i hope you understand this ,it was fun playing it !!!!
http://fc01.deviantart.net/fs70/f/2011/ ... 3a9xov.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
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Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=14http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=63http://th05.deviantart.net/fs70/PRE/f/2 ... 3a9z8j.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
M1A2 Abrams TUSK 2 Armour
A.R.M Tech was busy making new type of armored when war stared they had send first M.D.C generation battle tanks with the M1A4 Abrams w/TUSK .Over 75,000 were made or allies .In the Middle East these tank did the impossible with 350 M1A3 Abrams w/TUSK and 250 Merkava . Since 1980 Abrams was the main battle tank but was changed when the new tanks were being design call hammer MBT, fist medium battle tank, bolt missile vehicles, maiden APC -10, grey falcon attack jet, AC 29 castle bomber, Iron eagle attack helicopter, Puma class medium tank, Hussar APC, Iwo-jima class MIF, striker Attack Helicopter were all in blue print and were few prototype deign not ready for combat use yet( LOOK AT Rift mercenary book AND Rifts under the sea all M.D.C are half ). ARM TECH was already ahead of the game when the saber were begin to be dusted off. The world knew of the Abrams but were ready for the nasty surprise M.D.C amour. While many saw a cheap battle tank reduce to off the self market battle tank too many allies for no one was the wiser. This gave the edge in combat looks the same but everything was new under the hood and that where ARM TECH was doing setting the was for M.D.C age. The replacement would come by 2089, that means this tank will be used for 109 years and many other allies will have the new M.D.C package will still use it. It reduces in weight from 70 tons to less than 35 tons means it will be popular and cheaper .still it can do a lot of damage and it a proven war horse. It also loved by so many Americans that even the marines and army will have a hard time letting go. Still the new generation of tanks will be deadlier and better armed. The new M1A4 Abrams w/TUSK can to do tank to tank, artillery as well operations, and last even medium range ground to air attack or triple AAA. This allowed the tank to last even longer in combat plus new weapon systems and addition amour made it a true test bed for future weapon systems. Again A.R.M tech had to show how effective MDC can be in armored and MDC weapon systems to the world.
A little history about M1 Abrams is a third-generation main battle tank produced in the United States. It is named after General Creighton Abrams, former Army Chief of Staff and Commander of US military forces in Vietnam from 1968 to 1972. The M1 is a well armed, heavily armored, and highly mobile tank designed for modern armored ground warfare. Notable features of the tank include the use of a powerful gas turbine engine (fueled with JP8 jet fuel), the adoption of sophisticated composite armor, and separate ammunition storage in a blow-out compartment for crew safety. With a weight of close to 68 short tons (almost 62 metric tons), it is one of the heaviest main battle tanks currently in service.
The M1 Abrams entered U.S. service in 1980, replacing the M60 tank. It served for over a decade alongside the improved M60A3, which had entered service in 1978. The M1 remains the principal main battle tank of the United States Army and Marine Corps, and the armies of Egypt, Kuwait, Saudi Arabia, Australia, and in 2010 Iraq.
Three main versions of the M1 Abrams have been deployed, the M1, M1A1, M1A2, M1A3 M1A4, incorporating improved armament, protection and electronics. These improvements, as well as periodic upgrades to older tanks have allowed this long-serving vehicle to remain in front-line service. The M1A5 is currently under development by ARM TECH.
Model Type - M1A5 Abrams w/TUSK this was the over the shelf tank and was the prototype world wide .the armored made a juggernaut in the battle filed and light called medium battle tank.
http://upload.wikimedia.org/wikipedia/c ... MSS%29.jpgSpecifications
Weight 30 short tons
Length Gun forward: 32.04 ft
Hull length: 26.02 ft
Width 12 ft
Height 8 ft
Crew 4 (commander, gunner, loader, driver)
Vehicles
Vehicles have the following features.
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the
targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear
power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
For use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor
Twelve hour oxygen supply.
FIRST GENERATION (for allies) M.D.C by Location
By Location
Main Body 150
TUSK armored ADD 100 each on all side front, sides (2) rear / bottom/ turret and even tracks (2)
Turret 100
120mm Cannon 120
Tracks (2 sets) 100 each
Track Wheels (9) 50 each
M.D.C M.50 cal Machine Gun (2) 150
M.D.C 7.62 Machine Gun (2) 50 each
Loaders Gun Shield /turret 200
TUSK Loaders Gun Shield /turret add 100
Commanders Turret 300
Bonuses and penalties
Commanders Turret is remote operated
Loaders Turret Can be Remote operated
Army telephone at rear for infantry to communicate to crew without opening the tank up
All tank use this
WEAPONS
Weapon Type - 120mm smoothbore Cannon
Primary Purpose - Anti-Amour
Range: 15,840 or 3 miles
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round 3d4x10 M.D.C
Fission block round 4d6x10
FOR A Dual shot called rapid fire or double tap
H.E.A.T Round 2d6x10 M.D.C
A.P Round 2d4x10 M.D.C
FRAG Round blast radius 25ft 1d6x10 M.D.C
H.E.A.P Round 4d4x10 M.D.C
D.U round with H.E.A.P Round 4d6x10 M.D.C
Fission block round 8d6x10
Rate Of Fire – single shot or dual shot called rapid fire or double tap
Payload - 40 rounds each pick THREE type of ammo
Bonuses - +2 strike tank to A.I systems
http://fc01.deviantart.net/fs70/f/2011/ ... 3a9xov.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... TANK&qo=42http://pixel3factory.deviantart.com/art ... TANK&qo=42Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=14http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=63http://th05.deviantart.net/fs70/PRE/f/2 ... 3a9z8j.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
M1A2 Abrams TUSK 2 Armour
A.R.M Tech was busy making new type of armored when war stared they had send first M.D.C generation battle tanks with the M1A4 Abrams w/TUSK .Over 75,000 were made or allies .In the Middle East these tank did the impossible with 350 M1A3 Abrams w/TUSK and 250 Merkava . Since 1980 Abrams was the main battle tank but was changed when the new tanks were being design call hammer MBT, fist medium battle tank, bolt missile vehicles, maiden APC -10, grey falcon attack jet, AC 29 castle bomber, Iron eagle attack helicopter, Puma class medium tank, Hussar APC, Iwo-jima class MIF, striker Attack Helicopter were all in blue print and were few prototype deign not ready for combat use yet( LOOK AT Rift mercenary book AND Rifts under the sea all M.D.C are half ). ARM TECH was already ahead of the game when the saber were begin to be dusted off. The world knew of the Abrams but were ready for the nasty surprise M.D.C amour. While many saw a cheap battle tank reduce to off the self market battle tank too many allies for no one was the wiser. This gave the edge in combat looks the same but everything was new under the hood and that where ARM TECH was doing setting the was for M.D.C age. The replacement would come by 2089, that means this tank will be used for 109 years and many other allies will have the new M.D.C package will still use it. It reduces in weight from 70 tons to less than 35 tons means it will be popular and cheaper .still it can do a lot of damage and it a proven war horse. It also loved by so many Americans that even the marines and army will have a hard time letting go. Still the new generation of tanks will be deadlier and better armed. The new M1A4 Abrams w/TUSK can to do tank to tank, artillery as well operations, and last even medium range ground to air attack or triple AAA. This allowed the tank to last even longer in combat plus new weapon systems and addition amour made it a true test bed for future weapon systems. Again A.R.M tech had to show how effective MDC can be in armored and MDC weapon systems to the world.
