additional 30 foot (9 m ) radius beyond that underwater —(80 ft/24.4 m) radius if dropped on dry land.
Torpedoes 2d6x10 M.D. to a 25 foot range under water 2000 feet

Rate of Fire:
One at a time or in clusters of two or four. Each cluster counts as one melee action.
Effective Range: About one mile (1.6 km).
Payload:
48 total Bomb/Depth charge/ mini missile / 24 Torpedoes
pick two out of FOUR !!!
S-14B Heavy jet fighter, S-14C Heavy fighter Bomber, S-16D Heavy Stealth fighter,S-16E Heavy Stealth fighter bomber Due to the reconfiguration inside the hull both Bomb, Depth charge or torpedoes as well
Pick two out of four.
• Bomb
• Depth charge
• Torpedoes
• mini missile
4A. Forward Mounted Lasers (2)
FOR S-14 Combat Aircraft,S-16S Stealth Combat Aircraft ,S-14T Trainer Aircraft Model
Spoiler:

S-14 Combat Aircraft
S-16S Stealth Combat Aircraft
S-14T Trainer Aircraft
A laser is mounted on each side of the nose. It serves as the last line of defense against enemy planes and missile volleys, although some pilots use it for strafing runs against ground targets. Although facing forward, the guns can be positioned up and down 30 degrees.

Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage: A single blast is 5D6 M.D., or a simultaneous dual blast is 1D6x10 M.D.
Rate of Fire: Equal the pilot's number of hand to hand attacks.
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited



4B. Forward Fix Weapon Mount (varies with model )
for models S-14B Heavy jet fighter, (6)
S-14C Heavy fighter Bomber,(4),S-16D Heavy Stealth fighter, (6) ,S-16E Heavy Stealth fighter bomber(6)

A laser is mounted on each side of the nose. It serves as the last line of defense against enemy planes and missile volleys, although some pilots use it for strafing runs against ground targets. Although facing forward, the guns can be positioned up and down 30 degrees.
Spoiler:
S-14B Heavy jet fighter, (6 pick 3 weapon systems from below)
S-14C Heavy fighter Bomber ,(4 pick 2 weapon systems from below)
S-16D Heavy Stealth fighter, (6 pick 3 weapon systems from below)
S-16E Heavy Stealth fighter bomber(6 pick 3 weapon systems from below)


Number one
A laser is mounted on each side of the nose. It serves as the last line of defense against enemy planes and missile volleys, although some pilots use it for strafing runs against ground targets. Although facing forward, the guns can be positioned up and down 30 degrees.

Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
A single blast is 5D6 M.D., or a simultaneous dual blast is 1D6x10 M.D.
Rate of Fire: Equal the pilot's number of hand to hand attacks.
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited



A Variable heavy laser is mounted on each side of the nose. It serves as the last line of defense against enemy planes and missile volleys, although some pilots use it for strafing runs against ground targets. Although facing forward, the guns can be positioned up and down 30 degrees.

Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
A single blast is 1d6x10 M.D., or a simultaneous dual blast is 2D6x10 M.D.
Rate of Fire: Equal the pilot's number of hand to hand attacks.
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited





Number two
A Heavy Anti Tank Variable laser (or a ATL ) is mounted on each side of the nose. It serves as the last line of defense against enemy planes and missile volleys, although some pilots use it for strafing runs against ground targets. Although facing forward, the guns can be positioned up and down 30 degrees.

Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Anti-Personnel and Defense.
Mega-Damage:
A single blast is 3D6X10 M.D SETTING 1, 4D6X10 M.D SETTING 2, 5D6X10 M.D SETTING 3 or a simultaneous dual blast is 6D6X10 M.D SETTING 1, 8D6X10 M.D SETTING 2, 1D6X100 M.D OR 10D6X10 ( more realistic ) SETTING 3
Rate of Fire: Equal the pilot's number of hand to hand attacks.
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited





Number three
M-65 Rotary Auto-Cannon:
Primary Purpose: Anti-Aircraft/Fighters
Secondary Purpose: Anti-Mecha .
Weight: 250 pounds (112.5 kg) with feed mechanism.
Range: 2 miles
Mega-Damage: 1D6x10 M.D. for a 20-round burst. Rotary cannons only fire
bursts.
Rate of Fire: Each burst uses one of the
pilot's melee attacks.
Payload: 1500 rounds.


Number four
30mm Auto-Cannon
Primary Purpose: Anti-Annor/Anti-Mecha.
Secondary Purpose: Anti-Installation/Fortifications.
Weight: 125 pounds (56.3 kg) with feed mechanism.
Range: 4 miles
Mega-Damage:
ID8 M.D. for a single round,
ID6xl0 M.D for a 10-round short
Burst or, 2D6xl0 M.D for a 20 round Burst long
150 short Burst or 75 long Burst
Rate of Fire: The firing of a single round or a 10 round burst/20 round burst counts as one of the
pilot's melee attacks.
Payload: 1500 rounds of 30mm HEAP.

Number five
HYBRID TECH RAIL GUN M-65 Rotary Auto-Cannon:
HYBRID Rail gun
Is combination of miniature Gauss tech or rail gun and adding the M.D propellent fire power range different type ammo rounds .So fire as standard Mach 1 but as It travel thru barrel of the rail gun coils or gauss coils it speed up to Mach 2 to 5 or 1D4 +1!!Also there little recoil from weapon due to the EM field rail gun coils or gauss coils it!!

Primary Purpose: Anti-Aircraft/Fighters
Secondary Purpose: Anti-Mecha .
Weight: 250 pounds (112.5 kg) with feed mechanism.
Range: 5 miles
Mega-Damage: 2D6x10 M.D. for a 20-round burst. Rotary cannons only fire
bursts.
Rate of Fire: Each burst uses one of the
pilot's melee attacks.
Payload: 1500 rounds

Number six
HYBRID TECH RAIL GUN
HYBRID Rail gun
Is combination of miniature Gauss tech or rail gun and adding the M.D propellent fire power range different type ammo rounds .So fire as standard Mach 1 but as It travel thru barrel of the rail gun coils or gauss coils it speed up to Mach 2 to 5 or 1D4 +1!!Also there little recoil from weapon due to the EM field rail gun coils or gauss coils it!!

30mm Auto-Cannon
Primary Purpose: Anti-Annor/Anti-Mecha.
Secondary Purpose: Anti-Installation/Fortifications.
Weight: 125 pounds (56.3 kg) with feed mechanism.
Range: 4 miles
Mega-Damage:
ID8 M.D. for a single round,
2D6xl0 M.D for a 10-round short
Burst or, 3D6xl0 M.D for a 20 round Burst long
150 short Burst or 75 long Burst
Rate of Fire: The firing of a single round or a 10-round burst/20 round burst counts as one of the
pilot's melee attacks.
Payload: 1500 rounds of 30mm HEAP

Number seven
RAIL GUN :
Primary Purpose: Anti-Aircraft/Fighters
Secondary Purpose: Anti-Mecha.
Weight: 250 pounds (112.5 kg) with feed mechanism.
Range: 3 miles
Mega-Damage: 2D6x10 M.D. for a 10-round burst.
Rate of Fire: Each burst uses one of the
pilot's melee attacks.
Payload: 1500 rounds
Note strafing not possible








5. Retractable Belly Gun Replaced with Sensor Cluster (1):
Spoiler:
This is a small, but powerful laser located in the belly of the aircraft in the nose section. It can rotate 360 degrees, so it can fire at pursuing aircraft behind it, and has a 45-degree arc of fire. This laser is used primarily against close-range targets and for strafing ground targets.
Equipped with radio scrambler and a retractable sensor cluster with a full range of sensors, tracking capabilities and long-range communication. The sensor cluster can even be used like a satellite, in a limited way, to "bounce" transmissions to increase range.

