Page 3 of 7

Re: can their be a smart gun in rift P.W?

Posted: Tue May 19, 2009 12:20 pm
by ZINO
Energy base weapons anti-amour smart weapons systems this is design as a common house hold weapon and the lightest anti-amour going for 65 pounds. Many troops love these weapons for this even when they energy base can counter easily and lastly you can fired two range weapons at the same time. Finally you can use melee weapons for close range and do a lot damage at close range.
Company Name: heavy energy weapon systems design (H.M) or (G.W.S),
Type: Beam technology
Primary purpose: anti tank, anti mecha
Secondary: anti Borg anti personal
MDC: 120
Length Feet 4 feet
Weight 65 lds (the light anti armour made)
Range standrd range 1 miles Gavr-tech exteneded range 2 miles
Damage varies pick 4
1. Laser 6d6x10
2. Variable laser (take 30 second to find frequey armour )5d6x10 MDC
3. Particle beam 5d4x10 MDC
4. Plasma beam 4d6x10 MDC
5. Plasma torch 6d6x10 MDC to a 30 feet radius
6. Ion beam 5d6x10 MDC
7. Electromagnetic blast or beam shut down a 900 MDC or less for 1d10+2 melees, beam a specific area for 1d20 melee (there is a 45% short out that area).
8. Microwave blast or beam as above but hit the crew inside as above but blast 6d6 SDC or 1d6x10+10 MDC beings , beam 2d4x10+10 at one target
9. X-ray laser ( space or vacum areas) 6d6x10
10. Heavy techno widzard lighting 2d6x10 PPE clip or drum
11. Curved beam pick # 1 ,2,3,4,6,8,9 only damage the same
12. Freeze ray 2d6x10 to beings SDC or MDC or cover an area 2d6x10MD
13. Radiation beam ( ban in many colonies and in CWW) direct hit 4d6x10 plus 25 radius 2d6x10 MDC/SD C beings leave contaminated area of 20 FEET plus does 6d6 if expose for 1d4 minutes radiation poison for 1d4 years
14. Energy base CADS Blade weapon pick # 1,2,3,4,6,9 (2d6x10 MDC)
15. Energy base CADS whip Cuvered beam pick # 1 ,2,3,4,6,8,9 (only 2d6x10 MDC)
16. Heavy MDC flame thrower 3d4x10+10 MDC
17. Scatter shot beams: 3d4x10 MDC each beam pick # 1 ,2,3,4,6,8,9 this is a shotgun energy base version and hit 1d4 targets in 25 feet radius with damage 6d6 MDC
18. Energy missiles fire in pick one 4,6,8, 5d6 MDC each beam type pick # 1 ,2,3,4,6,8,9
19. Stun beams 3d6x10+10 on beings SDC or MDC beings 2d6x10+10 , when SDC/MDC hit zero ,pick one daze or unconscious radius 25 feet
20. Solid-state laser (Similar to the intruders) 2d4x10 MDC
21. Flash light 2000 feet standard issues.
22. Second weapon systems: cannot be heavy weapons can be a sub machine gun, assault rifle, light rail gun, or light Grav- weapon systems. Payload and range are at half as back up systems.
R.O.F: Burst only
Payload: 120 burst box, 200 burst drum, belt 300 burst
Or can have a mini nuclear reactor(x2) payload 2000 brust for any enegry weapon but not plasma that still standard (fully rechare in 24 hours)
NOTE: all aim take two (2) attacks Energy missiles /curved beam -6 to all type of dodge/roll/parry, -3 after familiar with beam horror factor 12, horror factor 9 after familiar with tech systems.
This advance N.I, for better targeting and better aim and very costly ( but worth it) doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.
1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight range 1d4 miles
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborg/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborg/super natural 20 or higher only or super hero PS 15
13) Can add a secondary weapon can be a melee add 3d6 MDC or range weapons but all range at half range /payload
14 ) Grav-tech only can over y itself at a speed of 100 MPH ( 100 feet max)or walk in for legs any angle ( speed 20 MPH , climbing/rapping 98% ) cable 1500 feet (X7) max weight 2 tons

Re: can their be a smart gun in rift P.W?

Posted: Thu May 21, 2009 1:06 am
by Aramanthus
They both look pretty cool. I have yet to try them. Soon enough.

Re: can their be a smart gun in rift P.W?

Posted: Thu May 21, 2009 9:42 am
by ZINO
NEXT SMART WEAPONS ARE
1) over and under smart shot gun
2) and OMG a techno wizard smart gun !!!!!! it here !!!!!!!

Re: can their be a smart gun in rift P.W?

Posted: Thu May 21, 2009 7:53 pm
by ZINO
well what do you think?
These weapons are the hall mark fot the foot solider , they are desgin to give maxsium damge and stoping power .there been reports of troops stop the TGE empire troops to a stop in urban warfare .this is still the most deadly form of combat where piont blank range negates the most advaced troops ,still have a smart weapon shot over and under adds a terror to standard troops know they going for a verynhard fight .late the weapon is design to help the foot sloider .this weapon helps in clearing a room , force entering ,and a shock weapon . finally the under wepoan that is used constantly the beam weapon ther are so many type of enegry base wapons for solider can choose and if the enemy is resistant to energy weapons, they can fall back to ballsitic shot gun wheter is black poder, rail gun or grav –tech making one of the most love weapon againt TGE and demons form the minons wars.finail the use of tech wizard weapon been add is a very sacry thuoth for enemy troops
Company Name D.IC.E, (G.W.S), S.G or S.R.G or (H.M)
Type: smart shot gun weapon systems
Type tech :pick one black powder , rail gun tech , grav-tech
Primary purpose:
• Secondary:

MDC: 45
Length 29 inches
Weight empty 15 lds full loaded 25 lds
Range varies
o black powder 80 feet
o rail gun tech 100 feet
o grav-tech 120 feet
o beam any type 1000 feet
Damage varies look below shot gun
o Fletched Rounds 5d4 MDC blast radius 5 feet
o H.E Rounds 5d6 MDC blast radius 5 feet
o H.E.A.T Rounds 1d4x10 MDC blast radius 5 feet
o D.U.R Flettette 1d6x10 MDC Rounds blast radius 5 feet
o D.U.R H.E Rounds 2d4x10 MDC blast radius 5 feet
o D.U.R H.E.A.T Rounds 2d6x10 MDC blast radius 5 feet
o D.U.C.R ( MK II) Rounds 3d4x10+12 MDC blast radius 5 feet
o On a single shots hit 1d4 targets ,burst shots 2d4 target each round fired
o Beam weapon pick one under barrel
o Laser 5d6 MDC
o Variable laser (take 30 second to find frequey armour )5d6 MDC
o Particle beam 1d4x10MDC
o Plasma beam 1d6x10MDC
o Plasma torch 5d6MDC to a 30 feet radius
o Ion beam 5d6 MDC
o Electromagnetic blast or beam shut down a 800 MDC or less for 1d10+2 melees, beam a specific area for 1d20 melee (there is a 45% short out that area).
o Microwave blast or beam as above but hit the crew inside as above but blast 6d6 SDC or 1d6x10+10 MDC beings , beam 2d4x10+10 at one target
o X-ray laser ( space or vacum areas only ) 2d4x10 MDC
o Heavy techno widzard lighting 2d6x10 MDC
o Curved beam pick # 1 ,2,3,4,6,8,9 only damage the same
o Freeze ray 2d6x10 to beings SDC or MDC or cover an area 2d6x10 equal feet in feet
o Radiation beam ( ban in many colonies and in CWW) direct hit 4d6x10 plus 25 radius 2d6x10 MDC/SD C beings leave contaminated area of 20 FEET plus does 6d6 if expose for 1d4 minutes radiation poison for 1d4 years for demos x 2 damges
o Energy base CADS Blade weapon pick # 1,2,3,4,6,9 (2d6x10 MDC)
o Energy base CADS whip Cuvered beam pick # 1 ,2,3,4,6,8,9 (only 2d6x10 MDC)
o Heavy MDC flame thrower 5d4 MDC
o Scatter shot beams: 3d10 MDC each beam pick # 1 ,2,3,4,6,8,9 this is a shotgun energy base version and hit 1d4 targets in 25 feet radius with damage 5d8 MDC
o Energy missiles fire in pick one 4,6,8, 5d6 MDC each beam type pick # 1 ,2,3,4,6,8,9
o Stun beams 2d4x10+10 on beings SDC or MDC beings, when SDC/MDC hit zero ,pick one daze or unconscious radius 25 feet
o Solid-state laser (Similar to the intruders) 2d4x10 MD
ROF: automatic reload systems single shot or dual shots ( short brust two rounds),a long brust four rounds Beam sigle blast only
Payload: inter chamber 10 shots and standard clip 10 .long clip 20 drum 120 Rounds Beam 200 blast
NOTE: all aim take two (2) attacks Energy missiles /curved beam -6 to all type of dodge/roll/parry, -3 after familiar with beam horror factor 12, horror factor 9 after familiar with tech systems.the shot gun damages have a shock or horror factor for troops/ lesser demons 12 ,major demon 10
Features :This advance N.I, for better targeting and better aim and very costly ( but worth it) doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.
1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight range 1d4 miles
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborg/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborg/super natural 20 or higher only or super hero PS 15
13) Can add a secondary weapon can be a melee add 3d6 MDC or range weapons but all range at half range /payload
14 ) Grav-tech only can over fly itself at a speed of 100 MPH ( 100 feet max)or walk in for legs any angle ( speed 20 MPH , climbing/rapping 98% ) cable 1500 feet (X7) max lift capacity weight 2 tons

Re: can their be a smart gun in rift P.W?

Posted: Thu May 21, 2009 8:06 pm
by ZINO
This has come out in time to be used in the minion wars or against demons and against TGE.it has been around 200 years but never been outside in the market and are been used only with CWW frontier world where ther amjor battle giong on .this has caught off guard the demon legion and the TGE especially the invisibale gruard all roll on horror factor when they are dying by the use of both magic ,psionic and technology weapons all roll into one( 13 or higher when familiar 10 or better no bonus straight rolls) .rumor are that there are more of these weapons but are heavy weapons still they have again proven that smart weapons help the foot solider in combat but not replay them whether it a common slider , cyborg to man size power armorer . This is another god sen gift in the nick of time to help the CWW.