A little history about M1 Abrams is a third-generation main battle tank produced in the United States. It is named after General Creighton Abrams, former Army Chief of Staff and Commander of US military forces in Vietnam from 1968 to 1972. The M1 is a well armed, heavily armored, and highly mobile tank designed for modern armored ground warfare. Notable features of the tank include the use of a powerful gas turbine engine (fueled with JP8 jet fuel), the adoption of sophisticated composite armor, and separate ammunition storage in a blow-out compartment for crew safety. With a weight of close to 68 short tons (almost 62 metric tons), it is one of the heaviest main battle tanks currently in service.
The M1 Abrams entered U.S. service in 1980, replacing the M60 tank. It served for over a decade alongside the improved M60A3, which had entered service in 1978. The M1 remains the principal main battle tank of the United States Army and Marine Corps, and the armies of Egypt, Kuwait, Saudi Arabia, Australia, and in 2010 Iraq.
Three main versions of the M1 Abrams have been deployed, the M1, M1A1, M1A2, M1A3 M1A4, incorporating improved armament, protection and electronics. These improvements, as well as periodic upgrades to older tanks have allowed this long-serving vehicle to remain in front-line service. The M1A5 is currently under development by ARM TECH.
Model Type - M1A6 Abrams w/TUSK this was second generation battle tank used in the middle east and was also called medium weight battle tank .It show the world the dead old war horse it still was against the odds 35 to 1 ratio kill ratio it had in several conflicts in the middle east .
SECOND GENERATION (for us military) M.D.C by Location
By Location
Main Body 350
TUSK armored ADD 100 each on all side front, sides (2) rear / bottom/ turret and even track (2)
Turret 100
120mm Cannon 120
Tracks (2 sets) 100 each
Track Wheels (9) 50 each
M.D.C M.50 cal Machine Gun (2) 150
M.D.C 7.62 Machine Gun (2) 50 each
Loaders Gun Shield /turret 200
TUSK Loaders Gun Shield /turret add 100
Commanders Turret 300
Force filed 150
Shield generator 100
All tank use this
WEAPONS Weapon Type - 120mm smoothbore Cannon Primary Purpose - Anti-Amour
Range: 15,840 or 3 miles
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round 3d4x10 M.D.C
Fission block round 4d6x10
FOR A Dual shot called rapid fire or double tap
H.E.A.T Round 2d6x10 M.D.C
A.P Round 2d4x10 M.D.C
FRAG Round blast radius 25ft 1d6x10 M.D.C
H.E.A.P Round 4d4x10 M.D.C
D.U round with H.E.A.P Round 4d6x10 M.D.C
Fission block round 8d6x10
Rate Of Fire – single shot or dual shot called rapid fire or double tap
Payload - 40 rounds each pick THREE type of ammo
Bonuses - +2 strike tank to A.I systems
Weapon Type (x3).50 cal machine gun (1, one above the main gun and two turret)
Primary Purpose - Anti-Infantry
Range – 6000 feet
Damage -
Rate Of Fire - equal to gunners attacks
Payload - 2000 rounds
Bonuses - NA
Optional Mk 19 Automatic Grenade Launcher (replaces .50 cal mg on commander’s turret)
Purpose - anti-vehicle/infantry
Range - 3000 feet for direct fire, indirect fire 10,000 feet
Damage – 5d6 per grenade blast radius 15ft or 5d6x10 per 10 round burst, blast radius 12 feet
Rate of Fire - equal to gunners attacks
Ammo : 1000 grenades
Bonuses
Anti-ballistic system: locations four in turret, main body one side look above
Vehicles Features Vehicles have the following features.
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the
targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear
power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor
Twelve hour oxygen supply.
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -6 to dodge weight 1 ton
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T/ US military only uses 30 miles Weight add: 1 to 2 tons
5. External audio pick up: same as robots
6. Spotlight range 1 mile hidden
7. Ejection systems: 1 ton add for crew
8. US military only ADD 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. US military only 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. A.I system looks below
14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 150 M.D.C or less to any location this applies to Force field as well. On the second hit is 150 M.D.C and third hit 145 M.D.C and the firth hit 140 and so
15. Anti-ballistic system: this systems is able to shot down either a ballistic round or rounds as well missiles/Rockets at range of 2 feet to 4000 feet .Perfect for urban combat and open range as well to jungle area as well .
