well what you think??? three one mecha /battle suit and robot tank
at last i decided to add the legs to this tank..
it looks more like a mecha now
artist said OK
Sure, just do what u want •w•
http://progv.deviantart.com/art/Bradley ... 3131&qo=16http://media-cache-ec0.pinimg.com/736x/ ... 5a6523.jpgFirst it was the Sherman bots now this!!!Location North America
Yelling a over the radio mercenary
What the hell IFF read a Bradley!!! Dame they F@#king did it again those human!!!!Yelled a brolik
Your not joking Ok Ok I see now a Bradley with legs, check out those weapons nice …He looks at the coalition officer
I mean nice target Worried that he put his foot in the mouth for thinking out loud
Location North America
http://media-cache-ec0.pinimg.com/736x/ ... 5a6523.jpghttp://fc09.deviantart.net/fs70/f/2011/ ... 3884on.jpg
Mira you is that an American Bradley with legs!!!Said a tropas from Columbia army
Location South America
Description
In a nut shell take a Bradley make it mecha, with modular turret and modular missiles systems in the legs ,heavy armored like a tank , fast and deadly the way for an APC mecha plus infantry .
A Turret Modular system was made to give the mecha Bradley legs and track feet for urban use and all out combat carry troop to the area or injured as well. This was again another game changer both in North America and Europe. This can walk like mecha and use it track feet to run in urban combat as well (add+25 % prowl). Dedicated amour and Force field make it a heavy mecha A.P.C like a tank. it can be air drop doing a H.A.L.O drop ( with a 99%) and can use the hover systems if all two or more legs are destroy( isn’t that a ***** for the enemy ) .
http://fc07.deviantart.net/fs71/f/2011/ ... 384y6g.jpgFeatures1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 1 to 2 tons
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment Weight add: 2 tons
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons
13. Can add Five TW Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so
15.Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level
16. Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!! To many surprise passenger don’t feel the rock of that of a rider but smooth riding like that of a car due to the special modulate transition systems it has . Easy to replace and made as modular as possible to fix quickly in the felid (10% in the field , in a base +30%)
17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240
Weight add: 1 tons
18. Can add Five TW Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
StatsCrew: ONE pilot can have 1 to 4 gunner plus 8 infantry of any type fewer than 11 feet, heavy Borgs take space of two infantry
Height 25 feet
Length: 22 feet
Width 11 feet
Weight empty: 15 tons
Speed
Walking: 9 to 12 MPH top speed
Running: track 120 MPH top speed, normal running 90 MPH
Jumping: 12 feet with thrusters 50 feet
Flying: 300 mph
Cost: classified (yeah that right say something now)
M.D.C Stats
Legs front (2) -450
Feet Tracks (2) - 250
Force field Legs front (2) -600
Force field generator -150
Legs rear (2) 450
Feet Tracks (2) 250
Force field Legs rear (2) - 600
Force field generator -150
Main body -600
Main body Force field- 600
Force field generator -150
Main turret (modular) - 450
Force field Main turret (modular) 600
Force field generator -150
Under belly amour -450
Force field under belly amour - 600
Force field generator -150
Cockpit -250
Force field Cockpit – 600
Crew compartment 300
Force field Crew compartment 600
Force field generator 150
Rear ramp -250
Force field ramp front - 600
Force field generator 150
Turret Modular system
All Modular carry SRM OR MRM or rocket left side
And mini-missile right
Turret Weapons Modular 31
Primary armament 25 mm Chain Gun1200 rounds
TOW Anti-Tank Missile7 TOW Missiles
Secondary armament machine gun
Turret Weapons Modular #2
Primary armament 100 MM cannon plus side machine gun
Secondary armament 25 mm heavy Chain Gun
Grenade Launcher (1)
Turret Weapons Modular #3
Primary armament Mortar
Secondary armament machine gun
Type Turret Weapons 25 mm Chain GunDamage:
H.E.A.P25 mm -5d4 M.D short controlled burst 1d4x10 ( 5 rounds) , short burst 10 rounds 1d6x10 , medium burst 15 rounds 2d4x10, long burst 30 rounds 4d4x10 , heavy burst 60 rounds 4d8x10
L.E.A.P25 mm – 3d6 M.D short controlled burst 6d6 ( 5 rounds) , short burst 10 rounds 1d4x10 , medium burst 15 rounds 1d6x10, long burst 30 rounds 2d6x10 , heavy burst 60 rounds 4d6x10
A.P.F.S.D.S round25 mm - 6d6 MD short controlled burst 1d6x10 ( 5 rounds) , short burst 10 rounds 2d6x10 , medium burst 15 rounds 4d4x10x10, long burst 30 rounds 3d610 , heavy burst 60 rounds 5d6x10
Range: 3 miles
Rate of fire burst
Payload: 1500 to 2000 rounds
Note: short controlled burst add +4 to strike , other burst +2
Heavy M.D Machinegun: pick one below .30 calibers Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 roun rounds ds , medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
.50 calibers Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Type Mortar use Grenade Launcher Damage:use Grenade Launcher
Range:,indirect fire 15,000 feet
Rate of fire; one or burst
Payload:450 Grenade
Note: can have different type load varies by crew
Type mini-missile right side Damage: any type
Range: varies
Rate of fire: 1 any or all
Payload: 24
Note:
Type 100 MM cannon plus side machine gunDamage:
H.E.A.P100 mm -2D6x10 M.