Company Name D.IC.E, (G.W.S), S.G or S.R.G or (H.M)
Type tech techno –wizard smart weapon
Primary purpose: anti magic
Secondary:anti personal
• MDC:120
Length Feet 4
Weight 20 empty 41
• Range:varies
Damage varies look below standard design is 5 level, maxsium level 10
o Ice blast shot gun rifts ultimate page 137 on TW weapons pick one
o Light bladed rifts ultimate page 137 on TW weapons
o TK- Machine gun rifts ultimate page 137 on TW weapons
o TK- sniper rifle rifts ultimate page 138 on TW weapons
o TK- sub machine gun rifts ultimate page 138 on TW weapons
o StarFire Pulse Cannon
o Dual barrel StarFire Pulse Cannon
o Dual barrel Ice blast shot gun rifts ultimate page 137 on TW weapons
o Dual Light bladed rifts ultimate page 137 on TW weapons
o Dual TK- Machine gun rifts ultimate page 138 on TW weapons
o Dual TK- sniper rifle rifts ultimate page 138 on TW weapons
o Payload look below
o Other magic range weapon can be add look below in part three ( 3)
Pick one tech
1) Beam weapon picks one under barrel Beam single blast only can fire both at the sametime
o Laser 5d6 MDC
o Variable laser (take 30 second to find frequey armour )5d6 MDC
o Particle beam 1d4x10MDC
o Plasma beam 1d6x10MDC
o Plasma torch 5d6MDC to a 30 feet radius
o Ion beam 5d6 MDC
o Electromagnetic blast or beam shut down a 800 MDC or less for 1d10+2 melees, beam a specific area for 1d20 melee (there is a 45% short out that area).
o Microwave blast or beam as above but hit the crew inside as above but blast 6d6 SDC or 1d6x10+10 MDC beings , beam 2d4x10+10 at one target ARMOUR MUST BE UNDER 150 MDC
o X-ray laser ( space or vacum areas only ) 2d4x10 MDC
o Curved beam pick # 1 ,2,3,4,6,8,9 only damage the same
o Freeze ray 2d6x10 to beings SDC or MDC or cover an area 2d6x10 equal feet in feet
o Radiation beam ( ban in many colonies and in CWW) direct hit 4d6x10 plus 25 radius 2d6x10 MDC/SD C beings leave contaminated area of 20 FEET plus does 6d6 if expose for 1d4 minutes radiation poison for 1d4 years for demos x 2 damges
o Energy base CADS Blade weapon pick # 1,2,3,4,6,9 (2d6x10 MDC)
o Energy base CADS whip Cuvered beam pick # 1 ,2,3,4,6,8,9 (only 2d6x10 MDC)
o Heavy MDC flame thrower 5d4 MDC
o Scatter shot beams: 3d10 MDC each beam pick # 1 ,2,3,4,6,8,9 this is a shotgun energy base version and hit 1d4 targets in 25 feet radius with damage 5d8 MDC
o Energy missiles fire in pick one 4,6,8, 5d6 MDC each beam type pick # 1 ,2,3,4,6,8,9
o Stun beams 2d4x10+10 on beings SDC or MDC beings, when SDC/MDC hit zero ,pick one daze or unconscious radius 25 feet
o Solid-state laser (Similar to the intruders) 2d4x10 MD
o Payload 120 blast in one clip
2)shot gun pick type of technology: black poder tech, rail gun tech or garv-tech
o Fletched Rounds 5d4 MDC blast radius 5 feet
o H.E Rounds 5d6 MDC blast radius 5 feet
o H.E.A.T Rounds 1d4x10 MDC blast radius 5 feet
o D.U.R Fletched 1d6x10 MDC Rounds blast radius 5 feet
o D.U.R H.E Rounds 2d4x10 MDC blast radius 5 feet
o D.U.R H.E.A.T Rounds 2d6x10 MDC blast radius 5 feet
o D.U.C.R ( MK II) Rounds 3d4x10+12 MDC blast radius 5 feet
o On a single shots hit 1d4 targets ,burst shots 2d4 target each round fired
o R.O.F: automatic reload systems single shot or dual shots (short brust two rounds), a long brust four rounds
o Payload : 10 internal chamber and 26 clip total 36
3) Type light rail gun or standard assault rifle type only MDC 35
o R.O.F : aim , short burst or medium burst
o Damage : 2d6 aim to 3d6 aim only , short burst 1d4 x10 or medium burst 1d6x10 max MDC
o payload: light clip 20 burst only, (standard P.S) 40 medium burst, (for high PS 13 +) drum (for cyborg/Mecha /power amour only or super hero or supernatural PS 10 +), 80 medium burst, belt feed only (for cyborg only or super hero or supernatural PS 10 +) 200 medium burst No long burst or full melees if done there 45% jam and 65% explosion take each round and time x10 to user!!!!!!
o Range : varies from 1000 feet to 2 miles
o Weight total 40 lds rail gun only
o Note : strike Aim add 1 to 4 ( 1d4)
o Burst add +1, No accidental fire or friendly fire, penalty very loud can be heard in burst fire only up 100 feet for rail gun , for standard rifle 20 feet radius .
Can have up two additional weapon like any energy/ballistic base weapon and blade or grenade type SDC or MDC
4) AN M.D.C heavy assault rifle or light machine gun MDC 45
Some see it as a light heavy weapon to light MD machine gun
o R.O.F : aim one shot , 3 shots short burst or 6 shots medium burst , 9 shot full auto , full melee 12 shots , all sniper rifle aim or shots short burst only
range : varies from 1000 feet to 2500 feet max , sniper rifle 4000 feet
o Damage :1d4 aim ,short burst 3d4 or medium burst 4d6 , full auto burst 1d4x10 MD only
standard H.E.A.T. rounds 2d4 aim, short burst 4d6 or medium burst 1d4x10, full melee burst 2d4x10 MD only all sniper rifles do have damage DU rounds!!!!
o Payload : clip 12 round clip small , clip 24 round clip standard, long clip 36 , drum ( SAW like ) 99 rounds , belt style 240 rounds
o note : strike Aim add +1d6 Burst add +2, No accidental fire or friendly fire can have up two additional weapon like any energy/ballistic base weapon and blade or grenade type SDC or MDC
5) Type light rail gun or standard assault rifle type only MDC 35
o R.O.F : aim , short burst or medium burst
o Damage : 2d6 aim to 3d6 aim only , short burst 1d4 x10 or medium burst 1d6x10 max MDC
o payload: light clip 20 burst only, (standard P.S) 40 medium burst, (for high PS 13 +) drum (for cyborg/Mecha /power amour only or super hero or supernatural PS 10 +), 80 medium burst, belt feed only (for cyborg only or super hero or supernatural PS 10 +) 200 medium burst No long burst or full melees if done there 45% jam and 65% explosion take each round and time x10 to user!!!!!!
o range : varies from 1000 feet to 2 miles
o weight total 40 lds rail gun only
o note : strike Aim add 1 to 4 ( 1d4) Burst add +1, No accidental fire or friendly fire, penalty very loud can be heard in burst fire only up 100 feet for rail gun , for standard rifle 20 feet radius .Can have up two additional weapon like any energy/ballistic base weapon and blade or grenade type SDC or MDC

Payload techno wizard weapons use a 100 PPE battery clip and can be change as a clip , can have 1d4+1 (2 in standrad to 5 max clip look part of the weapon 200 to 500 PPE and can use spell caster oen PPE if need ) varies ith type of weapons sytems
NOTE: all aim take two (2) attacks Energy missiles /curved beam -6 to all type of dodge/roll/parry, -3 after familiar with beam horror factor 12, horror factor 9 after familiar with tech systems.
Features :This advance N.I, for better targeting and better aim and very costly ( but worth it) doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.
1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight range 1d4 miles
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborg/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborg/super natural 20 or higher only or super hero PS 15
13) Can add a secondary weapon can be a melee add 3d6 MDC or range weapons but all range at half range /payload
14 ) Grav-tech only can over fly itself at a speed of 100 MPH ( 100 feet max)or walk in for legs any angle ( speed 20 MPH , climbing/rapping 98% ) cable 1500 feet (X7) max lift capacity weight 2 tons
15) All have the following at 5 level standard systems (elites are 10 level)
• Magic communications rifts ultimate page 135 on TW devices
• Magic optics systems rifts ultimate page 136 on TW devices
• Magic portable generator rifts ultimate page 136 on TW devices
• Psionic mind shield

well what do you think?




note light or medium weapons can have can have two ,heavy weapon only one of the same type .


additional part one
Addition techno wizard features can be added can only have 4 tops
Device page 332 all on smart weapons are common on TW Vehicular features
1. Breathe without air (pages 334 for 1 to 13)
2. Chameleon cloaking
3. Cleaning systems
4. Deicer
5. Energy disruptor mechanism
6. Float systems
7. Impervious to energy
8. Impervious to fire
9. Ley lines boosters
10. Mystic alarms
11. Protective cloaking systems
12. Sound cloaking systems
13. Super-stealth mode



this is part two(2)
Defensive features pages 336 for 1 to 4
1. Circle of protection
2. Circle of protection
3. Force filed
4. Enhanced speed and maneuverability



Techno – wizard weapons pick 1 to 4 heavy, light weapons medium or light includes as dual weapons
Federation of magic
Rules on Page 112 apply
Commons heavy weapons weight reduce to 75%
1. Tw jammer (light ) page 114
2. Tw sheilds pistol (light) page 114
3. Tw disruptuers ( medium) page 114
4. Tw nova rifle ( medium) page 114
5. Tw firebrust (light) page 115
6. Tw force connon (heavy) page 115
7. Tw storme rifle ( medium) page 116
8. Tw sonic rifle ( medium) page 116
9. Starfire pulse caonnon ( heavy ) page 117
10. Dragon flamethower ( heavy ) page 117
11. Flash freeze grenades ( medium ) page 117
12. Fire bomb grenades ( medium ) page 117
13. Shockstrom ( heavy ) page 117
14. Draining blades/ bayonet ( heavy ) page 119
Other weapons they are optional but are very commom page 336
1. Fire launcher ( light ) page
2. Lighting blaster ( light ) page
3. Partical beam cannon ( light ) page
4. Tk mini gun ( light ) page
5. Super laser cannon ( light ) page
6. Combat tentacles ( light ) page