Range: 4000 feet to as close as 2 feet
Damage: per round hit 6d6
R.O.F: 9 thanks to AI systems
Payload: beam unlimited
Note has a 98% to hit ratio but drops when fire upon four or more side at the same time each addition side is -10%
16. US military 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 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: 250 or 750
Weight add: 1 tons
18. US military only Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
19. Basic EVA systems (back up)
20. This is only tank that CAN (or use infantry) come with heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the middle east wars and has made a well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for US military only
21. V.R systems able to see 180 degrees for crews
23. Special coms suite for 7 heavy basic exo-suit must be at least 1000n feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
Plus add on US military only Robot Intelligences are the more sophisticated robots and a bit beyond the current capabilities of the Coalition ( as well as US Military robots, Triax Industries and the rest of the world. In addition to the complexity of creating an artificial intelligence, the problems of practical application and prohibitive costs have encouraged most scientists to improve on the popular and efficient
robot accessory units (vehicles, power armor, etc.). Triax Industries is close, but cuirently only Cyberworks and the occasional alien from a dimensional rift have the capabilities
for creating robot intelligences. All of Cyberwork's/Archie's robots fall into the robot intelligence category because they are able to perform complex and varied tasks. Some, like the Shemarrian bots, are programmed with an elaborate sense of history and personality, including simulated human emotions. Most are also able to assess data, draw a conclusion and act on that conclusion within the parameters of their program. Unfortunately, if the data is insufficient or the conclusion is contrary to the program, the robot can not take action.
First generation ( civilian models ) robot Artificial intelligence: Automatically gets the general program
(non-military or military) and three skill programs of choice.
Equivalent I.Q. of 19.
Second generation( military model) robot Neural intelligence: Select four skill programs in addition to. the General Program. At levels three, seven, eleven and fifteen, the neural intelligence bot can also learn three new secondary skills; only I.Q. bonus applicable and all skills start at level one, base skill level. Only these secondary skills increase with experience. Equivalent I.Q. of 23 to 30 .
Skills
General Robot Skill Program : Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not read) American, Spanish, Euro, and Techno-can languages; all at 94%. Also programmed for common human slang, protocol and behavior. The bot can identify and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market
Military (Demolitions): All, plus W.P. Heavy. All at 94%.
Pilot Related: All; at 94%.
Technical: Photography, computer operation, literacy in five languages. All at 94%. Black
Weapon Proficiencies: All energy and select four others heavy weapons
Expanded Memory: This increases the number of skill programs one can place into the bot. Artificial Intelligence: Add three (3) programs. Neural System:Add two (2) programs and two
Secondary skills at all appropriate levels. .
Increasing the robot I.Q. Attribute: Costs 50,000 credits per each I.Q. point beyond the basic system attribute. Thus, to increase an I.Q. of 12 to a I.Q. of 22 costs 500,000 credits. The maximum for small bots is I.Q. 20, medium, large and humanoids, I.Q. 28. Enjoys the usual I.Q. bonus.
main Probe five
Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 7000 ft . M.D.C. 10, size: About the size of a soccer ball (12inches). .
360 Degree turret [b][u] Segment with 89 degree angel
[b][u]Nuclear Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power system is surprisingly compact, clean, and has a long lifetime, even under constant use.
One Year: One million credits.
Two Year: Two million credits.
Five Year: 4.5 million credits.
Ten Year: 8 million credits.
Twenty Year: 15 million credits.
Super-Solar Engine Fossil fuel systems: 500 mile range replaces one ammo drum
Hybrid Fossil fuel systems : 1900 miles
Sensors and Optics Audio Basic Listening System: Stereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver enables the robot to hear/receive commercial radio (AM &
FM); Range: 5 miles (8 km). .
Advanced Audio System : Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and other radio transmission frequencies (Range: 50 miles/80 km with
a retractable antenna, half range without). And universal headjack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of
the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.
Bug Detector: A small device that picks up radio signals from surveillance listening devices (bugs). Range: 50 feet (15 m).
Radar Signal Detector: A tiny radar receiver which will alert the robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.
Radio Signal Scrambler System is linked to the radio system to send and receive coded messages.
Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits of recordable disc time. Of course, the one inch discs can be used repeatedly.
Loudspeaker : Amplifies the robot's voice up to 90 decibels.
Single Voice Synthesizer: Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.
Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood of identifying a person by voice pattern. Can imitate another person’s voice with 98% accuracy.
Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs. Cost: 150,000 credits.
Basic Optic System: A color sight system with an analysis computer for 3-D images; 20/20 vision. Cost: 50,000 credits.
Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about ten feet width (3 m).
Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.
Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise, P.P. bonuses do not apply to long-range weapons. Range:
4000 feet (1200 m).
.
Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus:+1 to strike. Range: equal to optic system; usually 2000 to 45,000 feet.
Telescopic Vision: Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.
robot Thermo-Imager: An optical heat sensor that converts the infrared
radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, and through smoke. Range: 20000ft(610m).
External Video and Audio Surveillance System: A high-resolution
Video camera HD, often built into the eyes, but can be a separate system, relays images directly to the robot's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording. The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disccan be ejected at will. Range: 40 miles (64 km).
Searchlight: Built hidden in tank A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 9000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons blind targets and get -1d6 for strike
Sensors pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the crew area .Monitors vital signs, such as respiration, blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.
Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +3 to parry and dodge.
Sensory Antenna: Registers vibrations in the air, indicating movement, as well as having touch and heat sensor. The antenna enables the bot to maneuver, even in total darkness,
by feeling his way around. Range: Touch, usually six to twelve feet (1.8 to 3.6 m). Bonus: Blindness penalties are half and adds +1 dodge. 5 M.D.C. per antenna. :
Micro-Radar: A small, but sophisticated radar system usually used in human and animal size robots. Can identify up to 30 targets and simultaneously track 10. Rate of travel, direction, and location are indicated. Range: One mile (back up)
Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).