S-14B Heavy jet fighter
S-14C Heavy fighter Bomber
S-16D Heavy Stealth fighter
S-16E Heavy Stealth fighter bomber

Primary Purpose: Anti-Personnel and Defense.
Secondary Purpose: Anti-Aircraft and Anti-Missile.
Mega-Damage:
A single blast does 3D6x10 M.D.; bursts only
Rate of Fire:
Equal the pilot's number of hand-to-hand attacks.
Effective Range:
3 miles
Payload:
Effectively unlimited
6. Combat Systems & Bonuses:

The Sea Hawk
Spoiler:
has all the usual communications, radar, targeting and other features common to advanced aircraft.
Bonuses:
+1 on initiative, +1 to strike with nose guns, +3 to dodge, +5% on piloting skill for aerial maneuvers and acrobatics
S-14B Heavy jet fighter ,S-14C Heavy fighter Bomber ,S-16D Heavy Stealth fighter,S-16E Heavy Stealth fighter bomber

7.Anti-Missile Chaff Dispenser (1):
Spoiler:
All models
Located in the very tail end of the aircraft is a chaff dispenser. When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage: None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ac-tions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Rate of Fire 1 ,any or all
Payload: 48

8.Miniature Laser CIWS Turrets (6):

S-14B Heavy jet fighter
S-14C Heavy fighter Bomber
S-16D Heavy Stealth fighter
S-16E Heavy Stealth fighter bomber
Spoiler:
These Close-In Weapon Systems fire rapid-pulse Variable lasers against missiles or flying aircraft. The weapons are automated and track missiles with radar sensors (+4 to strike missiles, +3 to strike aircraft but if A.I Systems +9 to strike ).
Primary Purpose: Anti-missile.
Secondary Purpose: Anti-aircraft.
Mega-Damage: 1D4x10 M.D. each or at one target all six at one target 4d6x10 M.D.
Rate of Fire: Each turret has 6 attacks per melee round. If A.I systems runs it 10 attacks per melee round
Maximum Effective Range: 2 miles
Payload: Effectively unlimited
Note If A.I systems runs it +9 to strike missiles plus weapon systems



9. all models helmet-mounted display (HMD)

https://upload.wikimedia.org/wikipedia/ ... System.jpg
old version
https://www.deviantart.com/edonguraziu/ ... -469164111
Spoiler:
new design
Helmet 30 M.D
Suit
50 M.D body suit
Boots (2)25 each


Vision Systems International
Spoiler:
(VSI; the Elbit Systems/Rockwell Collins joint venture) along with Helmet Integrated Systems, Ltd. developed the Helmet-Mounted Display System (HMDS) for the Fighter aircraft. In addition to standard HMD capabilities offered by other systems, HMDS fully utilizes the advanced avionics architecture of the Fighter aircraft and provides the pilot video with imagery in day or night conditions. Consequently, the Fighter aircraft is a tactical fighter jet years to fly with a HUD. A BAE Systems helmet was considered when HMDS development was experiencing significant problems, but these issues were eventually worked out. The Helmet-Mounted Display System was fully operational and ready for delivery in July 2014 in rifts earth time.

Note :
able to lock aircraft without been on or getting on it six O’clock ( or rear) of enemy Fighter aircraft add +3 to all missiles/ Miniature Laser CIWS Turrets/ Retractable Belly Gun Replaced with Sensor Cluster but not to Mini Missiles ,Add+ 10 to piloting , add 1d4 to initiative ,+6 to roll ,dodge










S-16S Stealth Fighter Note
Spoiler:
The Stealth version of the Sea Hawk is virtually identical with the following modifications:
Maximum Speed: Mach 2.2 (1474 mph/2372 kmph) Maximum Ceiling/Altitude: 50,000 feet (15,240 m)
Stealth System: Invisible to radar and a light blue, matte, color to blend in with the sky (or water when flying low), which makes visual spotting difficult.

S-14 Combat Aircraft
S-14T Trainer Aircraft


Combat Systems & Bonuses:
Spoiler:
The Sea Hawks has all the usual communications, radar, targeting and other features common to advanced aircraft.
Bonuses:
+1 on initiative, +1 to strike with nose guns, +3 to dodge, +10% on piloting skill for aerial maneuvers and acrobatics with AI systems


S-16D Heavy Stealth fighter
S-16E Heavy Stealth fighter bomber
Combat Systems & Bonuses:

Stealth Features:
Spoiler:
Causes a -90% to any attempts to detect the fighter using radar. The special shape of its exhaust also means that the plane is -40% to detect using IR sensors. All IR guided missiles are -6 to strike. The engine is also much quieter than it is on the standard version of the fighter. Opening the main ordnance bay greatly increases the aircraft's radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions. Also, reduce Stealth by 10% for every hard point carrying ordnance

The Sea Hawks has all the usual communications, radar, targeting and other features common to advanced aircraft.
Bonuses:
+2 on initiative, +2 to strike with nose guns, +4 to dodge, +35% on piloting skill for aerial maneuvers and acrobatics with AI systems
Stealth System: Invisible to radar and a light blue, matte, color to blend in with the sky (or water when flying low), which makes visual spotting difficult.

All Heavy Models have



Advanced Towed Decoys (4):
Spoiler:
These are mounted in dispensers on the tips of the fighter’s wings with two decoys in the dispenser on either wing. These drones are dragged about 400 feet ( behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. The decoy has a special jammer that is designed to decoy missiles that have been programmed to home on jamming signals. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 10
Effects: The decoy has an 90% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 90% chance of fooling military level radars (like those of the Coalition), and the decoy has a 65% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles. Against missiles homing on a jamming signal, jamming has an 80% chance of tricking missiles if both the aircraft and missile are jamming and an 80% chance if the jamming system on the aircraft is deactivated before the missile reaches it.
Maximum Effective Range: Not Applicable although decoy is deployed 400 feet from the aircraft
Rate of Fire: One can be deployed at a time and requires 1d4 attacks to deploy (Reel Out) another decoy
Payload: 4 Decoys (2 each)

Internal Active Jamming Gear:
Spoiler:
Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapon.


AN/APG-83 Active Electronically Scanned Array (AESA) Radar:
Spoiler:
Range 400 miles . The radar system identity and track up to 98 targets simultaneously and is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the fighter can fire missiles at up to 48 targets at the same time. The weapon officer and A.I frees the pilot from controlling the missiles so he can retain his full attacks.
AN/AAQ-44 Advanced Electro-Optical IRST:
Spoiler:
IRST stands for infrared search and track and uses multiple thermographic cameras that sense infrared radiation. Advanced 360-degree system which can be used both during the night and during the day to get visuals on target.

E.S.M.:
Spoiler:
Radar Detector, Passively detects other radars being operated.
Laser Navigational System:
Spoiler:
Allow flight at low altitude without use of Radar. Gives a map of the Terrain.
jamming Suite (Electronics Warfare Version):
Spoiler:
Replaces all ordnance in the ordnance bay. The system creates a jamming field in a 60 mile (96.5 km) radius in all directions around the aircraft. It jams all radars, radios, and all equipment that uses RF waves. This also includes jamming all friendly forces and all equipment in aircraft that is mounting the system and operating it. The system cause all radar system to have a 85% reduction in range. In addition, radar systems will have a -35% penalty to detect all targets within their reduced range. Laser communications and light-based sensors are unaffected by the jamming system. Jamming also causes a -9 penalty to strike with all radar guided weapons within the area but some radar guided missiles can home on jamming signal


All NAATs have the following. Any model can have
Special Techno-Wizard Powers

Spoiler:
Chameleon: Impervious to fire: Impervious to Energy: Invisibility Superior (self): Invulnerability: Breathe without Air:
All Duration level 20 !!!















1963714
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

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

Re: N.A.AT

Unread post by ZINO »

https://www.deviantart.com/unspacy/art/ ... 1039502970


Iwo Jima Class MIFV Combat Troop Transport


New navy history
Spoiler:

The Iwo-Jima is a troop transport and fighting vessel, designed to transport a ten-man squad from a ship to a land target, and to continue offering transport and support in any terrain. This Marine Infantry Fighting Vehicle (MIFV) uses an air cushion, hovercraft system to float above water or on land. Although less well-armored than a tank, the Iwo-Jima has enough armor and weapons to inflict a lot of damage on its own, without counting the 10-man squad of marines in Combat ar-mor, or a six-man squad in Semper Fi power armor.
This vehicle is equipped with an ion pulse cannon and two heavy missile launchers on its turret. A secondary, short-range launcher and ion pulse gun on the main body add to the firepower of the vehicle. In addition to its guns, the MIFV has six firing ports that allow the infantrymen inside to fire their weapons while under cover. The limited visibility of these firing ports makes shooting difficult, however, so all shots have a -2 penalty. The Ticonderoga Battle Group carries six squads of Iwo-Jimas (60). Over 300 additional IFVs are used by other ships or at the Salvation and Refuge Bases. 250 more vehicles have been sold over the past ten years to diverse groups and mercenary organizations throughout Rifts Earth, usually away from the Pacific Ocean.

N.A.A.Ts updated
Spoiler:
N.A.A.Ts help place for more heavier stronger and more firepower troop transport and fighting vessel and at least 1000 of each model was given to New Navy and 3000 standard model to Japan
N.A.A.Ts able to make any models all were given free to the New Navy and later will be given to NGR as well but a cost . This was due ti dimensional Invasion in the pacific the lost of 50% of troop transport and fighting vessel was terrible lost of hardware nd manpower but New Navy ,NGR A.M.C and allies were to push back this massive invasion force that came from phase world.
Model Type:

MIFV-99 series model
Class:
Marine Infantry Fighting Vehicle (MIFV)/Troop Carrier series model

Crew:
Spoiler:
Three: Pilot, gunner, and commander/gunner.
Troop Capacity: 10 soldiers or 6 in power armor.

Iwo-Jima Class MIFV Combat Troop Transport heavy
Troop Capacity: 20 soldiers or 12 in power armor.

Iwo-Jima Class MIFV Combat Troop Transport super
Troop Capacity: 30 soldiers or 24 in power armor.