Book of magic
1. Techno – wizard chainsaw ( heavy ) page 322
2. TW hellfire shotgun ( heavy ) page pages 325
3. Tw plasma rifle ( light ) page 325
4. Tw rockets rifle ( the most wanted and it is heavy) ( heavy ) page 327
5. Tw star rifle ( heavy ) page 327
6. Tw shard rifle ( heavy ) page 327
7. Tw rifle ( light ) ( heavy ) page 327
8. Tw light machine gun ( heavy ) page 327
9. Tw 80 Heavy machine gun ( heavy ) page 327
TW pryoteachics
• Flamethrower ( heavy ) page 328
• Flamethrower ( light ) page 328
• Flares globe of day ( light ) page 328
• Flares animals repellent ( light ) page 328
• Flares storm ( light ) page 328
10. Goblin bombs varies look page 328 to 329
11. Grenades firebomds ( heavy ) page 329
12. Grenades vampire chaser ( heavy ) page 32


Re: can their be a smart gun in rift P.W?

Posted: Fri May 22, 2009 1:42 am
by Aramanthus
They both look pretty good. Only one small little thing you should probably do. Make sure that the periods and commas are at the end of the previous sentence and not the beginning of the next one.

Re: can their be a smart gun in rift P.W?

Posted: Sun May 24, 2009 2:49 pm
by ZINO
Aramanthus wrote:They both look pretty good. Only one small little thing you should probably do. Make sure that the periods and commas are at the end of the previous sentence and not the beginning of the next one.



hey Aramanthus take a look at the new addition 1 ,2 and 3

Re: can their be a smart gun in rift P.W?

Posted: Sun May 24, 2009 10:10 pm
by ZINO
OH no it!!!! can not be a heavy magical smart weapon fal............
last words of demon commander in some frontier wold in CCW

Company Name the heavy goblin smart weapons

This the terror weapon in the minion wars and any who is afraid of magic .the rumors were right about this weapon deadly at point blank range to long range well round for non-magic user and well for magic user . But both must be careful it can be destroy and use PPE like crazy. Extremely light weight that can be used almost by anyone. The most wanted weapon and able to fire, ice and rail gun standard or D.U.R rounds at the same time and lastly has optional weapon for the systems that can be light to heavy. it a terror for low to medium rank in any demon legion 15 on horror factor and has a 12 to roll for high rank demons , but a 16 roll for normal mortals this applies for the next 24 hours then follow the rule down below. Lastly this weapon seem to be found were the minion war are run hot in the frontier worlds and lastly in TGE (it has reach in rebel world like wild .fire). This is very scary for both demons and TGE . Because these are smart weapon none have been capture and fear use left on their own take out the heaviest magical being or MDC teach they find first.

Type tech all three company
Primary purpose: anti demons
• Secondary: anti technology
MDC:250
Length 5 feet
Weight empty 10 pounds (magical weight reduction) fully loaded 50!!!
Range varies look below

• [b]Damage varies first weapons systems [/b]

1) dual Gatling barrel rapid fire magical

2) damages look below pick two
Grenades firebombs ( heavy ) page 329 Book of magic
Flash freeze grenades ( medium ) page 117 Federation of magic
Goblin bombs varies look page 328 to 329 Book of magic
3) ROF: single shot , short burst 10 ,heavy burst both at the sometime 10 for each barrel (or 20) heavy short burst , for a long burst 20 or heavy burst 40 long burst ( that 80 both barrel firing at the same time )
4) Range 3000 feet for both
5) Payload for each has a lager drum 250 each total 500 grenades

1) Tw rockets rifle ( times 2) ( heavy ) page 327 Book of magic

• Rest standard ( the most wanted and it is heavy) on sided of each Gatling gun
1)pick one Heavy rail gun /(or) grav gun optional add weight 45 pounds due to magic small under barrel
Damage : 2d6x10 DUR 3d6x10 standard
ROF : burst only
Range : 2500 feet
Payload : rum clip 200 burst
1. Pick one the following from the Book of magic

TW pyrotechnics

Flamethrower ( heavy ) page 328
Flamethrower ( light ) page 328
Flares globe of day ( light ) page 328
Flares animals repellent ( light ) page 328
Flares storm ( light ) page 328
Techno – wizard chainsaw ( heavy ) page 322 very common used
Federation of magic Draining blades/ bayonet ( heavy ) page 119 second most common used
R.O.F: as per weapons
Payload: note 6 P.P.E clips total of 100 per clip and can add magic user as well , PPE clip can be change as a regular clip as need
NOTE: all aim take two (2) attacks as per Energy missiles /curved beam -6 to all type of dodge/roll/parry, -3 after familiar with beam horror factor 12, horror factor 9 after familiar with tech systems.
Features :This advance N.I, for better targeting and better aim and very costly ( but worth it) doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.

1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight range 1d4 miles
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborg/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborgs/super natural 10 or higher only or super hero PS 15
14) Grav-tech only can over fly itself at a speed of 100 MPH ( 100 feet max)or walk in for legs any angle ( speed 20 MPH , climbing/rapping 98% ) cable 1500 feet (X7) max lift capacity weight 2 tons
14) Magic features: All have the following at 5 level standard systems (elites are 10 level)
• Magic communications rifts ultimate page 135 on TW devices
• Magic optics systems rifts ultimate page 136 on TW devices
• Magic portable generator rifts ultimate page 136 on TW devices
Book of magic
Addition techno wizard features can be added
Device page 332 all on smart weapons are common TW Vehicular features pick 4
• Breathe without air (pages 334)
• Chameleon cloaking
• Cleaning systems
• Deicer
• Energy disrupter mechanism
• Float systems
• Impervious to energy
• Impervious to fire
• Ley lines boosters
• Mystic alarms
• Protective cloaking systems
• Sound cloaking systems
• Super-stealth mode
Defensive features pages 336 standard pick 3(but not 1 and 2)
• Circle of protection simple
• Circle of protection major
• Force field
• Enhanced speed and maneuverability
• Other


well what do you think tried it and well came very handy

Re: can their be a smart gun in rift P.W?

Posted: Wed May 27, 2009 11:49 am
by ZINO
Olaris wrote:ok looks ok for now (short on time got to get online in work) will take a look later when i have more time, thanks for the link, damage looks a little high though, further, nice idea about the ai target support system, some quick ideas for ya just of the top of my head... weapon strikes as an 18 or user can "operate" at +5 (like a smart missile) and due to the ai support system helping aquire more targets you can shoot one more target per melee with it if you use the gun for the entire round. shooting bursts will not give the +5 - just + 2 but will hit with 50% more ammo? (and no extra attack as the ai has its "hands" bzy controling the gun, how is that? quick and simple or should i say smart! :?


wow I love your ideas i am giong to fix when i can and which one you like the most and didnt like what Would done diffrent or better post it man

Re: can their be a smart gun in rift P.W?