Pilots Any female cyber jack get a plus +1d4 to initiative plus a + 2 strike in combat , dodge ,+2 roll +2 parry , Male pilots get this at third level
Flare/Chaff Launchers (5) -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
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
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: 250 (X3) total 750
Weight add: 1 tons
Special coms suite for 7 heavy basic exo-suit must be at least 1000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
V.R systems V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
active camouflage systems armored changes color to match back ground add +15% to prowled , +30% at night time operations ,it must lose at least 80 % of M.D.C IN main body and have 65% for systems to failure , also while systems works all missiles by heat , motion ,radar and TV or hard line AKA TOW systems get ONLY +1 to hit , but standard sight by human eye under 1000 feet normal strike applies , all other targeting systems get -6 to hit add +6 to strike/initiative at range of more than 2000 feet
All tank use this
WEAPONS Weapon Type - 120mm smoothbore Cannon Primary Purpose - Anti-Amour
Range: 15,840 or 3 miles
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round 3d4x10 M.D.C
Fission block round 4d6x10
FOR A Dual shot called rapid fire or double tap
H.E.A.T Round 2d6x10 M.D.C
A.P Round 2d4x10 M.D.C
FRAG Round blast radius 25ft 1d6x10 M.D.C
H.E.A.P Round 4d4x10 M.D.C
D.U round with H.E.A.P Round 4d6x10 M.D.C
Fission block round 8d6x10
Rate Of Fire – single shot or dual shot called rapid fire or double tap
Payload - 40 rounds each pick THREE type of ammo
Bonuses - +2 strike tank to A.I systems
Weapon Type (x3).50 cal machine gun (1, one above the main gun and two turret)
Primary Purpose - Anti-Infantry
Range – 6000 feet
Damage -
Rate Of Fire - equal to gunners attacks
Payload - 2000 rounds
Bonuses - NA
Optional Mk 19 Automatic Grenade Launcher (replaces .50 cal mg on commander’s turret)
Purpose - anti-vehicle/infantry
Range - 3000 feet for direct fire, indirect fire 10,000 feet
Damage – 5d6 per grenade blast radius 15ft or 5d6x10 per 10 round burst, blast radius 12 feet
Rate of Fire - equal to gunners attacks
Ammo : 1000 grenades
Bonuses
Anti-ballistic system: locations four in turret, main body one side look above
http://fc01.deviantart.net/fs70/f/2011/ ... 3a9xov.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... TANK&qo=42http://pixel3factory.deviantart.com/art ... TANK&qo=42Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=14http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=63http://th05.deviantart.net/fs70/PRE/f/2 ... 3a9z8j.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
M1A2 Abrams TUSK 2 Armour
A.R.M Tech was busy making new type of armored when war stared they had send first M.D.C generation battle tanks with the M1A4 Abrams w/TUSK .Over 75,000 were made or allies .In the Middle East these tank did the impossible with 350 M1A3 Abrams w/TUSK and 250 Merkava . Since 1980 Abrams was the main battle tank but was changed when the new tanks were being design call hammer MBT, fist medium battle tank, bolt missile vehicles, maiden APC -10, grey falcon attack jet, AC 29 castle bomber, Iron eagle attack helicopter, Puma class medium tank, Hussar APC, Iwo-jima class MIF, striker Attack Helicopter were all in blue print and were few prototype deign not ready for combat use yet( LOOK AT Rift mercenary book AND Rifts under the sea all M.D.C are half ). ARM TECH was already ahead of the game when the saber were begin to be dusted off. The world knew of the Abrams but were ready for the nasty surprise M.D.C amour. While many saw a cheap battle tank reduce to off the self market battle tank too many allies for no one was the wiser. This gave the edge in combat looks the same but everything was new under the hood and that where ARM TECH was doing setting the was for M.D.C age. The replacement would come by 2089, that means this tank will be used for 109 years and many other allies will have the new M.D.C package will still use it. It reduces in weight from 70 tons to less than 35 tons means it will be popular and cheaper .still it can do a lot of damage and it a proven war horse. It also loved by so many Americans that even the marines and army will have a hard time letting go. Still the new generation of tanks will be deadlier and better armed. The new M1A4 Abrams w/TUSK can to do tank to tank, artillery as well operations, and last even medium range ground to air attack or triple AAA. This allowed the tank to last even longer in combat plus new weapon systems and addition amour made it a true test bed for future weapon systems. Again A.R.M tech had to show how effective MDC can be in armored and MDC weapon systems to the world.
A little history about M1 Abrams is a third-generation main battle tank produced in the United States. It is named after General Creighton Abrams, former Army Chief of Staff and Commander of US military forces in Vietnam from 1968 to 1972. The M1 is a well armed, heavily armored, and highly mobile tank designed for modern armored ground warfare. Notable features of the tank include the use of a powerful gas turbine engine (fueled with JP8 jet fuel), the adoption of sophisticated composite armor, and separate ammunition storage in a blow-out compartment for crew safety. With a weight of close to 68 short tons (almost 62 metric tons), it is one of the heaviest main battle tanks currently in service.
The M1 Abrams entered U.S. service in 1980, replacing the M60 tank. It served for over a decade alongside the improved M60A3, which had entered service in 1978. The M1 remains the principal main battle tank of the United States Army and Marine Corps, and the armies of Egypt, Kuwait, Saudi Arabia, Australia, and in 2010 Iraq.
Three main versions of the M1 Abrams have been deployed, the M1, M1A1, M1A2, M1A3 M1A4, incorporating improved armament, protection and electronics. These improvements, as well as periodic upgrades to older tanks have allowed this long-serving vehicle to remain in front-line service. The M1A5 is currently under development by ARM TECH.