Iwo-Jima Class MIFV Combat Troop Transport omega
Troop Capacity: 40 soldiers or 36 in power armor and one giant size robot

Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega
All can disembark in 15 seconds !!!
M.D.C. by Location:
M.D.C. by Location:
Standard model
Spoiler:
Weapon Turrets — 180
Ion Pulse Cannon in Turret — 100
Heavy Missile Launchers (2, in turret) — 100
Light Missile Launcher (1) — 70
Light Ion Gun (1) — 45
* Main Body — 225
Reinforced cockpit compartment 100
Crew compartment 100

M.D.C. by Location:
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport heavy
Weapon Turrets — 200
Ion Pulse Cannon in Turret — 200
Heavy Missile Launchers (2, in turret) — 200
Light Missile Launcher (1) — 170
Light Ion Gun (1) — 65
* Main Body — 425
Reinforced cockpit compartment 200
Crew compartment 200

M.D.C. by Location:
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport super
All same
* Main Body — 625
Reinforced cockpit compartment 300
Compartment 300

M.D.C. by Location:
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport omega
All same
* Main Body — 1000
Reinforced cockpit compartment 420
Compartment 420

* Depleting the M.D.C. of the main body will shut the tank down completely, making it useless
****Rechargeable Force Field: no Variable Rechargeable Force Field
One of the most impressive for all models
Spoiler:
"new" developments by the geniuses at Triax is an M.D.C. force field generator that has been integrated into the overall system. The force field can be engaged at any time, usually at the beginning of heavy combat, or an incoming barrage, thus letting the rechargeable field take the brunt of the initial attack. There are ONE drawbacks, however: one, the WEAPON CAN be fired when the force field is engaged, and two, 1D4 hours are needed to recharge the M.D.C. of the force field. Although the force field recharges at a rate of roughly 100 M.D.C. per hour, even minor damage (25 M.D.C. FOR 15 Minutes ) will require eight hours to be restored (the 4.2 M.D.C. per hour cannot appear sooner than 8 hours, it's the way the system works). Restoring all 400 M.D.C. takes 24 hours. Depleting the force field of its 400 M.D.C. results in an automatic shutdown of the generating system, and all subsequent attack damage is subtracted from the body .
Speed:
Spoiler:
Hovering on the ground: 100 mph (160 km) maximum speed.
Flying: Not possible.
Spoiler:
Maximum height is 20 feet (6.1 m) above a surface.
Water:
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport
Spoiler:
Can hover above water but cannot be launched underwater. Maximum Depth: The MIFV-99 is NOT a submersible! It is designed to ride on the surface of the water, not below it. If sunk, an undamaged vehicle can be sealed airtight and will endure water pressure up to a depth of 500 feet (15 m). However, the recycled air supply will become too stale to breathe within 72 hours (sooner if it is seriously damaged or if the air supply is compromised).

Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega


Statistical Data:


Height:
Spoiler:
12 feet Iwo-Jima Class MIFV Combat Troop Transport
Same Iwo-Jima Class MIFV Combat Troop Transport heavy
Same Iwo-Jima Class MIFV Combat Troop Transport super
30 feet Iwo-Jima Class MIFV Combat Troop Transport omega


Width:
Spoiler:
20 feet Iwo-Jima Class MIFV Combat Troop Transport
All 30 feet
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega

Length:
Spoiler:
25 feet Iwo-Jima Class MIFV Combat Troop Transport
All 45 feet
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega
Weight:
Spoiler:
20 tons fully loaded.
Iwo-Jima Class MIFV Combat Troop Transport heavy empty 15
Iwo-Jima Class MIFV Combat Troop Transport super empty 20
Iwo-Jima Class MIFV Combat Troop Transport omega empty 25
Cargo:
Spoiler:
Instead of troops, the MIFV can carry up to 5 tons of cargo.
Iwo-Jima Class MIFV Combat Troop Transport heavy can carry up to 15 tons of cargo.
Iwo-Jima Class MIFV Combat Troop Transport super can carry up to 25 tons of cargo.
Iwo-Jima Class MIFV Combat Troop Transport omega can carry up to 35 tons of cargo.
Plus weapons added
Power System:
Spoiler:
Nuclear, with an average energy life of 15 years.
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega
All Nuclear, with an average energy life of 50 years.
Market Cost: 40 million credits for a new, undamaged
Spoiler:
Iwo-Jima.
Add 30 million credits for each
not sold to one only New Navy and NAATs only Standard model is allowed to be sold
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega



Weapon Systems





1. Ion Pulse Cannon:
A heavier weapon designed to melt through armor. Used mostly against "hard" targets like tanks, robots and power armor.
Spoiler:
Primary Purpose: Anti-armor
Secondary Purpose: Defense.
Mega-Damage: 3D4x10 M.D. per blast.
Rate of Fire: Four times per melee round.
Maximum Effective Range: 6000 feet (1830 m)
Payload: Effectively unlimited.
1B. Heavy. Ion Pulse Cannon:
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega
Primary Purpose: Anti-armor
Secondary Purpose: Defense.
Mega-Damage: 4D6x10 M.D. per blast.
Rate of Fire: six times per melee round.
Maximum Effective Range: 3 miles
Payload: Effectively unlimited.


2A. Heavy Missile Launchers (2):
These turret-mounted launchers are identical to the one used in the Merovingian tank, except the MIFV carries two of them for double the capacity.
Spoiler:
Primary Purpose: Anti-armor and anti-aircraft.
Secondary Purpose: Defense
Mega-Damage: pick two missile types but Iwo-Jima Class MIFV Combat Troop Transport omega.
Has all and Mini Missiles Due to size
Varies with missile type (short range missiles or long range missiles or medium-range missiles).
Rate of Fire: One at a time or volleys of one, two, four or eight.
Maximum Effective Range: Varies with missile type.
Payload: 8 total; four per launcher. And four medium range missile systems both are fire and forget systems
Look below
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
These turret-mounted launchers are identical to the one used in the Merovingian tank, except the MIFV carries two of them for double the capacity. But add the porcupine weapon systems.
2B.WI-40M Fire & Forget medium-range Missile Launcher

The WI-40M provides
Spoiler:
the firepower of a tank (for one melee round) and is advertised as "the heaviest man-portable missile launcher in the world." That's partially true. It is man-portable for anyone who can lug its 120 lbs (54 kg) of missile and crude, disposable launch trigger. This means the operator must be a creature with a P.S. of 24 or greater, otherwise it will require two or three men to transport it.
The WI-40M is basically a medium-range missile with a plastic launching platform that has a handle and big trigger (big enough for the hand of most powered armor suits and giants). Once the missile is fired, the launching platform is ruined and discarded (the plastic has a
recycle value of 2D4 x 10 credits). The exhaust of the rocket also inflicts 1D6 x 10 S.D.C. to anything within 15 feet of the shooter; it won't affect characters in M.D.C. armor, but will ignite brush fires or explode any fuels and other volatile flammables nearby. Despite those shortcom-ings, it is a new favorite of power armor pilots and borgs
Spoiler:
Weight: The missile system weighs 120 lbs (54 kg) and is six feet (1.8 m) long.
Mega-Damage:
Any medium-range missile can be used. Pick one or any combination four max
Armor-Piercing (2D4 x 10 M.D.),
Fragmentation (2D4 x 10 M.D.)
HE light (3D6 x 10 M.D.).
HE Heavy (4D6 x 10 M.D.).
Plasma/Heat (5D6 x 10 M.D.).
Rate of Fire: One-shot weapon or any or all
Effective Range:
10 miles (16 km). The missile has less fuel than a vehicle-mounted medium-range missile.
105
Payload: four .
A missile box containing four missiles and weighing 520 lbs (234 kg) is available. Taking a missile out of its box and aiming it usually counts as two melee actions/attacks.
Black Market Cost: The firing unit costs 25,000 credits.
Missiles cost:
5,000 credits for a High Explosive (light),
8,000 for a High Explosive (medium),
10,000 for a High Explosive (heavy).
Fragmentation, Armor Piercing, and Plasma/Heat missiles cost 12,000 credits.
Payload: 4 total; four per launcher. And four medium range missile systems both are fire and forget systems.

2C. Iwo-Jima Class MIFV Combat Troop Transport omega
Spoiler:
Payload: 8 short - range missiles total; four per launcher. And four medium range missile systems both are fire and forget systems. And four long - range missiles and 64 Mini missiles
All reloads three more time.
Waiting for reload none.