Posted: Thu May 28, 2009 3:52 am
by Aramanthus
Nice Additions! I skimmed them over and they look pretty good. Please keep them coming!

Re: can their be a smart gun in rift P.W?

Posted: Thu May 28, 2009 7:27 pm
by ZINO
Aramanthus wrote:Nice Additions! I skimmed them over and they look pretty good. Please keep them coming!

i will be waiting :)

Re: can their be a smart gun in rift P.W?

Posted: Thu May 28, 2009 7:28 pm
by ZINO
Olaris wrote:wow I love your ideas i am giong to fix when i can and which one you like the most and didnt like what Would done diffrent or better post it man

ok, first, try not to get to over complicated, keep it simple good sniper weapons are simple tools that are "pure" and simple.

second, this indirect fire idea, good but i dont think you should stack gyrojet style rounds with indirect fire, when the fuel goes they will not be so well ballanced and the speed will drop expanentialy the upshot is a fast (but not fast enough) peace of danger (danger because you can not predict where it is going to deviate to) and if it fires indirect using the "rocket" system, you are moving from a sniper rifle to a rocket launcher. :?

second, the idea behind the indirect fire for the grav gun is good (just make sure you have no sats in orbit lol) but the damage should be reduced, however your opponents may not be able to pin you down, where that come from? ....dont know, up there? where::: lol
simple ideas are the best, i try to work with the sort of thing offerd by the game so far and create some sniper rules, got loads still need to play test the ones i think are the best, but got no group yet so cant test em :|
[/quote]

thanks man i will be waiting if you have some ideas post them here too ;)

Re: can their be a smart gun in rift P.W?

Posted: Fri May 29, 2009 1:47 am
by Aramanthus
:::Looking around::: Nothing new? Dang! I was hoping since you had 24 hours since I last posted that you'd post something new. :wink:


Really, I'm looking forward to new material when you come up with it.

Re: can their be a smart gun in rift P.W?

Posted: Tue Jun 02, 2009 12:17 pm
by ZINO
This has come out in time to be used in the minions wars or against demons and against T.G.E. it has been around 200 years but never been outside in the market and are been used only with CWW frontier world where there are major battle going on .this has caught off guard the demon legion and the TGE especially the invisible guard all roll on horror factor when they are dying by the use of both magic ,psionic and technology weapons all roll into one( 13 or higher when familiar 10 or better no bonus straight rolls) .rumor has that there are more of these magic /tech weapons that are heavy weapons have been proven right that smart weapons help the foot solider in combat but not replace them whether it a common solider , cyborg to man size power armor . This is another god send gift in the nick of time to help the CWW.

Company Name D.IC.E, (G.W.S), S.G or S.R.G or (H.M)
type heavy rifle
length 4 feet 11 inches
height 14 inches
Type tech techno –wizard smart weapon
• Primary purpose: anti magic
• Secondary: anti personal
• MDC:120
• Length Feet 4
• Weight Fully loaded 50 lds empty 20 lds
• Range: varies
Damage varies look below standard design is 5 level, maximum level 10
o Ice blast shot gun rifts ultimate page 137 on TW weapons pick one
o Light bladed rifts ultimate page 137 on TW weapons
o TK- Machine gun rifts ultimate page 137 on TW weapons
o TK- sniper rifle rifts ultimate page 138 on TW weapons
o TK- sub machine gun rifts ultimate page 138 on TW weapons
o StarFire Pulse Cannon
o Dual barrel StarFire Pulse Cannon
o Dual barrel Ice blast shot gun rifts ultimate page 137 on TW weapons
o Dual Light bladed rifts ultimate page 137 on TW weapons
o Dual TK- Machine gun rifts ultimate page 138 on TW weapons
o Dual TK- sniper rifle rifts ultimate page 138 on TW weapons
o Payload look below
o Other magic range weapon can be add
OR

Type tech smart magic rocket systems (look at PW book)
• Primary purpose: anti demon
• Secondary: anti tech
• MDC:125
• Length Feet 6 feet fully extended ( 4 feet )
• Weight 45 pounds empty 15 pounds ( magical abilities )
• Range: unlimited range
• Damage varies
• R.O.F:
• Payload
NOTE: all aim take two (2) attacks -6 to all type of dodge/roll/parry, -3 after familiar with beam horror factor 12, horror factor 9 after familiar with tech systems.