L.E.A.P100 mm -1d10x10 M.D
A.P.F.S.D.S round100 mm -3d6x10 M.D
Range: 3 mile
Rate of fire: single or dual shot
Payload: 120 rounds
Note:
Type S.R.M OR M.R.M or rockets left side Short range missiles any
Medium range missiles any
Damage:
Short range missiles any
Medium range missiles any
Range: both varies
Rate of fire: one , any or all
Payload:
Short range missiles any -8 per box
Medium range missiles any – 4 per box
Note: N.A.A.T add a +6 to strike
Type TOW missile Damage: any long range missile
Range: varies
Rate of fire: one or any or all
Payload: 2 per box
Note: N.A.A.T add a +6 to strike
Weapon system: (X6)
grenade Launcherone in turret is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles.
Damage
Use only amour piercing grenade 3d6x10 for 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 300 grenades each (X5) 1500 TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty
Modular Leg missiles systems pick one short range missiles, mini-missiles or medium range missiles All carry the following below :Flare/Chaff/smoke /tear gas Launchers (x4)
Heavy Laser targeting systems (x5)
Grenade Launcher(x4)
Weapon system: legs pick one of the following missiles or rockets
Medium range missiles recently started to use WI-40 M fire and forget
Damage: 5d6x10 N.A.A.T,
Range: 10 miles, N.A.A.T 40 miles
Rate of fire 1 or any or all counts as one attack
Payload: 24 each (x5)
Note: Bonus for N.A.A.T add +6 to strike at any range up to 50 feet or less -8 to hit
Short range missiles Heavy Explosive or plasma only Weight 30 pounds
Damage: 2d6x10
Range:5 miles
Rate of fire; one any or all count as one attacks
Payload: 40 (x5)
Weight: 33 pounds each
Note: Bonus for N.A.A.T add +3 to strike at any range
Mini-missiles Heavy Explosive or plasma
Damage: 1d6x10 Heavy Explosive or 2d4x10 plasma
Range: 1 mile
Rate of fire one any or all count as one attacks
Payload: 50 (x5)
Weight: 10 pounds each
Bonus for N.A.A.T add +1 to strike at any range
Turret Mecha Rockets are heavier in damage but have no gaudiness systems and are limited by range and line of sight, light and do greater damage than a mini missile and can carry even more
Damage:
Light Explosive warhead 1d6x10
Heavy Explosive warhead 2d6x10
Armored piercing warhead 4d4x10
Heavy Explosive Armored piercing warhead /or plasma warhead 5d4x10
Range: 3000 feet
Rate of fire: one any or all count as one attacks
Payload: 60 (x5)
Weight: 5 pounds each
Bonus for N.A.A.T add +1 to strike at under 1500 feet
All legs carry the following below :Type Flare/Chaff/smoke /tear gas Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters that fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 240 (x5) rear has 500
Weight add: 1 tons
Type Heavy Laser targeting systems: to shot down missiles and then anti personal
Damage: 2d4x10+10
Range: 12,000 feet
Rate of fire: burst
Payload: unlimited
Note: add +3 to strike by gunner, A.I systems +7 to shot missiles
Weapon system: (X6)
grenade Launcher (x4) is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles.
Damage
Use only amour piercing grenade 3d6x10 for 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 300 grenades each (X5) 1500 TOTAL!!
Bonus: add +1 to hit
Weight: 100 pounds empty
Hand to hand
.S 60 for each leg use supernatural table damage
number 2 http://fc05.deviantart.net/fs7/i/2005/2 ... debris.jpg artist comment
My obsession with mecha continues!