3A. Light Missile Launcher (1):
Spoiler:
As number two
This forward-facing launcher is built into the front of the main body of the vehicle.
Primary Purpose: Anti-armor and anti-aircraft.
Secondary Purpose: Defense.
Mega-Damage: Varies with missile type (short-range).
Rate of Fire: One at a time or volleys of one, two or four.
Maximum Effective Range: Varies with missile type.
Payload: Four total.
3B. Replace Light Missile Launcher for porcupine missile system
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
This forward-facing launcher is built into the front of the main body of the vehicle. short-range and Mini missiles.
Primary Purpose: Anti-armor and anti-aircraft.
Secondary Purpose: Defense.
Mega-Damage: Varies with missile type (short-range).
Rate of Fire: One at a time or volleys of one, two or four.
Maximum Effective Range: Varies with missile type.
Payload: Four total short-range. Mini missiles 32 no reloads.
3C.
Iwo-Jima Class MIFV Combat Troop Transport omega
This forward-facing launcher is built into the front of the main body of the vehicle.
Spoiler:
Primary Purpose: Anti-armor and anti-aircraft.
Secondary Purpose: Defense.
Mega-Damage: Varies with missile type (short-range).
Rate of Fire: One at a time or volleys of one, two or four.
Maximum Effective Range: Varies with missile type.
Payload: Has all three.
Fire & forget medium-range Missile Launcher all get +6 to Strike. 8 total
Fire & Forget short-range Missile Launcher 4 total
Mini missiles no Strike Bonus 32 total

4A. Light Pulse Gun:

This bow-mounted gun can be operated by the driver or gunner. It is used mostly against "soft" targets, such as infantry troops or lightly armored vehicles.
Spoiler:
Primary Purpose: Anti-personnel
Secondary Purpose: Defense.
Mega-Damage: 1D6x10M.D. per multiple ion burst (only fires bursts).
Rate of Fire: Equal to the combined number of hand to hand attacks of the pilot or gunner.
Maximum Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited
4B. Replace Heavy Pulse Gun
Spoiler:
Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Primary Purpose: Anti-personnel
Secondary Purpose: Defense.
Mega-Damage: 4D6x10M.D. per multiple ion burst (only fires bursts).
Rate of Fire: Equal to the combined number of hand-to-hand attacks of the pilot or gunner plus 4 .
Maximum Effective Range: 3 miles
Payload: Effectively unlimited

Iwo-Jima Class MIFV Combat Troop Transport omega
4C.Heavy Pulse Gun look above

Iwo-Jima Class MIFV Combat Troop Transport omega
Spoiler:
Primary Purpose: Anti-armor
Secondary Purpose: Defense.
Mega-Damage: 4D6x10 M.D. per blast.
Rate of Fire: 8 times per melee round.
Maximum Effective Range: 3 miles
Payload: Effectively unlimited



Iwo-Jima Class MIFV Combat Troop Transport heavy
Iwo-Jima Class MIFV Combat Troop Transport super
Iwo-Jima Class MIFV Combat Troop Transport omega
all models


.Miniature Laser CIWS Turrets (6):
Spoiler:
These Close-In Weapon Systems fire rapid-pulse Variable lasers against missiles or targets. The weapons are automated and track missiles with radar sensors (+4 to strike missiles, +3 to strike aircraft but if A.I Systems +9 to strike).
Primary Purpose: Anti-missile.
Secondary Purpose: Anti-aircraft.
Mega-Damage: 1D4x10 M.D. each or at one target all six at one target 4d6x10 M.D.
Rate of Fire: Each turret has 6 attacks per melee round. If A.I systems runs it 10 attacks per melee round
Maximum Effective Range: 2 miles
Payload: Effectively unlimited
Note If A.I systems runs it +9 to strike missiles plus weapon systems



.Anti-Missile Chaff Dispenser (2):
Spoiler:
All models
When tailed by missiles, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack.
Primary Purpose: Anti-Missile
Mega-Damage: None, but roll percentile dice to determine the result.
01-50 Enemy missile or missile volley detonates in the chaff cloud — the threat is over.
51-75 Enemy missile or missile volley loses track of real target and veers away in the wrong direction (may lock onto another nearby aircraft).
76-00 No effect! Missiles still on target!!
Also note that the chaff cloud will temporarily blind gargoyles and other flying monsters who pass through the cloud. The victims suffer the following penalties: Reduce melee attacks/ac-tions, combat bonuses and speed by half. Duration: 1D4 melee rounds (15 to 60 seconds). However, after that period the creature recovers and can renew his attack.
Rate of Fire 1 ,any or all
Payload: 48

only N.A.A.Ts models will have the following T.W abilities
Spoiler:
Chameleon: Impervious to fire: Impervious to Energy: Invisibility Superior (self): Invulnerability: Breathe without Air:
All Duration level 20 !!!


1964003
let your YES be YES and your NO be NO but plz no maybe
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slade the sniper
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Re: N.A.AT

Unread post by slade the sniper »

Glad to see you posting again!

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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ZINO
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Re: N.A.AT

Unread post by ZINO »

slade the sniper wrote: Tue May 07, 2024 3:07 am Glad to see you posting again!

-STS
thank you so much i hope you enjoy my crazy ideas !!!!!!!!!!!!!!
let your YES be YES and your NO be NO but plz no maybe
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slade the sniper
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Re: N.A.AT

Unread post by slade the sniper »

Always have :)

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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ZINO
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Comment: NEVER QUIT..... I got lucky
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Re: N.A.AT

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I am working on a few things that i want to post in warlords of Russian soon I hope now you know
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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Warlords second line forces
1. Warlord Burgasov militia and APC
2. Stephan Ilyavitch Kolodenko is the Mountain King air support, militia second line ,third magical army Techno wizard , forth Mercenary army similar to Rifts – Mercenaries GAW gear , Rifts® Merc OpsTM, and fifth army SDF from Rifts World book 00 Main Core book Rifts , Rifts World book 11 Coalition War Campaign , Rifts Sourcebook four Coalition Navy and last the sixth army NGR all from Rifts World book 05 Triax all tanks T72,T80,T80 but no T14
3. Sonya Tatyana Romanov, also known as "Sonya the Great militia and APC and T 72
4. Warlord Seriyev militia and APC they get T80
5. New Soviet the Sovietski second line tank army, second line infantry, militia, police and APCabs all tanks

All have banded together get ready for minion war and due to lady death attacks

● Orloff Camp
● Sokolov
● Warlord Alekseyevna

Orloff and Sokolov are not part of alliance sadly Warlord Alekseyevna is the only one in fence due that there no bases and wont allowed outsider to improve condition for free in his territory .The only good thing is Warlord Alekseyevna offres stands and the other warlords will come to it aid .NGR and Sovietski delegates are working they too will come to his aid if ask and for free , for Warlord Alekseyevna there always a reason especially for free .




N.A.A.TS had there work cut out getting
Stephan Ilyavitch Kolodenko was the easy part. They showed what was coming from the Minion War,NGR was getting support via raw materials and man power adding security via NAAT as well using GAW improvements in armor and weapons system as well,finally add Iron heart copied vechile but improved system as well.

N.A.A.Ts with NGR were able to show first to king Stephan Ilyavitch Kolodenko that war and The Minion War coming to Russian as well.
Demons and Deevils have become committed to a war of utter annihilation, a war that has finally spilled onto Rifts Earth. It was only a matter of time before infernal blood stained the ground; few places anywhere in the Megaverse can match the level of magic energy flowing through the ley lines on Rifts
Earth.
This venture was made possible to N.A.A.Ts resources getting New German Republic, The Kingdom of Tarnow, Poland Mercenary group ( mainly frontier militia and other units from N.A.A.Ts ) , DemonBusters, Inc. to first talk in negotiations king Stephan Ilyavitch Kolodenko and showing several outputs that are really military bases from Historian form G.A.W .These base were hidden from the west and the world . These bases were fully operational with a skeleton crew; all these base ready yet sadly were hidden to well .But no one knows what really happen to the small base operation units that were station there . king Stephan Ilyavitch Kolodenko has serval largest base in the mountain area but Warlord Burgasov,Sonya Tatyana Romanov ,Warlord Seriyev,New Soviet the Sovietski all have one massive hidden base .the bases show there a was a firefight but no bodies inside of base personal or intruder .On top of that there are No records either to what happen and this repeats to all the bases .