Model Type - M1A7 Abrams w/TUSK this was the over the shelf tank and was the prototype world wide .the armored made a juggernaut in the battle filed and light called medium battle tank.
http://upload.wikimedia.org/wikipedia/c ... MSS%29.jpgMDC the same for M1A6
ADD reactive fore filed 150 ( 6)per side on front ,sides ,rear ,top ,button
add 12 tons or 1 ton per side
All tank use this
WEAPONS Weapon Type - 120mm smooth bore Cannon Primary Purpose - Anti-Amour
Range: 15,840 or 3 miles
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round 3d4x10 M.D.C
Fission block round 4d6x10
FOR A Dual shot called rapid fire or double tap
H.E.A.T Round 2d6x10 M.D.C
A.P Round 2d4x10 M.D.C
FRAG Round blast radius 25ft 1d6x10 M.D.C
H.E.A.P Round 4d4x10 M.D.C
D.U round with H.E.A.P Round 4d6x10 M.D.C
Fission block round 8d6x10
Rate Of Fire – single shot or dual shot called rapid fire or double tap
Payload - 40 rounds each pick THREE type of ammo
Bonuses - +2 strike tank to A.I systems
Weapon Type (x3).50 cal machine gun (1, one above the main gun and two turret)
Primary Purpose - Anti-Infantry
Range – 6000 feet
Damage - 5d6 MDC each
Rate Of Fire - equal to gunners attacks
Payload - 2000 rounds
Bonuses - NA
Optional Mk 19 Automatic Grenade Launcher (replaces .50 cal mg on commander’s turret)
Purpose - anti-vehicle/infantry
Range - 3000 feet for direct fire, indirect fire 10,000 feet
Damage – 5d6 per grenade blast radius 15ft or 5d6x10 per 10 round burst, blast radius 12 feet
Rate of Fire - equal to gunners attacks
Ammo : 1000 grenades
Bonuses
The rest looks above for stats
Add for field systems 150 main shields, secondary systems 100
http://fc01.deviantart.net/fs70/f/2011/ ... 3a9xov.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... TANK&qo=42http://pixel3factory.deviantart.com/art ... TANK&qo=42Model build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=14http://th06.deviantart.net/fs70/PRE/f/2 ... 3b6scb.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
http://pixel3factory.deviantart.com/art ... 1376&qo=63http://th05.deviantart.net/fs70/PRE/f/2 ... 3a9z8j.pngModel build in 3d max 2010 and Mud-box 2011.
Textures and post-production in Photoshop CS5
M1A2 Abrams TUSK 2 Armour
A.R.M Tech was busy making new type of armored when war stared they had send first M.D.C generation battle tanks with the M1A4 Abrams w/TUSK .Over 75,000 were made or allies .In the Middle East these tank did the impossible with 350 M1A3 Abrams w/TUSK and 250 Merkava . Since 1980 Abrams was the main battle tank but was changed when the new tanks were being design call hammer MBT, fist medium battle tank, bolt missile vehicles, maiden APC -10, grey falcon attack jet, AC 29 castle bomber, Iron eagle attack helicopter, Puma class medium tank, Hussar APC, Iwo-jima class MIF, striker Attack Helicopter were all in blue print and were few prototype deign not ready for combat use yet( LOOK AT Rift mercenary book AND Rifts under the sea all M.D.C are half ). ARM TECH was already ahead of the game when the saber were begin to be dusted off. The world knew of the Abrams but were ready for the nasty surprise M.D.C amour. While many saw a cheap battle tank reduce to off the self market battle tank too many allies for no one was the wiser. This gave the edge in combat looks the same but everything was new under the hood and that where ARM TECH was doing setting the was for M.D.C age. The replacement would come by 2089, that means this tank will be used for 109 years and many other allies will have the new M.D.C package will still use it. It reduces in weight from 70 tons to less than 35 tons means it will be popular and cheaper .still it can do a lot of damage and it a proven war horse. It also loved by so many Americans that even the marines and army will have a hard time letting go. Still the new generation of tanks will be deadlier and better armed. The new M1A4 Abrams w/TUSK can to do tank to tank, artillery as well operations, and last even medium range ground to air attack or triple AAA. This allowed the tank to last even longer in combat plus new weapon systems and addition amour made it a true test bed for future weapon systems. Again A.R.M tech had to show how effective MDC can be in armored and MDC weapon systems to the world.
A little history about M1 Abrams is a third-generation main battle tank produced in the United States. It is named after General Creighton Abrams, former Army Chief of Staff and Commander of US military forces in Vietnam from 1968 to 1972. The M1 is a well armed, heavily armored, and highly mobile tank designed for modern armored ground warfare. Notable features of the tank include the use of a powerful gas turbine engine (fueled with JP8 jet fuel), the adoption of sophisticated composite armor, and separate ammunition storage in a blow-out compartment for crew safety. With a weight of close to 68 short tons (almost 62 metric tons), it is one of the heaviest main battle tanks currently in service.
The M1 Abrams entered U.S. service in 1980, replacing the M60 tank. It served for over a decade alongside the improved M60A3, which had entered service in 1978. The M1 remains the principal main battle tank of the United States Army and Marine Corps, and the armies of Egypt, Kuwait, Saudi Arabia, Australia, and in 2010 Iraq.
Three main versions of the M1 Abrams have been deployed, the M1, M1A1, M1A2, M1A3 M1A4, incorporating improved armament, protection and electronics. These improvements, as well as periodic upgrades to older tanks have allowed this long-serving vehicle to remain in front-line service. The M1A5 is currently under development by ARM TECH.
M.D.C Model Type - M1A8 Abrams w/TUSK This will be the US military main battle till the design mention earlier and be the bane for many who face it and will give the best stopping gap in the golden age. This the main battle tank fro the US military and not shared with no one.
http://upload.wikimedia.org/wikipedia/c ... MSS%29.jpg Vehicles Features All Robot Vehicles have the following features.
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
3. Combat Computer: Calculates, stores, and transmits data onto the head up display (H.U.D.) of the pilot's helmet. It is tied to the
targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. 30 mile range (48 km).
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of + 1 to strike when using long range weapons.
6. Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
8. Spotlights: Most will have at least one or two spotlights. Typical range is 600 feet (182 m).
9. Ejector seat: In case of an emergency, the pilot and crew can be instantly ejected (about 1000 feet) and parachute to safety.
10. Self-Destruct: A last resort measure to prevent one's robot from being captured by the enemy. The explosive damage is fairly self contained, destroying most of the internal systems with 2D6 x 10 M.D. However, it is very likely, 1-89% chance, that the nuclear
power system is spewing forth deadly levels of radiation!