Pick one tech number 1 to 5 note REDUCE MDC BY HALF
1) Beam weapon picks one under barrel Beam single blast only can fire both at the sametime
o Laser 5d6 MDC
o Variable laser (take 30 second to find frequey armour )5d6 MDC
o Particle beam 1d4x10MDC
o Plasma beam 1d6x10MDC
o Plasma torch 5d6MDC to a 30 feet radius
o Ion beam 5d6 MDC
o Electromagnetic blast or beam shut down a 800 MDC or less for 1d10+2 melees, beam a specific area for 1d20 melee (there is a 45% short out that area).
o Microwave blast or beam as above but hit the crew inside as above but blast 6d6 SDC or 1d6x10+10 MDC beings , beam 2d4x10+10 at one target ARMOUR MUST BE UNDER 150 MDC
o X-ray laser ( space or vacum areas only ) 2d4x10 MDC
o Curved beam pick # 1 ,2,3,4,6,8,9 only damage the same
o Freeze ray 2d6x10 to beings SDC or MDC or cover an area 2d6x10 equal feet in feet
o Radiation beam ( ban in many colonies and in CWW) direct hit 4d6x10 plus 25 radius 2d6x10 MDC/SD C beings leave contaminated area of 20 FEET plus does 6d6 if expose for 1d4 minutes radiation poison for 1d4 years for demos x 2 damges
o Energy base CADS Blade weapon pick # 1,2,3,4,6,9 (2d6x10 MDC)
o Energy base CADS whip Cuvered beam pick # 1 ,2,3,4,6,8,9 (only 2d6x10 MDC)
o Heavy MDC flame thrower 5d4 MDC
o Scatter shot beams: 3d10 MDC each beam pick # 1 ,2,3,4,6,8,9 this is a shotgun energy base version and hit 1d4 targets in 25 feet radius with damage 5d8 MDC
o Energy missiles fire in pick one 4,6,8, 5d6 MDC each beam type pick # 1 ,2,3,4,6,8,9
o Stun beams 2d4x10+10 on beings SDC or MDC beings, when SDC/MDC hit zero ,pick one daze or unconscious radius 25 feet
o Solid-state laser (Similar to the intruders) 2d4x10 MD
o Payload 120 blast in one clip
2) Varies look below shot gun pick type of technology: black poder tech, rail gun tech or garv-tech
o Fletched Rounds 5d4 MDC blast radius 5 feet
o H.E Rounds 5d6 MDC blast radius 5 feet
o H.E.A.T Rounds 1d4x10 MDC blast radius 5 feet
o D.U.R Fletched 1d6x10 MDC Rounds blast radius 5 feet
o D.U.R H.E Rounds 2d4x10 MDC blast radius 5 feet
o D.U.R H.E.A.T Rounds 2d6x10 MDC blast radius 5 feet
o D.U.C.R ( MK II) Rounds 3d4x10+12 MDC blast radius 5 feet
o On a single shots hit 1d4 targets ,burst shots 2d4 target each round fired
o R.O.F: automatic reload systems single shot or dual shots (short brust two rounds), a long burst four rounds
o Payload : 10 internal chamber and 26 clip total 36
3) Type light rail gun or standard assault rifle type only MDC 35
o R.O.F : aim , short burst or medium burst
o Damage : 2d6 aim to 3d6 aim only , short burst 1d4 x10 or medium burst 1d6x10 max MDC
o payload: light clip 20 burst only, (standard P.S) 40 medium burst, (for high PS 13 +) drum (for cyborg/Mecha /power amour only or super hero or supernatural PS 10 +), 80 medium burst, belt feed only (for cyborg only or super hero or supernatural PS 10 +) 200 medium burst No long burst or full melees if done there 45% jam and 65% explosion take each round and time x10 to user!!!!!!
o Range : varies from 1000 feet to 2 miles
o Weight total 40 lds rail gun only
o Note : strike Aim add 1 to 4 ( 1d4)
o Burst add +1, No accidental fire or friendly fire, penalty very loud can be heard in burst fire only up 100 feet for rail gun , for standard rifle 20 feet radius .
Can have up two additional weapon like any energy/ballistic base weapon and blade or grenade type SDC or MDC
4) AN M.D.C heavy assault rifle or light machine gun MDC 45
Some see it as a light heavy weapon to light MD machine gun
o R.O.F : aim one shot , 3 shots short burst or 6 shots medium burst , 9 shot full auto , full melee 12 shots , all sniper rifle aim or shots short burst only
range : varies from 1000 feet to 2500 feet max , sniper rifle 4000 feet
o Damage :1d4 aim ,short burst 3d4 or medium burst 4d6 , full auto burst 1d4x10 MD only
standard H.E.A.T. rounds 2d4 aim, short burst 4d6 or medium burst 1d4x10, full melee burst 2d4x10 MD only all sniper rifles do have damage DU rounds!!!!
o Payload : clip 12 round clip small , clip 24 round clip standard, long clip 36 , drum ( SAW like ) 99 rounds , belt style 240 rounds
o note : strike Aim add +1d6 Burst add +2, No accidental fire or friendly fire can have up two additional weapon like any energy/ballistic base weapon and blade or grenade type SDC or MDC
5) Type light rail gun or standard assault rifle type only MDC 35
o R.O.F : aim , short burst or medium burst
o Damage : 2d6 aim to 3d6 aim only , short burst 1d4 x10 or medium burst 1d6x10 max MDC
o payload: light clip 20 burst only, (standard P.S) 40 medium burst, (for high PS 13 +) drum (for cyborg/Mecha /power amour only or super hero or supernatural PS 10 +), 80 medium burst, belt feed only (for cyborg only or super hero or supernatural PS 10 +) 200 medium burst No long burst or full melees if done there 45% jam and 65% explosion take each round and time x10 to user!!!!!!
o range : varies from 1000 feet to 2 miles
o weight total 40 lds rail gun only
o note : strike Aim add 1 to 4 ( 1d4) Burst add +1, No accidental fire or friendly fire, penalty very loud can be heard in burst fire only up 100 feet for rail gun , for standard rifle 20 feet radius .Can have up two additional weapon like any energy/ballistic base weapon and blade or grenade type SDC or MDC


Payload techno wizard weapons use a 100 PPE battery clip and can be change as a clip , can have 1d4+1 (2 in standard to 5 max clip look part of the weapon 200 to 500 PPE and can use spell caster own PPE if need ) varies with type of weapons systems
NOTE: all aim take two (2) attacks Energy missiles /curved beam -6 to all type of dodge/roll/parry, -3 after familiar with beam horror factor 12, horror factor 9 after familiar with tech systems.
Features :This advance N.I, for better targeting and better aim and very costly ( but worth it) doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.

1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight range 1d4 miles
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborg/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborg/super natural 20 or higher only or super hero PS 15
13) Can add a secondary weapon can be a melee add 3d6 MDC or range weapons but all range at half range /payload
14 ) Grav-tech only can over fly itself at a speed of 100 MPH ( 100 feet max)or walk in for legs any angle ( speed 20 MPH , climbing/rapping 98% ) cable 1500 feet (X7) max lift capacity weight 2 tons
15) All have the following at 5 level standard systems (elites are 10 levels)
• Magic communications rifts ultimate page 135 on TW devices
• Magic optics systems rifts ultimate page 136 on TW devices
• Magic portable generator rifts ultimate page 136 on TW devices
• Psionic mind shield




addtional information
Federation of magic
Rules on Page 112 apply
Commons heavy weapons weight reduce to 75%
1. Tw jammer (light ) page 114
2. Tw shields pistol (light) page 114
3. Tw disrupters ( medium) page 114
4. Tw nova rifle ( medium) page 114
5. Tw firebrust (light) page 115
6. Tw force cannon (heavy) page 115
7. Tw storm rifle ( medium) page 116
8. Tw sonic rifle ( medium) page 116
9. Starfire pulse cannon ( heavy ) page 117
10. Dragon flamethrower ( heavy ) page 117
11. Flash freeze grenades ( medium ) page 117
12. Fire bomb grenades ( medium ) page 117
13. Shock storm ( heavy ) page 117
14. Draining blades/ bayonet ( heavy ) page 119
Other weapons they are optional but are very commom page 336
1. Fire launcher ( light ) page
2. Lighting blaster ( light ) page
3. Particle beam cannon ( light ) page
4. Tk mini gun ( light ) page
5. Super laser cannon ( light ) page
6. Combat tentacles ( light ) page
Book of magic
1. Techno – wizard chainsaw ( heavy ) page 322
2. TW hellfire shotgun ( heavy ) page pages 325
3. Tw plasma rifle ( light ) page 325
4. Tw rockets rifle ( the most wanted and it is heavy) ( heavy ) page 327
5. Tw star rifle ( heavy ) page 327
6. Tw shard rifle ( heavy ) page 327
7. Tw rifle ( light ) ( heavy ) page 327
8. Tw light machinegun ( heavy ) page 327
9. Tw 80 Heavy machinegun ( heavy ) page 327
TW pyrotechnics
• Flamethrower ( heavy ) page 328
• Flamethrower ( light ) page 328
• Flares globe of day ( light ) page 328
• Flares animals repellent ( light ) page 328
• Flares storm ( light ) page 328
10. Goblin bombs varies look page 328 to 329
11. Grenades firebombs ( heavy ) page 329
12. Grenades vampire chaser ( heavy ) page 329
Device page 332 all on smart weapons are common TW Vehicular features
1. Breathe without air (pages 334)
2. Chameleon cloaking
3. Cleaning systems
4. Deicer
5. Energy disrupter mechanism
6. Float systems
7. Impervious to energy
8. Impervious to fire
9. Ley lines boosters
10. Mystic alarms
11. Protective cloaking systems
12. Sound cloaking systems
13. Super-stealth mode

Defensive features pages 336
1. Circle of protection
2. Circle of protection
3. Force felid
4. Enhanced speed and maneuverability
5. Addition techno wizard features

Re: can their be a smart gun in rift P.W?