The second to join this alliance was Sonya Tatyana Romanov just hours of talking to the king Stephan Ilyavitch Kolodenko and the dire warning from NGR and delegates ,The third to join after few days was
New Soviet the Sovietski the last two to join were Warlord Seriyev and Warlord Burgasov they took a lot more to convince but evidence was shown to all groups .There was also a 60% increase in supernatural activity


Minion War Back wash

Using elemental images setting up many large mountain bases all hidden from all warlords. They fill it up with actual bases. The small Kingdom allows better protection over lapping each other.
As supernatural want over 700 percent ,farmer and villages were absconded. But before this happened about 3 years
Each if the 5 faction had a Bases to make a second line of defensive use.this allowed to have more outposts it took 2 years and 6 months for all 5 faction to get ready, sadly not enough . Thanks to NGR and other mercenary Outfits help hold the tide.
But food is the issue for all but Stephan Ilyavitch Kolodenko.But has for all five factions. This allowed NGR troops and other PMC and not getting Stephan Ilyavitch Kolodenko by the other warlords faction.
The support getting from N.A.A.T.S and New German Republic, The Kingdom of Tarnow, are a massive help.
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

Unread post by ZINO »

Update :

this covers
1. Warlord Burgasov
2. Stephan Ilyavitch Kolodenko is the Mountain King
3. Sonya Tatyana Romanov, a
4. Warlord Seriyev
5. New Soviet the Sovietski s

they get the following

• AK 337
• MR 337
• MG 337
• AK 47V
• Combat unit 001
• Russian general-purpose Armor
• old Yugoslavian car better known as "stojadin" as stop gap
• Russian MRE food for troops and non combats civilians
• APC
• Pre-Rifts battle Tank
• Other combat vehicles
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

Unread post by ZINO »

https://www.deviantart.com/alexjjessup/ ... -393171376
custom AK 337 or Variant AK top
7.62mm rounds
Spoiler:
4D6 S.D.C damage. PER ROUND
Mega-Damage:
5D6X10 S.D.C OR 3M.D PER ROUND
Brust Damage
AK 337 or AK classic look at Futuristic- AK below
Damage
7.62mm (rifle)
Spoiler:
4D6 S.D.C damage. PER ROUND
FIVE ROUND BRUST 4D6X10 S.D.C damage!!or 2 M.D
Mega-Damage: solid slug rounds
Spoiler:
5D6X10 or 300 S.D.C OR 3 M.D.C PER ROUND
Two round Burst 1d6 M.D.C
Three round Burst 2d4+1 M.D.C
four round Burst 2d6 M.D.C
five round Burst 2d6+3
six round Burst 3d6 M.D.C
seven round Burst 5d4+1 M.D.C
eight rounds Burst 4d6 M.D.C
ten round Burst 5d6 M.D.C
20 round Burst 1d6x10
Rate of fire burst fire or single aim shot
Range 1000 feet (305 m).
Payload: Magazine size standard 30 round or can hold 60 rounds or max 100 rounds

MR 337 middle
Damage
S.D.C Round 7.62mm
Spoiler:

45 credits — 4D6 S.D.C damage. PER ROUND
FIVE ROUND BRUST 4D6X10 S.D.C damage!!or 2 M.D
Mega-Damage: solid slug rounds
Spoiler:
5D6X10 or 300 S.D.C OR 3 M.D.C PER ROUND
Two round Burst 1d6 M.D.C
Three round Burst 2d4+1 M.D.C
four round Burst 2d6 M.D.C
five round Burst 2d6+3
six round Burst 3d6 M.D.C
seven round Burst 5d4+1 M.D.C
eight rounds Burst 4d6 M.D.C
ten round Burst 5d6 M.D.C
20 round Burst 1d6x10
Rate of fire Rate of fire burst fire or single aim shot

Range 2000 feet max
Payload :Magazine size standard 30 round or can hold 60 rounds or max 100 rounds



MG 337 Machine gun
Damage
7.62mm (rifle),
S.D.C Round
7.62mm (rifle),
Spoiler:
4D6 S.D.C damage. PER ROUND
FIVE ROUND BRUST 4D6X10 S.D.C damage!!or 2 M.D

Mega-Damage: solid slug rounds
Spoiler:
5D6X10 or 300 S.D.C OR 3 M.D.C PER ROUND
Two round Burst 1d6 M.D.C
Three round Burst 2d4+1 M.D.C
four round Burst 2d6 M.D.C
five round Burst 2d6+3
six round Burst 3d6 M.D.C
seven round Burst 5d4+1 M.D.C
eight rounds Burst 4d6 M.D.C
ten round Burst 5d6 M.D.C
20 rounds Burst 1d6x10
30 rounds Burst 2d4x10+10 M.D.C
40 rounds Burst 2d6x10 M.D.C
this the max ROF

Rate of fire Rate of fire burst fire or single aim shot
Range 1000 feet (305 m).
Payload Magazine size standard 30 round or can hold 60 rounds or max 100 rounds
Ammo drum standard 75 rounds or heavy drum 150 rounds or back pack 300 rounds back pack M.D 55 note due to weight -20 % spd but normal human PS
Spoiler:
1985857
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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https://www.deviantart.com/kamilpopov/a ... -877159307

AK 47V

The AK 47 V V model stand for victory ,Ulita light and made by the thousands during Pre Rifts ear .they were mainly for Elite front line troops .They were made the ultra-best weapon AK to counter the west .using the best material back in the day ,now the return to Russia in dire need and given to the warlords .this AK was myths , a legend a lost relic of Russian federation to be return in large number as the classic version as seen below .

AK 47z M.D.C FOR RIFLE
Spoiler:
Muzzle 20
Barrel 25
Armored plate Barrel 55
Receiver or main body 50
Rear handle grip 10
Butt stock 25
Weight :3 lds
Effective Range:
1000 feet (305 m).

Damage /Rate of fire
Damage
7.62mm (rifle),
Spoiler:
S.D.C Round
7.62mm (rifle),
45 credits — 4D6 S.D.C damage. PER ROUND
FIVE ROUND BRUST 4D6X10 S.D.C damage!!or 2 M.D damage
Mega-Damage: solid slug rounds
Spoiler:
5D6X10 or 300 S.D.C OR 3 M.D.C PER ROUND
Two round Burst 1d6 M.D.C
Three round Burst 2d4+1 M.D.C
four round Burst 2d6 M.D.C
five round Burst 2d6+3
six round Burst 3d6 M.D.C
seven round Burst 5d4+1 M.D.C
eight rounds Burst 4d6 M.D.C
ten round Burst 5d6 M.D.C
20 rounds Burst 1d6x10( all AK that fire M.D.C Rounds stops except for any machine gun)
30 rounds Burst 2d4x10+10 M.D.C
The classic AK 47 Shown below can only for the following rounds
https://www.deviantart.com/nightbringer ... -168590264
https://www.deviantart.com/frankdaniels ... -515423161
https://www.deviantart.com/neometalsoni ... -408792654
https://www.deviantart.com/generaltate/ ... -289036803
https://www.deviantart.com/unspacy/art/ ... 1055836246
● Mega-Damage Solid Slug
● Mega-Damage Heavy Explosive rounds
● Mega-Damage Light Explosive rounds
● Mega-Damage Hyper Velocity Rounds
But use any underbarrel systems below.
Everything is the same ROF, RANGE PAYLOAD ETC.WEIGHT 3 lds

Under barrel
Optional Under barrel Grenade launcher 20 MM Grenade launcher

https://www.deviantart.com/nightbringer ... -168590264
Optional Under barrel Grenade launcher 40 MM Grenade launcher

https://www.deviantart.com/frankdaniels ... -515423161


Optional railgun
https://www.deviantart.com/neometalsoni ... -408792654

Optional Under barrel flame thrower
https://www.deviantart.com/generaltate/ ... -289036803

Optional Under barrel laser/Beam
https://www.deviantart.com/unspacy/art/ ... 1055836246

AK 47V
Spoiler:
● S.D.C Rounds
● 5D6
S.D.C. per single shot
Spoiler:
1D6x10
per three short round burst.

Mega-Damage Rounds for AK 47V


● Mega-Damage Solid Slug
Spoiler:
3 M.D
● Mega-Damage Heavy Solid Slug
Spoiler:
4 M.D reduce range by 30%
● Mega-Damage Heavy Explosive rounds
Spoiler:
3 M.D reduce range by 30%
● Mega-Damage Light Explosive rounds.
Spoiler:
2 M.D add range by 30%
● Mega-Damage Heavy Explosive Armor Piercing round
Spoiler:
3.M.D no blast
● Mega-Damage Light Explosive Armor Piercing round
Spoiler:
2 M.D blast radius 1 feet add 30%Range
● Mega-Damage Armor Piercing round
Spoiler:
2 M.D no blast radius if roll 16 or better half Damage by pass armor
● Mega-Damage Hyper Velocity Rounds
Spoiler:
3 M.D double range
● Mega-Damage Incendiary rounds
Spoiler:
3 M.D for every round add 1d4 attack for burn half damage form total damage
● Mega-Damage Depleted uranium-tipped rounds
Spoiler:
4 M.D Mega-Damage Depleted uranium gives off non-lethal radiation for 1d4 days if not replaced or removed.
● Mega-Damage Depleted uranium rounds
Spoiler:
6 M.D After if target is hit then that roll lethal radiation exposure
Effective Range:
1000 feet (305 m).