Description:
a small group of NGR engineers, engineer form D.M.Z, N.A.A.T wanted to start their own personal security force to work in inside city limit and assist anyway NGR and other parties ( N.A.A.T ,D.M.Z and other parts as well this include North/ South America as well ). Heavy armored but simple to repair and give good firepower, man-size and fast. It been made in North America first then Europe and final in South America and is the first N.A.A.T to be sold for respected mercenary companies and legal security companies. This has made a bang for your money and chepwell love to make this first unit and love this so much that some are been sold before they hit the market!!!!
Features1. Radar: 5 miles or 45 miles Weight add: 100 pound or 150 pound
2. Combat computer: add +2 strikes main gun, +3 MDC machine gun,-4 dodge when in flight at max, also add +3 attacks weight 1ton
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 50 to120 pound
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 250 pound add
8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 100 pound tons
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment Weight add: 250 pound
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 250 pound
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 900 pound
13. Can add Five TW Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so
15.Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level
16. (ONLY N.A.A.T)Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the legs and rear total 5 look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 (x3)
Weight add: 100 pounds
18. Can add Five TW Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 100 pound
19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
Mecha / robot StatsStats
Height: add 18 inched to wear with cannon ADD 2 feet and 6 inches
Length: add 2 feet
Width: add 4 feet
Weight: 300 pounds empty
Depth: 3000 feet
Range: unlimited
Hover system: 200 MPH
M.D.C Stats Main body 450
Upper Legs 275
Lower Legs300
Feet 150
Arms upper 220
Right arm Force field 240
Fore arms 270
Jet thruster 120 (2)
Reinforce cockpit compartment 100
Force field 240
Right arm Weapon system: Under barrel
Heavy M.D Machine gun: pick one below .30 calibers Damage: 4d4 short burst, 4d6+2 medium burst, 1d4x10 long burst
Can fire S.D.C as well but not both at the same time
R.O.F: burst only, short burst 5 rounds, medium burst 10 rounds, long burst 20 rounds
Range : 2000 feet
Payload: 800
.50 calibers Damage: 3D6 short burst, 6D6 medium burst, 1D6X10 long burst
R.O.F: as above
Payload: as above
NOTE: N.A.A.T Multi-Optic (rifts main book page 231) range 2 miles add a second weapons systems like a grenade launcher, light or medium rail gun
Under barrel Weapons systems any light to heavy rail gun
Top barrel Weapons systems: light practical beam rifle Type practical beam
Damage: 1d4x10+8
Range: 3000 feet
Rate of fire hand to hand plus suit
Payload: unlimited
Note: use KO table by x2
Weapon system: Shoulder mounts heavy weapons (only N.A.A.T has the hand grip).
1. mech heavy practical beam rifle
2. heavy laser cannon
3. mini missiles launcher
4. Rocket launcher
5. short range missiles
6. medium range missiles
7. T.A.G systems
8. heavy rail gun ( miniature rail gun form glitter boy)
9. heavy T.O.W missiles
10. grenade launcher
11. ANY machine gun
12. any other heavy weapons can be added
Weapon system: Type mech heavy practical beam rifle
Damage: 5d10 M.D.C
Range: 8500 feet
Rate of fire: hand to hand d plus robot hand to hand for N.A.A.T ONLY
Payload: Unlimited
Note: use K.O table x2
Weapon system: Type heavy laser cannon
Damage: 5d6x10
Range: 8500 feet
Rate of fire: hand to hand d plus robot hand to hand for N.A.A.T ONLY
Payload: Unlimited
Note: use K.O table x2 add +3 strike
Weapon system: Type mini missiles launcher
Damage: any type
Range: Varies
Rate of fire; one, any or all
Payload: 8 per barrel
Note:
Weapon system: Type Rocket launcher, simple and lots of ammo but line of sight and no guides systems cheaper then a mini-missile and lighter
Damage:
A.P warhead 5d4
H.E warhead 5d6
Plasma warhead 1d4x10
H.E.A.T warhead 1d6x10
H.E.A.P warhead 2d6x10
Range: 300 feet
Rate of fire: One, any or all (look out!!!!)
Payload: 24 per barrel
Note: N.A.A.T get +1 only any other bonus
Weapon system: Type short range missiles any type
Damage: any type
Range: varies
Rate of fire: one, any or all
Payload: 4 per barrel
Note: standard +3 for all NA.A.T
Weapon system: Type medium range missiles
Damage: any type
Range: varies
Rate of fire: one ,any or all
Payload: 2 per barrel
Note: standard +6 for all NA.A.T
Weapon system: Type T.A.G systems
Damage: NONE JUST ONE BARREL but …..Look below
Range: any from point blank (suicide attack) to 6 miles
Rate of fire: add artillery/ any missile/bombs with guidance system add fire a +6 strikes
Payload: none
Note: weigh 20 pounds!!!