Posted: Wed Jun 03, 2009 12:21 am
by Aramanthus
Other than punctuation it seems to be pretty cool. Although I have to inquire about the first weapons weight. You list a lighter weight first and then a heavier weight for the empty weapon, I think you might have mixed those up. Is this a hand held weapon system? If it is I think it's MDC should be reduced. Now on that second weapon system should have it's MDC reduced by a similiar amount. Unless it is like a tureted weapon mounted on a vehicle. One thing about the various things that you can select for the weapon system, the one I'm referring to the one where if it blows up that the damamge should depend on the weapon out. If you have one round left, the damage might be a little less catastrophic. And when you abbreviate pounds it's usually done as lbs. Please keep them coming. Please keep them coming!

Re: can their be a smart gun in rift P.W?

Posted: Wed Jun 03, 2009 12:07 pm
by ZINO
updated info for smart weapons
RIFTS Source book I revised and expanded
Smart weapons systems type N.I gets the get the following (page 19 – 21) from rifts source book I revised
Pages 18 step four: Skills program
• General program
• Learn new skills ,have secondary skills’ at level 2,4,6,12,15 add I.Q bonus
• Can have add two skill programs plus one more program
• Non-military program ,but no cowboys ,domestic, horsemanship
• Labor only , General labor ,demolitions ,medical basic and advance
• Piloted and Piloted related ( if it has tentacles or small hands )
• Technical computers
• Technical rescue

• Military skill programs (all)
• Step 27 to 30 (all)
• Additional Arms small ( 2 or four) or tentacles ( can have 2 sets)

Step 10
Climb cords
Clock calendar
C.N.R.R.S
Depth tolerance
Head jack (for gunner or solider)
Increased I.Q, P.S, P.P and SPD
Legs leaps
All of page 34
Bonus page 15 # 51 – 60% adds +2 I.Q Not A.R.C.H.I.E

Re: can their be a smart gun in rift P.W?

Posted: Wed Jun 03, 2009 12:08 pm
by ZINO
updated info for smart weapons
RIFTS Source book I revised and expanded
Smart weapons systems type N.I gets the get the following (page 19 – 21) from rifts source book I revised
Pages 18 step four: Skills program
• General program
• Learn new skills ,have secondary skills’ at level 2,4,6,12,15 add I.Q bonus
• Can have add two skill programs plus one more program
• Non-military program ,but no cowboys ,domestic, horsemanship
• Labor only , General labor ,demolitions ,medical basic and advance
• Piloted and Piloted related ( if it has tentacles or small hands )
• Technical computers
• Technical rescue

• Military skill programs (all)
• Step 27 to 30 (all)
• Additional Arms small ( 2 or four) or tentacles ( can have 2 sets)

Step 10
Climb cords
Clock calendar
C.N.R.R.S
Depth tolerance
Head jack (for gunner or solider)
Increased I.Q, P.S, P.P and SPD
Legs leaps
All of page 34
Bonus page 15 # 51 – 60% adds +2 I.Q Not A.R.C.H.I.E

Re: can their be a smart gun in rift P.W?

Posted: Thu Jun 04, 2009 1:20 am
by Aramanthus
Not too bad. Just where does it fit in with the other post? It looks good though.

Re: can their be a smart gun in rift P.W?

Posted: Thu Jun 04, 2009 9:20 pm
by ZINO
Aramanthus wrote:Not too bad. Just where does it fit in with the other post? It looks good though.

in features

Re: can their be a smart gun in rift P.W?

Posted: Fri Jun 05, 2009 2:16 am
by Aramanthus
Oh ok! :oops: That makes sense. Although there wasn't nothing to tell where it should go in your work.

Re: can their be a smart gun in rift P.W?

Posted: Fri Jun 05, 2009 12:16 pm
by ZINO
Aramanthus wrote:Oh ok! :oops: That makes sense. Although there wasn't nothing to tell where it should go in your work.

sorry :oops:

Re: can their be a smart gun in rift P.W?

Posted: Fri Jun 05, 2009 5:03 pm
by taalismn
Actually, I like the 'smart gun' recently showcased in the most recent installment of Alita: Final Orders....Not only does it have a trigger-finger guillotine and backfire capability for use on unauthorized users, an emergency 'send commando support immediately' service beacon, but its verbal interface sighting computer can insult the enemy if you're mute, inarticulate, or just not into talking a lot while you're fighting... :D

The Ranma fanfic 'Millenium' also featured a demonically=possessed handgun...once/if you wrestled it into submission, it became essentially a handheld field howitzer firing bolts of eldritch energy... :twisted:

Re: can their be a smart gun in rift P.W?

Posted: Sat Jun 06, 2009 2:51 am
by Aramanthus
What sort of show was that Taalismn? Anime is what I'm guessing. I haven't seen that one yet.

Re: can their be a smart gun in rift P.W?

Posted: Sat Jun 06, 2009 3:33 pm
by ZINO
most recent installment of Alita: Final Orders

who ....what.... where ..... hen ....how ....?
is there alinl in the websites that show ,telling detail info or video on the web we an watch :D

thanks love your ideas man don't stop put your thoughts here on post

Re: can their be a smart gun in rift P.W?

Posted: Sat Jun 06, 2009 6:53 pm
by taalismn
Battle Angel Alita:---It's a manga...actually the 'Director's Cut' version of the BAA we Americans may be more familiar with...the 'original' story arc came to a close when the creator had health issues and was afraid he wasn't going to make it, so to keep his editors happy, he concluded the story...BUT, recovering his health, he went on to continue his original story line, which was much longer and more involved, with the title character traveling offworld into a Transhuman-dominated Solar System...it's been titled 'Final Orders'...

"Guardian" and "Millenium" are the fanfiction products of BlackDragon 6, whose works are available on Fanfiction.net....It's two epic anime-crossovers, with Ranma 1/2 Ranma joining a police squad that's part 'Bureau 13', part 'Police Squad', part 'G.I. Joe', and part video game battle royale.....The second story line, 'Millenium', is a semi-flashfoward and 'Sailor Moon'xover...
Both are extremely funny, with a violence quotient not to be believed(each episode ends with a 'body count')
Favorite Lines: "Oh, this is worse than the Easter Bunny Massacre!"
"Oh, don't mind me...I was just taking a shot at some weirdo stalker spying on us from a rooftoop over there...Honestly, who wears formal wear when they're stalking somebody?" "...you shot Tuxedo Kamen?!" "WHY!!???WHY!!??WHY ME!!??"