Payload:
30 round magazines
50 round magazines
60 round magazines
100 Rounds magazines

NOTE Optional Under Barrel

40mm Shells
These grenades and shot shells can be fired from the same launchers as the traditional 40mm grenade cartridge in widespread use before the apocalypse. The impact trigger and propellant charge are designed to fire the shell without breaking the wielder’s arm, or even bruising it.
Spoiler:
Buckshot: 6D6 S.D.C. to a 12-foot (3.7 m) area.
Explosive Grenade 4d6x10 S.D.C to a 12-foot (3.7 m) area
High Explosive Grenade 1d4x100 S.D.C or 1d4 M.D to a 12-foot (3.7 m) area
Fragmentation Grenade: 4D6 M.D. to a blast area of 20 feet (6.0m).
Armor Piercing Grenade: 1D4×10 M.D. to a blast area of 6 feet(1.8 m).
High Explosive Grenade: 5D6 M.D. to a blast area of 12 feet (3.7m).
Plasma Grenade: 6D6 M.D. to a blast area of 12 feet (3.7 m).
Other:
Illumination,
Incendiary,
Spoiler:
3D6 M.D. to a blast area of 12 feet (3.7 m). for 1d6 melee at 2d6
Smoke,
Stun (flash bang),
Tear Gas


20mm Shells
These grenades and shot shells can be fired from the same launchers as the traditional 40mm grenade cartridge in widespread use before the apocalypse. The impact trigger and propellant charge are designed to fire the shell without breaking the wielder’s arm, or even bruising it.
Spoiler:
Buckshot: 3D6 S.D.C. to a 12-foot (3.7 m) area.
Explosive Grenade 2d6x10 S.D.C to a 12-foot (3.7 m) area
High Explosive Grenade 5d4x10 S.D.C to a 12-foot (3.7 m) area or 2 M.D
Fragmentation Grenade: 2D6 M.D. to a blast area of 20 feet (6.0m).
Armor Piercing Grenade: 5d4 M.D. to a blast area of 6 feet(1.8 m).
High Explosive Grenade: 3D6 M.D. to a blast area of 12 feet (3.7m).
Plasma Grenade: 4D6 M.D. to a blast area of 12 feet (3.7 m)
.
Other:
Illumination,
Spoiler:
Incendiary, 3D4 M.D. to a blast area of 12 feet (3.7 m). for 1d4 melee at 2d6
Smoke,
Stun (flash bang),
Tear Gas


Optional Under barrel 12 gauge M.D.C Shot gun
Weight: 8 lb. (3.6 kg).
Damage:
Spoiler:
6D6 S.D.C. rounds or 5D6 M.D. round PER ROUND!!!
Rate of Fire: Each blast counts as one melee action.
Range: 60 feet (18.3 m) at its most effective, but good for up to 100 feet (30.5 m).
Payload:
8 shells in an internal magazine but must use one type of ammo or the other.
An S.D.C. and M.D. mix is not possible. Bonuses: +1 to strike when within 60 feet (18.3 m) or less

Optional railgun
Weight: 5 lds
Damage
Spoiler:
1d4x10 M.D.
Rate of Fire: burst only hand to hand.
Range: 3000 feet
Payload:10 burst clip



Optional Under barrel laser/Beam
Optional railgun
Weight: 2 lds
Damage
Spoiler:
1d4x10 M.D.
Rate of Fire: blast only hand to hand
Range: 2000 feet
Payload:100 blast

Flame Thrower
The Flame Thrower is a research breakthrough for the company’s developers created a weapon that projects a “long lived”. This concentrated, intense flame does not dissipate rapidly, but lasts for melees !
During this time, a target enveloped in the burning liquid will continue to take damage. A well-placed shot
can quickly consume a man in light body armor.
Weight: 10 lbs. (20.3 kg)

Damage:
Spoiler:
A short stream using one “shot” deals 3D6 M.D. and flammable targets may catch fire. A concentrated stream using two “shots” deals 6d6+10 M.D. Or the attacker can cover an area with napalm: up to 10 feet (3.0 m) can be covered with each melee action; everything in the area affected takes 2D6 M.D. Additionally, any target that is hit by the napalm will continue to take damage: 2D6 M.D. every melee round for 1D4 Melees ! The only way to save oneself from the damageis to roll in dirt or sand (water will extinguish the for one entire melee round (15 seconds), until the flames is
rubbed off.
Rate of Fire:
A one “shot” stream, two “shot” stream, or 10 foot(3 m) area of effect attack counts as one action.

Range: 300 feet (91 m)
Payload: tank holds 100 “shots.”
Penalties:
The fuel tank to hold liquid . If the tank is destroyed (a Called Shot at -4 to strike, the tank has 20 M.D.C.) it explodes, inflicting 2D6×10 M.D. to a 30 foot (9.1m) radius.
and is disposable.
Rate of Fire (R.O.F):
Single shot or Burst fire. AK 47
Grenades SINGLE ONLY!!
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: N.A.AT

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The next item work was body armor and there were four types. The first one really made for space operations ( called Combat unit 001 Body Armor ) but second one was more combat assist unit .This more cheaper unit ( called Russian general-purpose Armor).




https://www.deviantart.com/shad3r/art/S ... -593419937

Combat unit 001 Body Armor
Class: Environmental Body Armor.
Size: Human equivalent
Weight: 6 pounds (2.2 kg).
M.D.C. by Location:
Spoiler:
Head/Helmet - 90
Arms - 60 each
Legs - 80 each
Main Body - 120
Mobility: Good.
-5% to climb and -10% to prowl, swim, perform acrobatics and similar physical skills/performance.
Cost & Availability: Exclusive

damage considerations: Loss of the environmental containment of body armor and power armor is likely if the M.D.C. of the main body is reduced by 75% or more. Roll percentile dice for each additional damaging attack or impact when the suit has lost 75% or more of its M.D.C.
Spoiler:
01-60%
means everything is still holding okay. Lucky.
61-80%
means some systems failure like sensors, communication or
special optics. weapons, or internal cooling are out. Stress cracks and
other signs of structural strain may appear.
81-00%
means structural failure! Oxygen is leaking out and fumes,
gases, disease. radiation. heat, cold, water, etc., can (and are'!) leak in!
When all M.D.C. is depleted, the suit is literally 10m or blasted to
Shreds
Special Weapon Systems or Features:
• Complete environmental battle armor (EBA) suitable for use in all hostile environments including underwater, toxic clouds of gas and outer space.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer
will know approximately how much M.D.C. is remaining and
whether or not the armor has been breached.
• A computer controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. 240 hour oxygen supply.
• Artificial air circulation systems, gas filtration, humidifier.
• Internal, voice actuated support computer and database. This secondary computer provides mathematical computations and serves as a database of basic military information, protocol,
rules, laws and procedure. It also includes military troop and vehicle recognition and identification based on verbal description or optical link (if it's not a friendly, it's probably an enemy). The computer can also read and do math for the soldier. This is done either by spoken word or with an optic link or multi-optic eye patch or bionic eye linked to the computer.
• Optional optic link attached to the armor, usually on the shoulder or helmet . This is a small camera about the size of digital camera or cell phone. It sends a constant live feed of everything the trooper sees and bears to a command post or mobile unit. Range of transmission is three miles (4.8 km), half that in or near ley lines due to dimensional and magical energy interference.
• Built-in loudspeaker; 80 decibels.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Internal cooling and temperature control.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, magic fires and Mega-Damage fire and heat do fulldamage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• The helmet can be completely removed whole or just the top bowl and visor, or just the lower jaw portions with the air filter, re-breather and radio.
• Ammo and supply waist belt, shoulder belts, and shoulder holsters are all standard issue. Pilots and officers have the choice of shoulder or hip holster.
• Special optic and night vision goggles can be slid into place over the helmet.
•Satellite communications or replace with all warlord’s laser communications
•Augmented Reality helmet
Spoiler:
A) Infrared and Ultraviolet Optics: 2 miles
B) Thermo-Imager: 2 miles
C) Night Vision: Range 2 miles
D) Telescopic Magnification: 2 miles
E) targeting assist systems add +1 to strike
F) Evasion systems add +1 to roll + 2 dodge
G) cannot be surprised 1d4 to initiative
H) 360-degree vision

•Portable computer
Built-in Language Translator:
Programmed with the nine known languages of the Americas and can hold 12 additional languages. It can recognize and monitor up to three different voices and two different languages or dialects. Level of accuracy is 98.7% with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three speakers simultaneously
•Battery power 960 hours or 40 days and back up 20 days can be replace in one attack
• Color: green only








https://www.deviantart.com/badillafloyd ... -370469859

Russian general-purpose Armor
Class: Environmental Body Armor.
Size: Human equivalent
Weight: 6 pounds
M.D.C. by Location:
Spoiler:
Head/Helmet - 90
arms - 60 each
Legs - 80 each
Main Body - 80
Mobility: Good.
-5% to climb and prowl, swim, perform acrobatics and similar physical skills/performance.
Cost & Availability: Exclusive