Weapon system: Type heavy rail gun (miniature rail gun form glitter boy) smaller version of the boom gun takes both barrels
Damage: 2d4x10 burst for one barrel, both barrel 4d4x10 burst
Range: 1.5 miles
Rate of fire: hand to hand
Payload: 100 burst per barrel
Note: N.A.A.T does not need pylons!!!! OTHER DO NEED PYLONS !!!
Weapon system: Type heavy T.O.W missiles any long range missiles
Damage: any long range missiles
Range: varies
Rate of fire; 1 or 2
Payload: one per barrel
Note: N.A.A.T have a STANDARD +6 to strike
Weapon system: grenade Launcher is for up close and personal Anti-infantry used but for monster as well, the rent use of WI-GL 20 Automatic grenade Launcher with a 360 angles. They are located in the shoulder and waist of the mecha a total four
Damage use only amour piercing grenade 3d6x10 for a 8 feet blast radius
Range; 3000 feet
Rate of fire burst only 10 shot
Payload: 900 grenades each add 100 per every 2 feet
Bonus: add +1 to hit
Weight: 100 pounds empty
Weapon system: Type any machine gun look above
Damage:
Range:
Rate of fire
Payload: 1600 rounds
Note:
Hand to hand: P.S 40 for each arm use supernatural table damage
Number 3 said ~SpiderPrince Artist the following
Sure, go for it
Artist description:
As battles moved from the fields of old to a more urban setting it became apparent, as infantry casualties rocketed upward, that tanks and other heavy weapon platforms where ill equipped to deal with these situations. Enter the M-tank.
In the year 2167 a small technologies firm produced the first prototype M-tank as a replacement for the tank as we know it. Sporting variable weapon configurations as well as comparable or better armament than all of the weapon platforms in use at the time the M-tank was without pier. Not only in arms but in mobility. Using a tandem mobility system the M-tank is equipped for tracked movement and as such can go anywhere a normal tank can, however in addition to the tracks the M-tank is equipped for bipedal movement enabling it to walk over obstacles that would stop other weapon platforms. In addition master-slave systems enable an unprecedented level of environmental manipulation.
With modifications to the original design and after rigorous testing the M-tank became a military staple.
Description http://fc06.deviantart.net/fs23/i/2008/ ... Prince.jpgThis mecha tank (some call man tank) but it call MECHA TANK OR M-tank it from an another dimension, which has kept a secret. There is little data but seems from another type earth in the future. How N.A.A.T got it hands on is unknown for those few who within N.A.A.T rank which are fewer and fewer by the years. Still it the perfect work horse in Germany (and other places) which was an important major role in help Triax/NGR military drags it feet to help during the massacre in Wroclaw. It stood it ground till NGR came in to help even at the cost of loss 50% to 89%. Still the Brodkil and later gargoyles learn to watch for this M-TANK.
Features1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes main gun, +3 MDC machineguns, also add +2 attacks weight 1ton
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T uses 30 miles Weight add: 1 to 2 tons
5. External audio pick up: same as robots
6. Spotlight range 1 mile optional
7. Ejection systems: 1 ton add
8. Self-Destruct systems note use a long range missile war head the most powerful in that part of rifts earths Weight add: 1 tons
9. Voice actuated locking systems
10. Complete environmental pilot and crew compartment Weight add: 2 tons
11. N.A.A.T ADD thermos – Imagers /infrared /Ultraviolent Optic range 2 miles (for night operations) + 2 to strike in day operation /night tine add +3 to strike Weight add: 1 tons
12. Nuclear powered N.A.A.T Special Forces 1 year, 2 year.4 year or 10 year max Weight add: 3 tons
13. Can add Five TW Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 80 or less to any location this applies to Force field as well. On the second hit is 75 M.D.C and third hit 65 M.D.C and so
15.Any female pilot or partial Borg get a plus 1d4 to initiative plus a +1 to strike at range + 2 strike in hand to hand combat , dodge ,+2 roll +2 parry , or add +3 total 5 Arm shields
Male pilots get this at third level
16. N.A.A.T ONLY Advance E.C.C.M systems similar to #13 but design for pilots to have less crew and let this systems work against ECM and ECCM as well. The systems is a learning and changes starts as a drone but if not erased if goes up at simple level intelligence to level 2 them goes to robot intelligence the level 3 goes to Neural intelligence at this point able to move IF necessary to help the pilot and can refuse if it an enemy pilots getting into the cockpit compartment , but will help any allied during the mission or given go codes plus can tell if lying( humans 98% note If I.Q, OR M.E OR M.A is 16 or better for each point it gets -1% ,so a 17 is a -2% , a 18 -3 and so on ). A combat bonus is that of robot, at level 5 is almost a human being (part of the pilot’s minds and abilities are transfer to level call equal transfer intelligence and can mimic pilot’s combat bonus!!!!