11. Voice Actuated Locking System: The access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case
of system failure/override.
12. Complete environmental pilot and crew compartment: The compartment can usually seat 2 to 6 people and is reinforced to protect the people from mega-damage. It is air tight, pressurized and suitable
For use in all hostile environments, including under water (500 foot max. depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration, humidifier/ dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting to stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magicfires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor
Twelve hour oxygen supply.
1. Radar: 5 miles or 45 miles Weight add: 1 to 2 tons
2. Combat computer: add +2 strikes rail gun, +3 auto cannon ,+4 dodge when in flight at max, also add +3 attacks, -6 to dodge weight 1 ton
3. Laser targeting add +1 to all weapons systems
4. Radio standard 5 miles, or N.A.A.T/ US military only uses 30 miles Weight add: 1 to 2 tons
5. External audio pick up: same as robots
6. Spotlight range 1 mile hidden
7. Ejection systems: 1 ton add for crew
8. US military only ADD 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. US military only 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. A.I system looks below
14. Special reactive amour: able to reflect any beam or physical attack range weapons (no damage) 150 M.D.C or less to any location this applies to Force field as well. On the second hit is 150 M.D.C and third hit 145 M.D.C and the firth hit 140 and so
15. Anti-ballistic system: this systems is able to shot down either a ballistic round or rounds as well missiles/Rockets at range of 2 feet to 4000 feet .Perfect for urban combat and open range as well to jungle area as well .
Range: 4000 feet to as close as 2 feet
Damage: per round hit 6d6
R.O.F: 9 thanks to AI systems
Payload: beam unlimited
Note has a 98% to hit ratio but drops when fire upon four or more side at the same time each addition side is -10%
16. US military 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 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: 250 or 750
Weight add: 1 tons
18. US military only Individual Gunshot Detectors: detects any projectile and any beam attacks add +3 to dodge, +6 roll, +6 ,auto dodge +1 plus any other bonus !!!
19. Basic EVA systems (back up)
20. This is only tank that CAN (or use infantry) come with heavy combat armored, which is deign to protect and very comfortable as 7 heavy basic exo-suit, which has save the all the lives of the pilot, this was seen in the middle east wars and has made a well known and famous as well. the heavy combat armored has all feature plus small battery fro 2 weeks P.S add 10 , speed x3 , jump add 12 feet ,prowled -15% ,all weapons , any energy weapons payload time forty (x40), M.D.C location 150 main body , arms 50 , legs 60 , helmet 45 , Force filed 240 M.D.C , outside the mecha add + 1 to strike with any range weapons, and #19 for US military only
21. V.R systems able to see 180 degrees for crews
23. Special coms suite for 7 heavy basic exo-suit must be at least 1000n feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
Plus add on US military only Robot Intelligences are the more sophisticated robots and a bit beyond the current capabilities of the Coalition ( as well as US Military robots, Triax Industries and the rest of the world. In addition to the complexity of creating an artificial intelligence, the problems of practical application and prohibitive costs have encouraged most scientists to improve on the popular and efficient
robot accessory units (vehicles, power armor, etc.). Triax Industries is close, but cuirently only Cyberworks and the occasional alien from a dimensional rift have the capabilities
for creating robot intelligences. All of Cyberwork's/Archie's robots fall into the robot intelligence category because they are able to perform complex and varied tasks. Some, like the Shemarrian bots, are programmed with an elaborate sense of history and personality, including simulated human emotions. Most are also able to assess data, draw a conclusion and act on that conclusion within the parameters of their program. Unfortunately, if the data is insufficient or the conclusion is contrary to the program, the robot can not take action.
First generation ( civilian models ) robot Artificial intelligence: Automatically gets the general program
(non-military or military) and three skill programs of choice.
Equivalent I.Q. of 19.
Second generation( military model) robot Neural intelligence: Select four skill programs in addition to. the General Program. At levels three, seven, eleven and fifteen, the neural intelligence bot can also learn three new secondary skills; only I.Q. bonus applicable and all skills start at level one, base skill level. Only these secondary skills increase with experience. Equivalent I.Q. of 23 to 30 .
Skills
General Robot Skill Program : Includes radio basic, mathematics:
basic (98%), pilot automobile, land navigation, and speaks/understands (not read) American, Spanish, Euro, and Techno-can languages; all at 94%. Also programmed for common human slang, protocol and behavior. The bot can identify and use (to some extent) the thousands of everyday tools, appliances, weapons, armor, robots, and vehicles found in the human communities. The bot also recognizes 20,000 different
life forms, including humans and common D-Bees, mutants, animals and insects. Black .
Communications: Select five. All are at 94%. Black Market
Military (Demolitions): All, plus W.P. Heavy. All at 94%.
Pilot Related: All; at 94%.
Technical: Photography, computer operation, literacy in five languages. All at 94%. Black
Weapon Proficiencies: All energy and select four others heavy weapons
Expanded Memory: This increases the number of skill programs one can place into the bot. Artificial Intelligence: Add three (3) programs. Neural System: Add two (2) programs and two
Secondary skills at all appropriate levels. .
Increasing the robot I.Q. Attribute: Costs 50,000 credits per each I.Q. point beyond the basic system attribute. Thus, to increase an I.Q. of 12 to a I.Q. of 22 costs 500,000 credits. The maximum for small bots is I.Q. 20, medium, large and humanoids, I.Q. 28. Enjoys the usual I.Q. bonus.
main Probe five
Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (600 ft/91 m range) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 7000 ft . M.D.C. 10, size: About the size of a soccer ball (12inches). .
360 Degree turret [b][u] Segment with 89 degree angel
[b][u]Nuclear Nuclear energy is the most popular form of energy used in robots and high-tech machinery. The power system is surprisingly compact, clean, and has a long lifetime, even under constant use.
One Year: One million credits.
Two Year: Two million credits.
Five Year: 4.5 million credits.
Ten Year: 8 million credits.
Twenty Year: 15 million credits.