damage considerations: Loss of the environmental containment of body armor and power armor is likely if the M.D.C. of the main body is reduced by 75% or more. Roll percentile dice for each additional damaging attack or impact when the suit has lost 75% or more of its M.D.C.
Spoiler:
01-60%
means everything is still holding okay. Lucky.
61-80%
means some systems failure like sensors, communication or
special optics. weapons, or internal cooling are out. Stress cracks and
other signs of structural strain may appear.
81-00
means structural failure! Oxygen is leaking out and fumes,
gases, disease. radiation. heat, cold, water, etc., can (and are'!) leak in!
When all M.D.C. is depleted, the suit is literally 10m or blasted to
Shreds%
Special Weapon Systems or Features:
• Complete environmental battle armor (EBA) suitable for use in all hostile environments including underwater, toxic clouds of gas and outer space.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer
will know approximately how much M.D.C. is remaining and
whether or not the armor has been breached.
• A computer controlled, independent oxygen supply and purge system automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
• Artificial air circulation systems, gas filtration, humidifier.
• Internal, voice actuated support computer and database. This secondary computer provides mathematical computations and serves as a database of basic military information, protocol,
rules, laws and procedure. It also includes military troop and vehicle recognition and identification based on verbal description or optical link (if it's not a friendly, it's probably an enemy). The computer can also read and do math for the soldier. This is done either by spoken word or with an optic link or multi-optic eye patch or bionic eye linked to the computer.
• Optional optic link attached to the armor, usually on the shoulder or helmet . This is a small camera about the size of digital camera or cell phone. It sends a constant live feed of everything the trooper sees and bears to a command post or mobile unit. Range of transmission is three miles (4.8 km), half that in or near ley lines due to dimensional and magical energy interference.
• Built-in loudspeaker; 80 decibels.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Internal cooling and temperature control.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, magic fires and Mega-Damage fire and heat do fulldamage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• The helmet can be completely removed whole or just the top bowl and visor, or just the lower jaw portions with the air filter, re-breather and radio.
• Ammo and supply waist belt, shoulder belts, and shoulder holsters are all standard issue. Pilots and officers have the choice of shoulder or hip holster.
• Special optic and night vision goggles can be slid into place over the helmet.
•Satellite communications or replace with all warlord’s laser communications

•Augmented Reality Goggles for assault soldier (LEFT SIDE )
A) Infrared and Ultraviolet Optics: Range 6000 feet
B) Thermo-Imager: Range 6000 feet
C) Night Vision: Range 6000 feet
D) Telescopic Magnification: 6000 feet

• Augmented Helmet for assault HEAVY Weapon soldier (MIDDLIE)
Spoiler:
targeting assistant systems add +1 to strike
any M.D.C RPG or any heavy weapons systems
•Augmented Heavy Machine gun soldier
Spoiler:
targeting assistant systems add +1 to strike
6 heavy ammo pack (no shown only two)
7.62 MM Medium Machine-gun,
7.62mm (rifle),
S.D.C
4D6 damage.

Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D


•Battery power 960 hours or 40 days and back up 20 days can be replace in one attack


assault soldier
Spoiler:
Armour carries both M.D.C ROUNDS and S.D.C ROUNDS magazines total
Augmented Helmet for assault HEAVY Weapon soldier (MIDDLIE) RPG
An old standby of guerrilla and third world forces across the plan et, the RPG-7 Mark III is another ancient weapon reproduced. It is a simplistic, unsophisticated weapon that consists of a launcher and trigger assembly, and a range-finding optical sight with passive nightvision sight (2000
foot/6 1 0 m range) for nighttime use . When fired, large knifelike fins spring out from the rocket-propelled grenade (RPG) round to stabilize it in flight. The system is reasonably accurate
when there are no crosswinds, but because the RPGs are "dumb," or unguided, they are erratic in w indy conditions .


The weapon can withstand the extreme cold of arctic conditions, the humidity of the jungle and
also the hot, dusty conditions of a desert environment. Moreover, the RPG weapon is simple to operate, any right-handed individual can be taught to use it in less than an hour (note that gas generated from rocket launch is vented through a hole on the left side of the launcher, which inflicts
3D6xlO S.D.C / 1 M.D . to the head of anyone attempting left-handed firing) and is inexpensive to make

Weight: 3 Ibs .
Damage :
Spoiler:
2D4x 10 S.D .C . for fragmentation to a 20 foot (6 . 1 m) blast radius,
1D4X100 S.D.C . (equal to 1D4 M.D.)
M.D. warhead
for
Spoiler:
1D4X10+8 M.D. for a HEAVY Explosive Armor-Piercing/HEA T,
Mega-Damage rocket- warhead to a 20 foot (6 . 1 m) blast radius
6D6 for fragmentation to a 20-foot (6.1 m) blast radius
1D6X10 M.D. Heavy Plasma warhead fragmentation to a 20 foot (6.1 m) blast radius
Rate of Fire: One shot per melee round; reloadable.
Effective Range: 3000 feet (9 1 4 m).
Payload: One.
Spoiler:
A trained operator can reload the weapon in just under one melee round, meaning that the RPG can be reloaded and fired once every melee round. A two-man team with one
designated person to reload can fire the weapon twice per melee round, the act of re loading taking two me lee actions plus one action to aim and fire






















1986911
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

https://www.deviantart.com/darkstormasc ... -552064287
Battlefield Vest

Mark 10 Battlefield Vest is a copy of the old Russian federation Army ' s standard issue armor for the M.D.C use in the mid-21 century. Before the Coming of the Rifts, this vest armor was already considered obsolete, but the battlefield vest does not have all the standard features of environmental body armor as listed in the Rifts® RPG . The old Russian federation Army used found thousands of these suits, and has continued production as a cost effective ( one word dirty Cheap by western standard ) alternative to many of the other body armor suits on the market. Simple effective and can be used by any Russian federation Army force and law enforcement as well as civilian or even sold to anyone back in the day!! Now all warlords used this vest to help and give some protection to anyone sphere of influence simple effective and cheap .
Heavy Mega-Damage Vest
Class: LV-Mark 10 Mega-Damage Vest.
Size: Human equivalent.
Weight: 1 pounds
Mobility: Excellent, no penalties.
M.D.C. by Location:
Spoiler:
Helmet 25
Main Body/Chest and upper torso – 40 M.D.C (can add 40 M.D.C )
Plate groin area 45 M.D.C
with additional strategic M.D.C. padding on the forearms, shoulders, one side arm holster for left or right hip M.D.C 15 knees and thighs; +15 M.D.C. each ).
Capacity
Spoiler:
Can hold 4 magazine or two per pocket total
8 small pocket like 8 grenades or other items
one side arm holster for left or right hip M.D.C 15
Rilke holder one rifle left or right side Assault rifle of any kind
( can hold shotguns ,sub machinegun but not a machine gun)
Price: 4,000 credits, excellent availability

R.P.G 7 MARK II


https://www.deviantart.com/atems1337/ar ... -258507698

An old standby of guerrillas and third world forces of old across the planet earth, the RPG-7 is another ancient weapon reproduced from Pre Rifts . It is a simplistic, unsophisticated weapon that consists of a launcher and trigger assembly, and a range-finding optical sight with passive night vision Sight (2000foot/610 m range) for nighttime use . When fired, large knife like fins spring out from the rocket-propelled grenade (RPG) round to stabilize it in flight. The system is reasonably accurate when there are no crosswinds, but because the RPGs are "dumb," or unguided, warheads they are erratic in windy conditions.
ArmTech
Spoiler:
in RIFTS Russia ( as well as GAW in North America 300 years later ) decided to reproduce this weapon because it is durable, reliable and effective against S.D.C . fortifications and does light Mega-Damage . The weapon can withstand the extreme cold of arctic conditions, the humidity of the jungle and the hot, dusty conditions of a desert environment. Moreover, the GA W RPG-70 or RPG 7 MARKII weapon is simple to operate, any right-handed individual can be taught to use it in less than an hour (note that gas generated from rocket launch is vented through a hole on the left side of the launcher, which inflicts 3D6x 10 S.D.C '/ 1 M.D . to the head of anyone attempting left-handed firing) and is inexpensive to make .
Weight:
Spoiler:
17 Ibs (7 .7 kg) RPG-70 or RPG 7 MARKII 5 lds .
Damage :
Spoiler:
RPG 7 MARKII warheads
fragmentation 2D4x 10. for to a 20 foot (6 . 1 m) blast radius,
1d4x100 S.D.C for to a 20 foot (6 . 1 m) blast radius, or 1d4 M.D.
Armor-Piercing 2D6x 10+ 12 S.D.C. (equal to 2 M.D.)
HEA T/High Explosive and 4D6 M.D. GA W RPG-70
Plasma 6d6 M.D. GA W RPG-70
But RPG 7 MARKII
H.E.A.T 1D4X10 M.D. For 1d6 inches radius
High Explosive or H.E 1D4X10 M.D. for to a 20 foot (6 . 1 m) blast radius,
Plasma 1D4X10+8
Only ArmTech has DEAP or Deleted Uranium Explosive Armor-Piercing 2d6x10 M.D. For 1d6 inches radius
Rate of Fire: One shot per melee round; reload .
Effective Range:
Spoiler:
3000 feet (914 m).
Payload :
One.
Spoiler:
A trained operator can reload the weapon in just under one melee round, meaning that the RPG-7 can be reloaded and fired once every melee round. A two-man team with one
designated person to reload can fire the weapon twice per melee round, the act of reloading taking two melee actions plus one action to aim and fire .






