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Re: Technology, I made mine..Wheres yours?

Posted: Sun Jul 08, 2012 9:50 pm
by Shorty Lickens
No tech. I made some spells that take the place of low-end force fields. Some have a set damage capacity. Others reduce the damage (slightly) of kinetic MD weaponry. They help keep a mages light armor from being chewed up.

Re: Technology, I made mine..Wheres yours?

Posted: Wed Jul 11, 2012 2:46 am
by Cinos
I don't have any stats for them anymore, but I made an entire body frame for a full conversion called the Changling, able to filter color through strands used for hair (retractable / extendable, and able to change rigidity for any style), swapping eye lenses, and an entire support structure of altering internal 'arms' that would change body shape by altering the position of fluid filled sacks that replicated the supple feeling of living flesh (along with temperature control). Could pass for human under almost any test, but was very vulnerable to damage, any, even SDC damage from any real source could quickly dispel the illusion. At best, it gushed fake blood to try and hide it from a glance, but if the borg didn't get out of sight fast, anyone's going to figure out they're not flesh and blood.

Re: Technology, I made mine..Wheres yours?

Posted: Fri Jul 13, 2012 8:46 pm
by Colt47
Well, I suppose it's repost time!

Here is a plasma hover tank I came up with a while back. It's built for assault purposes and is designed as a fast attack vehicle.

Spoiler:
Model Name: HA1-Feuergott
Class: Hover Assault Tank
Crew: Three (driver, gunner, commander)
MDC by Location:
Turret - 250
105mm Plasma Cannon - 150
Coaxial Railgun - 75*
Smoke/Gas Dispensers(2) - 15* each
Forward Mounted Napalm Turret - 75*
Retractable Box SRM Launcher - 75**
Main Body - 400
Reinforced Crew Compartment (Main Body) - 100
Hover jets(8) - 40 each*
* Difficult to hit target due to small size or position. -3 to strike.
** Only vulnerable to attack when deployed.
Max speed: 75 mph
Effective Range: Unlimited (only nuclear power available)

Statistical Data:
Height: 9 feet
Width: 10 feet
Length: 26 feet
Weight: 25 tons
Cargo: Minimal Storage Space. Enough room to store 3 laser rifles
and 2 missile launchers with 5 reloads each behind the drivers seat.
Power Source: Nuclear with 10 year life.

Weapon Systems:

105mm Plasma Cannon: This cannon works similarly to the ion packet rifles used by the crew of the Ticonderoga. However, instead of firing small ion packets, it fires balls of plasma that detonate upon impact with a solid object. While not as effective as a 120mm High explosive round, it does provide some level of splash damage and has a decent rate of fire. However, the plasma cannon does not have very good range... relatively speaking.

Primary Purpose: Assault
Secondary Purpose: Anti Air, Defense.
Weight: 1.2 tons
Mega-Damage: 2d4x10 direct impact and 3d6 to a 10 foot radius.
Rate of Fire: Max 3 attacks per melee round due to heat build up.
Range: 4000 feet
Payload: Unlimited. Tied to the vehicles power supply.

Coaxial NG-303 Railgun (Description found in Merc Ops, pg 93) Range extended to 4000ft. 2000 rounds.
Primary Purpose: Anti-infantry
Secondary Purpose: Anti-Wizard (Yes, there is such a thing)

Forward Mounted WI-NFT-1 Napalm-P Flamethrower (Description found in Juicer Uprising, pg 73) 100 shots.
Primary Purpose: Anti-infantry
Secondary Purpose: Anti-Fortification

Retractable Box SRM Launcher: Behind the Turret is a 4 shot Short Range Missile launcher.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Air
Mega-Damage: As per missile. Typically Armor-Piercing.
Rate of Fire: single, pair, or Volley of 4.
Range: As per Missile. Typically 5 miles.
Payload: four missiles in a box style launcher.

Smoke Dispensers: Smoke / gas dispenser units are mounted on both sides of the tank. The dispensers release a thick smoke in a 40ft radius in front of the tank. Each dispenser holds 8 smoke grenades.

Systems of Note: Has all the systems found in a typical Iron Heart Tank described in Rifts Mercenaries.
Main gun is only useful against slow fliers such as helicopters and some power armor. Jets and other similarly fast vehicles can be targeted but it’s equivalent to shooting wild.


Here is the pair of fan made Northern Gun hard ammo weapons that I posted earlier in a separate thread:

Spoiler:
NG-AR7 Assault Rifle
Weight: 22 lbs. loaded.
Cartridge: 7.62x51mm
Damage: Standard Rounds: 5d6 SDC for a single round, 1d6x10 SDC for a burst of three rounds. NG-JH Rounds: 2d6 MD for a single round, 4d6 MD for a three round burst.
Effective Range: 1850 ft. for SDC rounds, 1600 ft. for NG-JH Rounds.
Payload: 20 or 30 round magazine.
Cost: 15,000 credits for the Rifle. A box of 100 7.62x51mm NG-JH rounds costs 8000 credits. Ceramic MDC magazines for the rifle cost 100 credits and weigh 1.6lbs loaded, .5 lbs empty.

Physical Appearance: A bull-pup style Assault rifle with ejection selector for left or right handed shooters and a heavy cooling jacket covering the Rifle from the back end to the front. Unfortunately, Northern Gun was not able to completely reverse engineer the Naruni Cooling Jacket, causing the weapon to eject hot gas from the ejection port when using NG-JH rounds (causes 2d4 SDC damage if the wrong ejection port is selected). The weapon has a hard point for attaching scopes and there is room under the front of the weapon to fit an optional NG-L6 Grenade launcher (adds 5lbs to the weapon).

Note: Due to the kick from the firing mechanism, the weapon requires a PS of 14 or higher to use properly (PS 16 or higher if the grenade launcher is added due to the additional weight: penalties are -1 to initiative and a -2 to strike). The weapon accepts 20 round legacy magazines from previously compliant NATO firearms.

NG-AP45 Auto Pistol
Weight: 9 lbs
Cartridge: 10 mm
Damage: Standard Rounds: 3d6 SDC for a single shot, or 6d6 SDC for a burst of three rounds. NG-JH Rounds: 2d4+2 MD single shot or 3d6+2 MD for a burst of three rounds.
Effective Range: 450 ft. for standard 10mm rounds, 390ft. for NG-JH 10mm rounds.
Payload: 12 round magazine or 18 round extended magazine.
Cost: 8000 credits for the pistol. A box of 100 10mm NG-JH rounds costs 6000 credits. A ceramic MDC magazine costs 100 credits a piece.

Physical Appearance: A pistol the size of a HK PDW sub-machine gun with a heavy cooling jacket covering the weapon from back to front. Due to it's size, the Auto Pistol comes with an extendable shoulder stock that folds out from the top and a forward grip that can be folded into the front end of the weapon. Much like it's larger sibling, the ejection port expels hot gas when firing the weapon, inflicting 2d4 SDC to anything immediately next to the port.

Note: Due to the heavy weight and recoil, the NG-AP45 requires a PS of 16 or higher to wield it with two hands or PS 18 to wield the weapon one handed. Otherwise, the shooter is -3 to strike and -1 to initiative. These penalties only apply to using the NG-JH rounds and there are no penalties for using SDC cartridges.