Super-Solar Engine Fossil fuel systems: 500 mile range replaces one ammo drum
Hybrid Fossil fuel systems : 1900 miles
Sensors and Optics Audio Basic Listening System: Stereo hearing capacity equal to the best human capabilities, and a narrow-band radio receiver enables the robot to hear/receive commercial radio (AM &
FM); Range: 5 miles (8 km). .
Advanced Audio System : Amplified stereo hearing; hears in the full decibel range, much like the cybernetic amplified hearing. Ultra-ear enables the bot to hear frequencies inaudible to the human ear, like 3 dog whistle. Wide-band radio receiver (not transmitter) enables the robot to listen to commercial radio stations, citizen band (C.B.), police bands and other radio transmission frequencies (Range: 50 miles/80 km with
a retractable antenna, half range without). And universal headjack.
Bonuses: + 1 to parry, + 2 to dodge, + 3 on initiative.
Note: The abilities of
the advanced audio system can be purchased individually and are identical to cybernetic systems, but cost 20% more.
Bug Detector: A small device that picks up radio signals from surveillance listening devices (bugs). Range: 50 feet (15 m).
Radar Signal Detector: A tiny radar receiver which will alert the robot with a silent alarm or pinging when he is being scanned by radar; 80% accuracy. Cost: 10,000 credits.
Wide Band Radio Receiver and Transmitter with directional capabilities. Range: 300 miles (482 km) with a retractable antenna (150 miles without the antenna). Cost: 50,000 credits.
Radio Signal Scrambler System is linked to the radio system to send and receive coded messages.
Audio Recorder: A audio disc recording system with external access. Contains 10,oo terabits of recordable disc time. Of course, the one inch discs can be used repeatedly.
Loudspeaker : Amplifies the robot's voice up to 90 decibels.
Single Voice Synthesizer: Provides the robot with a completely human sounding voice; very pleasant. Otherwise the voice is very mechanical sounding.
Modulating Voice Synthesizer and Sound Analysis Computer: Enables the robot to change the tone, base, pitch and frequency of his voice. The sound analysis computer is designed exclusively to listen, identify, remember, and analyze sounds. 100,000 different sounds are programmed into its memory, including gun shots by caliber, engines, and other sounds. It also has the capability to analyze, compare, match and remember 1,000,000 new sounds; 1 - 99% likelihood of identifying a person by voice pattern. Can imitate another person’s voice with 98% accuracy.
Inaudible Frequency Transmission: The robot can speak/transmit sound frequencies inaudible to the human ear, but audible to other robots, borgs with ultra-ear, and beings with superior hearing, such as mutant dogs. Cost: 150,000 credits.
Basic Optic System: A color sight system with an analysis computer for 3-D images; 20/20 vision. Cost: 50,000 credits.
Advanced Robot Optic System: Includes color vision, 3-D analysis, passive night sight, infrared, and ultraviolet sight. Range: 2000 ft (610m). to 5 miles
Note: Infrared vision emits a pencil-thin beam of infrared light, invisible to the human eye, but visible to another infrared system, to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about ten feet width (3 m).
Night Sight is a passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own.
Laser Targeting System: A thin beam of light is emitted from the eyes or forehead or the weapon itself. When the light beam hits its target, a computer locks an and registers the fire command. Bonus: + 1 to strike when using a distance weapon. Not applicable to hand to hand combat. Likewise, P.P. bonuses do not apply to long-range weapons. Range:
4000 feet (1200 m).
Targeting Sight and combat computer: A special system that superimposes cross hairs for more accurate targeting. The computer recognizes 1,000,000 enemy targets, including vehicles, robots, insignias, uniforms, and known monsters. An additional 2000 targets can be added to the memory. Bonus:+1 to strike. Range: equal to optic system; usually 2000 to 45,000 feet.
Telescopic Vision: Magnifies an image area like a gun's scopeor binoculars. Automatic, self-focusing. Range: 60,000 ft 20 feet (6 m) image area.
robot Thermo-Imager: An optical heat sensor that converts the infrared
radiation of warm objects into a visible image. This device allows the robot to see in the darkness, shadows, and through smoke. Range: 20000ft(610m).
External Video and Audio Surveillance System: A high-resolution
Video camera HD, often built into the eyes, but can be a separate system, relays images directly to the robot's optic scanners and these images can be recorded as a record of events. A video receiver and transmitter system enables the robot to receive video transmissions for viewing and/or recording. The images are recorded on a six hour, three inch, video disc that is slipped into a slot in the skull or chest. The disccan be ejected at will. Range: 40 miles (64 km).
Searchlight: Built hidden in tank A 90 degree arc up and down and 180 degree rotation is standard.
High-powered light beam used to illuminate an area like a flashlight or used as a beacon. Range: 9000 feet (91.5 m).can blind other vehicles or military vehicles to infantry by -9 to strike at range weapons blind targets and get -1d6 for strike
Sensors pilots and external Bio-Scan Medical Survey Unit: A computer system designed to monitor the life signs of pilots and external biological life forms. Sensors are built in the crew area .Monitors vital signs, such as respiration, blood pressure, brain waves, and body temperature. A computerized medical system tied into the Bio-Scan computer will indicate trauma to the brain and nervous system, blood loss, presence of drugs or other unnatural agent in the blood stream, and coma condition.
Motion Detector and Warning System: Registers vibrations in the air, indicating movement. A collision warning system will sound an internal alarm to warn of an impending collision/ impact. Range: 60 feet (18 m). Bonus: Adds +1 to initiative and +3 to parry and dodge.