17. Flare/Chaff Launchers (2)-A modern addition, meant to improve mecha survivability against missile weaponry. Two flare/chaff launchers are installed in the back of legs and rear total look below.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24(x3)
Weight add: 1 tons
18. Can add Five TW Features of any type plus 10 P.P.E batteries each has 100 points each total 1000 points Weight add: 1 tons
19. N.A.A.T Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
Mecha / robot Stats
Height 16 feet
Width 13 feet
Length 12 feet
Weight empty: 10 tons
Crew: one pilot
Walking: 8 to 12 MPH running 50 MPH track 100 MPH
M.D.C Stats Main body 650
Main body Force field front - 600
Main body Force field rear - 600
Arms upper -200
Arms lower -250
Arms Force field - 600
Upper Legs-400
Lower Legs- 450
Legs Force field - 600
Feet /Tracks -275
Feet /Tracks Force field - 600
Reinforce cockpit compartment-250
Reinforce cockpit compartment Force field - 600
Gun Force field - 600
Top Hatch outer - 200
Top Hatch inner -175
Hatch Force field- 240
Shield generator (rear/back between missiles)-350
Weapons systems Type: groin area modular missile system
Damage: any short range missiles
Range: varies
Rate of fire: one, any or all
Payload: three
Note: N.A.A.T plus + 3 to strike at any range
Weapons systems Type: heavy ION beam cannon (chest)
Damage: 4d4x10
Range: 3500 feet
Rate of fire: hand to hand plus robots/mecha
Payload: unlimited
Note: add +2 to strike at any range
Weapons systems Type: Left hip mini missiles systems or rocket
Damage: varies
Range: varies
Rate of fire: one, any or all max 2
Payload: 10
Note: any mini missiles
Weapons systems: auto-rotary medium range missiles or short range missiles
Type: rear mounted missiles systems (x2)
Damage:
Medium range missiles: varies
Short range missiles: varies
Range:
Medium range missiles: varies
Short range missiles: varies
Rate of fire: one, any or all
Payload: short range missiles 24/ medium range missiles12
Note: short range missiles add + 3 to strike, medium range missiles add +6 to strike
Weapons systems Type: shoulder mounts rail gun or heavy machine gun or heavy beam weapons (x2)
Damage: pick one type for each mount or two different type
1. Rail gun any rail gun can be single or dual barrel
2. Any Heavy machine gun can be single or dual barrel
3. any heavy beam weapons
Range: varies
Rate of fire varies
Payload: varies
1. Rail gun:1000 rounds
2. heavy machine gun :2000 rounds
3. heavy beam weapons :unlimited
Note:
Weapons systems optional mounted turret Type: light or medium rail gun or heavy M.D.C machine guns or grenade launcher
Damage: varies
Range: varies
Rate of fire: varies
Payload: varies
1. Rail gun:1000 rounds
2. heavy machinegun :2000 rounds
3. heavy beam weapons :unlimited
Note: varies, can be remote controlled
Weapons systems Heavy over and under beam gun pod
Type: particle beam heavy and light
Damage:
1. heavy 3d4x10
2. light 2d4x10
Range: both 5000 feet
Rate of fire: blast only
Payload: unlimited
Note: use knock down table x2 for both
Weapons systems right mounted blade Type: retractable vibro blade
Damage: 3d4x10 M.D.C
Range: 12 feet
Rate of fire: hand to hand
Payload: unlimited
Note: has it own Force field 600 M.D.C
Add +5 to parry
Weapons systems: This weapon is to blind enemy if you see light you can get blind, robots, Borgs, and sensory equipment as well
Type: heavy beam light can be tight as 2 inches to 30 feet
Damage: temporary time/duration 1d4 minutes, -12 to all strike, parry, dodge
Range: up to 6000 feet
Rate of fire: special
Payload: unlimited
Note: can affect any T.O.W missile as well
Hand to hand: P.S 60 supernatural