1989392
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: N.A.AT

Unread post by ZINO »

https://www.deviantart.com/panzereggpla ... -832728205
AMMO PACK

this is Russian 7.62mm Light machine gun AMMO PACK. It was used to counter heavy M.D.C but been dirty cheap and seen as a stopping for M.D use . This manly used a defensive use from old Russian federation Army. Still, it packs a punch, and the pack is M.D.C . It well balance weapon systems later add under barrel as that was not enough for infantry , it mainly as heavy support weapon systems as machine gun (light) ,or door gunner or heavy sentry duty. But the down side once ammo out must fall back cannot reload in the field or combat .with all that can manually rearm pack but take about an hour to do so . Can only fire either M.D.C Rounds or S.D.C ROUNDS NOT BOTH!!!!


M.D.C
Spoiler:
backpack 45
back plate 50
ammo belt 20
Weight :
Spoiler:
55 fully loaded
Ammo type: 7.62mm

Damage S.D.C

Spoiler:
4D6 S.D.C damage. PER ROUND
Spoiler:
FIVE ROUND BRUST 4D6X10 S.D.C damage!! or 2 M.D
Mega-Damage:
Spoiler:
5D6X10 S.D.C OR 3 M.D PER ROUND
Brust Damage


7.62mm (rifle)

Mega-Damage: solid slug rounds
Spoiler:
5D6X10 S.D.C or 300 S.D.C OR 3 M.D.C PER ROUND!!
Two round Burst 1d6 M.D.C
Three round Burst 2d4+1 M.D.C
four round Burst 2d6 M.D.C
five round Burst 2d6+3
six round Burst 3d6 M.D.C
seven round Burst 5d4+1 M.D.C
eight rounds Burst 4d6 M.D.C
ten round Burst 5d6 M.D.C
20 rounds Burst 1d6x10 M.D.C
30 rounds Burst 2D4X10+10 M.D.C (counts as two attacks)
40 rounds Burst 2D6X10 M.D.C (counts as two attacks)
60 rounds Burst 3D6X10 M.D.C(counts as two attacks)
Rate of fire burst fire or single aim shot
Range 1000 feet (305 m).
Payload: ammo belt 100 rounds backpack 300 rounds total 400 rounds


OPTIONAL UNDER BARREL SYSTEMS

Optional Under barrel 12 gauge M.D.C Shot gun
Weight: 8 lb. (3.6 kg).
Damage:
Spoiler:
6D6 S.D.C. rounds or 5D6 M.D. round PER ROUND!!!
Rate of Fire: Each blast counts as one melee action.
Range: 60 feet (18.3 m) at its most effective, but good for up to 100 feet (30.5 m).
Payload:
Spoiler:
8 shells in an internal magazine but must use one type of ammo or the other.
An S.D.C. and M.D. mix is not possible. Bonuses: +1 to strike when within 60 feet (18.3 m) or less

Flame Thrower
The Flame Thrower is a research breakthrough for the company’s developers created a weapon that projects a “long lived”. This concentrated, intense flame does not dissipate rapidly, but lasts for melees !
During this time, a target enveloped in the burning liquid will continue to take damage. A well-placed shot
can quickly consume a man in light body armor.
Weight:
Spoiler:
10 lbs.TOTAL (20.3 kg)
Damage:
Spoiler:
A short stream using one “shot” deals 3D6 M.D. and flammable targets may catch fire. A concentrated stream using two “shots” deals 6d6+10 M.D. Or the attacker can cover an area with napalm: up to 10 feet (3.0 m) can be covered with each melee action; everything in the area affected takes 2D6 M.D. Additionally, any target that is hit by the napalm will continue to take damage: 2D6 M.D. every melee round for 1D4 Melees ! The only way to save oneself from the damage is to roll in dirt or sand (water will extinguish the for one entire melee round (15 seconds), until the flames is
rubbed off.
Rate of Fire:
A one “shot” stream, two “shot” stream, or 10 foot(3 m) area of effect attack counts as one action.

Range: 300 feet (91 m)
Payload:
Spoiler:
tank holds 100 “shots.”
Penalties:
Spoiler:
The fuel tank to hold liquid . If the tank is destroyed (a Called Shot at -4 to strike, the tank has 20 M.D.C.) it explodes, inflicting 2D6×10 M.D. to a 30 foot (9.1m) radius.
Market Cost ,000credits and is disposable.












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

Re: N.A.AT

Unread post by ZINO »

https://www.deviantart.com/vbagi/art/za ... -279749900


the lost love Russian car is back from pre-rifts time ,small compact and heavy damage .These old Yugoslavian car better known as "stojadin" are cheep but deadly in urban environment !! IT been know to stop military vehicles from tank and lighter combat vehicles as well as gun ship or flying vehicles under 300 MPH . Their small compact size and high mobility make idea for ambushes to wait and see opportunity , light escort .Easy to make repair to weapon damage all factions love these little old cars but there only one factions that the New Soviet Sovietski but are only used by local citizen that are allowed to manufacturer and used .Still within Soviet Sovietski there are MANY hidden hoping thy never end up using or getting caught as well. But If they do well many will be caught off guard when guns go blazing !!

Modified M.D.C Mini Car
• Typical Speed: 60 mph (96 . 5 Ian); maximum fuel range: 250 miles(400 Ian) .standrad model
• New armor plating provides
Mian body 140 M.D.C
Heavy turret and cannon 240 M . D . C ..
Machine gun armor plates (not shown is 100 M.D.C)
•can replace with a rail gun, laser or other energy weapon is mounted on the turret or built into the vehicle or an existing S.D.C . or M.D.C (but mainly M.D Weapons ) machine-gun LOOK BELOW .
rounds .
• Typical price for a retro Fitted M.D.C car is Vehicle 10,000 credits , Heavy turret add 5,000 credits
Base 30 caliber Machine gun 2,000 credits for each heavy weapon add 1000 credits so 50 caliber is 3000 credits a 12MM caliber Machine gun is 4000 credits or a 14 MM caliber Machine gun that 5000 credits and so on

Bonus
Add +15 % to piloting/camouflage/Prowl
Prowl if electric engine 80%
get -3 when moving from cover to cover when fire upon!!
There vary weapon mounts for main heavy turret

Damage
Note all are heavy slug rounds!!!
Single fire round
30 caliber rounds
Spoiler:
1d4 M.D
50 caliber rounds
Spoiler:
1D6 M.D
11 MM to 19 MM Heavy rounds
Spoiler:
2d4 M.D (that’s 12 MM or 14MM or 15MM)
20MM 1d10 M.D rounds 2d6 M.D
30 MM rounds
Spoiler:
2d6 M.D or 4d4 M.D or 3d6 M.D!!
Burst fire
Spoiler:
30 caliber
30 caliber rounds 1d4 M.D one round
Two round Burst 2d4
Three round Burst 4d4
Four round Burst 5d4
Five round Burst 4d6
Ten round Burst 1d4x10
50 caliber
Spoiler:
50 caliber rounds 1D6 M.D one round
Two round Burst 2d6
Three round Burst 3d6
Four round Burst 4d6
Five round Burst 5d6
Ten round Burst 1d6x10
20 round Burst 2d6x10
30 round Burst 3D6X10
40 round Burst 4D6X10
12 MM Machine gun
14MM Machine gun
15 MM Machine gun

12 MM or 14MM or 15 MM Machine gun that
Spoiler:
1D10 one round
Spoiler:
Two round Burst 5D4
Three round Burst 5D6
Four round Burst 1D4X10
Five round Burst 5D10
Ten round Burst 1D10X10
20 round Burst 5D4X10
30 round Burst 5D6X110
40 round Burst 5D8X10
20MM round
Spoiler:
20MM 2d6 M.D one round
Two round Burst 4D6
Three round Burst 6D6
Four round Burst 1D4X10+8
Five round Burst 1D6X10
Ten round Burst 2D6X10
20 round Burst 4D6X10
30 round Burst 6D610
40 round Burst 8d6x10

30 MM rounds
Spoiler:
30 MM rounds 2d6 M.D or 4d4 M.D one round
Two round Burst 4d8
Three round Burst 1d4x10+8
Four round Burst 1d6x10 +4
Five round Burst 2d4x10
Ten round Burst 4d4x10
20 round Burst 5d6x10+20
30 round Burst 6d8x10


Range varies
Spoiler:
30 caliber rounds 7 mile
50 caliber rounds 5 mile
11 MM to 19 MM Heavy rounds ( that’s 12 MM or 14MM or 15MM) 3 mile
20MM 2 mile
30 MM rounds 1 mile
Rate of fire Brust fire
Spoiler:
Varies look at Damage above
Two round Burst
Three round Burst
Four round Burst
Five round Burst
Ten round Burst
20 round Burst counts as two attacks
30 round Burst counts as two attacks
40 round Burst counts as two attacks
Payload
Spoiler:
30 caliber rounds 2000 rounds
50 caliber rounds 1800 rounds
11 MM to 19 MM Heavy rounds ( that’s 12 MM or 14MM or 15MM) 1600 rounds
20MM 1500 rounds
30 MM rounds 1200 rounds





1991196
let your YES be YES and your NO be NO but plz no maybe
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