Sensory Antenna: Registers vibrations in the air, indicating movement, as well as having touch and heat sensor. The antenna enables the bot to maneuver, even in total darkness,
by feeling his way around. Range: Touch, usually six to twelve feet (1.8 to 3.6 m). Bonus: Blindness penalties are half and adds +1 dodge. 5 M.D.C. per antenna. :
Micro-Radar: A small, but sophisticated radar system usually used in human and animal size robots. Can identify up to 30 targets and simultaneously track 10. Rate of travel, direction, and location are indicated. Range: One mile (back up)
Maxi-Radar: A much larger and sophisticated radar system, suitable for ground and air surveillance. Can identify up to 96 targets and simultaneously track 48. Range: 50 miles (80 km) and is able to detect a cruise missile-type target flying as low as 500 feet (153 m). Cost: 600,000. Ideal for giant and vehicular robot types. Remote Probe: An optics video probe with hover capabilities is concealed inside the robot or in a small shoulder or back launcher. The probe can be launched and remote controlled, following radio directions from the robot. The basic unit includes a video camera with telescopic lens (6000 ) that transmits everything it sees and hears to its master bot. Range of transmissions and control is 20000 ft (487 m). M.D.C. 10, size: About the size of a soccer ball (12 inches).
Pilots Any female cyber jack get a plus +1d4 to initiative plus a + 2 strike in combat , dodge ,+2 roll +2 parry , Male pilots get this at third level
Flare/Chaff Launchers (5) -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
R.O.F: one, any or all
Damage: None; similar to Triax-style chaff roll per each flares
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: 250 (X3) total 750
Weight add: 1 tons
Special coms suite for 7 heavy basic exo-suit must be at least 1000 feet and has link the following 1. , 2. , 3. , 4. , 11., 13., 14.note damage is 80 M.D.C THEN 75 AS SO ON , 15., 16., 19., 21., 22.note all same but skill 10%
V.R systems V.R systems able to see 360 degrees add +5 to roll, +29% to piloting
active camouflage systems armored changes color to match back ground add +15% to prowled , +30% at night time operations ,it must lose at least 80 % of M.D.C IN main body and have 65% for systems to failure , also while systems works all missiles by heat , motion ,radar and TV or hard line AKA TOW systems get ONLY +1 to hit , but standard sight by human eye under 1000 feet normal strike applies , all other targeting systems get -6 to hit add +6 to strike/initiative at range of more than 2000 feet
Class - Main Battle Tank
Crew – 2 ( thanks to A.I systems)or 1 4 ( thanks to A.I systems)to 4
M.D.C by Location
Main Body base 790 M.D.C but plus w/TUSK # 300 M.D.C for the front, sides, turret, under
Turret 300 plus w/TUSK # 300 M.D.C
120mm Cannon 120 M.D.C
Tracks (2 sets) 100 each
M.D.C .50 cal Machine Gun (3)
Loaders Gun Shield /turret (3)200 M.D.C but plus w/TUSK# 300 M.D.C
Commanders Turret 200 M.D.C but plus w/TUSK # 300 M.D.C
# is the first to get damage, but must take 75 MDC or less do no damage
Specifications
Weight 70 short tons
Length Gun forward: 32.04 ft
Hull length: 26.02 ft
Width 12 ft
Height 8 ft
All tank use this
WEAPONS
Weapon Type - 120mm smoothbore Cannon
Primary Purpose - Anti-Amour
Range: 15,840 or 3 miles indirect fire 10 miles 52800 feet
Damage all are single shot
H.E.A.T Round 1d6x10 M.D.C
A.P Round 1d4x10 M.D.C
FRAG Round blast radius 25ft 5d6 M.D.C
H.E.A.P Round 2d4x10 M.D.C
D.U round with H.E.A.P Round 3d4x10 M.D.C
Fission block round 4d6x10
all are smart rounds add +2 to strike
FOR A Dual shot called rapid fire or double tap
H.E.A.T Round 2d6x10 M.D.C
A.P Round 2d4x10 M.D.C
FRAG Round blast radius 25ft 1d6x10 M.D.C
H.E.A.P Round 4d4x10 M.D.C
D.U round with H.E.A.P Round 4d6x10 M.D.C
Fission block round 8d6x10
Rate Of Fire – single shot or dual shot called rapid fire or double tap
Payload - 40 rounds each pick THREE type of ammo
Bonuses - +2 strike tank to A.I systems
Weapon systems as above but can use the
four M.D.C machine gun and five grenade launcher systems
one machine gun next to the side of main gun ,three on top , five on turret ,three next to M.D.C machine gun and one side of the main turret
M.D.C machine gun range 3 miles
RG-14 Rapid Acceleration Electromagnetic Rail Gun (1): The Famous "Boom Gun" is a unique rail gun that can accelerate its Flechette style rounds to a speed of Mach 2 and actually creates a sonic boom when fired. The weapon is the most powerful Pre-Rifts weapon to survive the Time of Rifts and has not yet been successfully duplicated or seen as a worthwhile item for duplication (other comparable weapons exist without the detriments of a sonic boom and shock waves to be overcome). The blast is so powerful that without the automatic stabilization system, the tank would be thrown to the ground and knocked back 30 feet. However the weight the of tank weight 70 tons allow to carry the Famous "Boom Gun” with no pylon! That right A.R.M tech was able to test these weapon systems during the middle east wars and was the true terror .It was hard to tell what weapon systems being used until it open on a target ,many died in a flash not knowing what hit them.
Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Anti-Aircraft
Weight: Rail Gun: 867 lbs (390 kg).
Mega-Damage:
One Boom Gun Flechette round holds 200 slugs that inflict 3D6x 10 M.D.
Effects of the Sonic Boom: The tank is specially insulated from the shock waves of the Boom Gun, however, everybody within 200 feet will be temporarily deafened. Characters without any type of head/ear protection will be temporarily deafened for 2D4 minutes and are -8 on initiative and —3 to parry and dodge. Characters who are in protective body or power armor will have some protection, but are still temporarily deafened for 1D4 minutes; same penalties apply. Each sonic boom adds to the duration of the deafness. The sonic boom will also affect the physical surroundings by shaking buildings and shattering S.D.C. windows within 300 feet of the boom.
Rate of Fire: Equal to number of combined hand to hand attacks of the pilot and his power armor (usually 4-6, see Power Armor Training).
Bursts and sprays are not possible!
Maximum Effective Range: 11,000 feet (about two miles/3.2 km).
Payload: 300 rounds