Oh, and not to derail your SmartGun Thread, ZINO...but I wholly approve of what I've seen so far... :ok:

Re: can their be a smart gun in rift P.W?

Posted: Mon Jun 08, 2009 1:48 am
by Aramanthus
Ok, now I've seen that one and have a copy around my apartment. I just didn't recognize it with the single name.

Re: can their be a smart gun in rift P.W?

Posted: Tue Jun 09, 2009 1:05 am
by Aramanthus
I think it looks pretty cool Olaris! Just three qestions.
1) What is it's range?
2) How much does it and it's ammo cost? (Sorry I slipped an extra question.)
3) Who produces it?

Re: can their be a smart gun in rift P.W?

Posted: Tue Jun 09, 2009 11:20 pm
by Aramanthus
It's ok. Good changes! It's a nice solid nice rifle. I was hoping you'd come up with a company name. So in honor of you I saved it as the Olaris BAR. I hope you don't mind!

Re: can their be a smart gun in rift P.W?

Posted: Thu Jun 11, 2009 2:49 am
by Aramanthus
LOL I'm and equal opportunity GM. I'm always looking for interesting material to throw at my players.

Re: can their be a smart gun in rift P.W?

Posted: Sun Jun 14, 2009 3:15 am
by Spinachcat
Interesting stuff Zino. My only concern is that weapons better than those currently in use sets off an arms war and quickly the better weapon becomes the standard tech. In game terms, you see a never-ending escalation of numbers as armor MDC must increase as weapon damage increases. GURPS Ultra Tech did a very good job in this regard because as tech increases, weapon stop focussing on damage output, but increase accuracy and then at even higher tech, they focus on effects to the target, most especially the ability to negate the defenses of energy shields or armor or ECM. If anyone doesn't have this book, hunt it down on eBay. Definitely worth a read if you enjoy discussions of future tech weaponry.

ZINO wrote:1)can be left remote control up to 2 mile,
2)act as sentry duty indefinitely
3)can add up to 2d4+1 senors


I very much like the idea of remote control and sentry weapons. Instead of having to buy a new gun, I would like to see a portable sentry turret that you can lock in most any rifle and set it to watch. It would be great for camping!

Re: can their be a smart gun in rift P.W?

Posted: Sun Jun 14, 2009 11:12 pm
by Aramanthus
Well I don't see any new additions to the topic on the topic. I was really hoping for something new.

As far as an arms race I'm all for it! It provides some nice cheap weapons for us to employ in our games.

Re: can their be a smart gun in rift P.W?

Posted: Mon Jun 15, 2009 12:12 pm
by ZINO
Aramanthus wrote:Well I don't see any new additions to the topic on the topic. I was really hoping for something new.

As far as an arms race I'm all for it! It provides some nice cheap weapons for us to empkloy in our games.



empkloy
????????????????????????????????????????????? :?:

Re: can their be a smart gun in rift P.W?

Posted: Tue Jun 16, 2009 3:21 am
by Spinachcat
Aramanthus wrote:As far as an arms race I'm all for it! It provides some nice cheap weapons for us to empkloy in our games.


Arms race style weapons don't add your games. If a player sees that they have a choice of Weapon X and Weapon 2X, they know there is no real choice. You either get Weapon 2X or your gear is inferior.

Instead, you want new Weapon Y that is different, but not better than Weapon X in the core books. Weapon Y should have features that promote discussion and force the player to weigh their decision. THAT makes for interesting choices.

And remember, a good weapon is more than a number of dice for damage.

Re: can their be a smart gun in rift P.W?

Posted: Wed Jun 17, 2009 1:48 am
by Aramanthus
Cool! I'm always looking forward to new things. Enjoy the overtime. I remember the days of overtime! I miss those days.

Re: can their be a smart gun in rift P.W?

Posted: Fri Jul 24, 2009 5:37 pm
by ZINO
The trans-mech Inc is true name but is know as a front company call Knock out weapon systems or ( K.O ) some call it Knock –off weapons systems they many any know power amour in PW and recently both old and new coalition and NEMA all military equipment as well south America and many T.W war machine
Is been running for nearly 300 plus years they have the SAMAS and Glitter boy were the first ( and there are other not mention yet) .No one is say how they got them but the standard model are been used by Free Worlds Council but CWW colonies ,United Worlds Warlock, allied Wolfen, and allied mercenary CWW as led lease program to help against T.G.E and minion wars going on this has saved the lives of million of millions of live to slow down the demon in the outer colonies of the CWW.

This applies to all SAMAS BUT FROM rifts chaos earth ARE USED BY Vantroran ALL MECHA /ROBOTS IN CHOAS EARTH

1) The SAMAS Mark I or SAMAS MKI

ALL stats the same, but Free Worlds Council used depleted uranium rounds for the rail gun 2d4 x10 ,drum carries 250 burst and force filed 1d4x100 lowest 100 to 400 MDC max can be can upgrade in amour ( MDC ) and engine look at MKII

2) The SAMAS Mark II or SAMAS MKII

Have the following changes in amour (M.D.C) and engine add 50 to 150 MDC to main body rest add 45 MDC to arms has a RCC add 60 and legs add 75 MDC
Engine add 100 MDC plus speed go a max to 400 MPH add + 3 to dodge in the air
Add and force filed 1d4x100 lowest 100 to 400 MDC max

3) The SAMAS MARK III OR SAMAS MKIII

Have the following changes in amour (M.D.C) and engine add 50 to 150 MDC to main body rest add 45 MDC to arms has a RCC add 60 and legs add 75 MDC
Gravity Engine add 100 MDC plus speed go a max to mach 2 in earth type planets and space mach 8 add + 5to dodge flying no height restriction ,under water 1 miles deep ,underwater speed 100 mph , surface 200 MPH
Add and force filed 1d4x100 lowest 100 to 400 MDC max
Any hand held type
This version can be used in space other feature look at the silver hawk in CWW
They have two types of force field and VFF 1d4x100 each

Note can have micro missiles payload times 3 (X3) ROF 1 OR ANY OR ALL USE mini table

Glitter Boy

All GB (Glitter Boy )on rifts earth from North America, free Quebec, Japan, NEMA, South America, and rift Orbit stations inkling the silver eagles and mecha from rift source book 1 revised

This applies to all Glitter Boys robots/mecha

1) Glitter Boy MK I ALL stats the same, but Free Worlds Council used depleted uranium rounds for the rail gun 4d6x10 no other changes but can go to a MKII


2) Glitter Boy MK II weapon systems as above but amour improvement add MDC 250 to main body , add 200 MDC to legs , add 175 MDC to arms , add to head 50 MDC reactive amour take half damages from any type of projectile or blunt attacks ( even magic ) or reflective amour as before but energy type ( even magic) pick one type can have any type Glitter Boy related weapons


3) Glitter Boy MK III weapon systems replace with Heavy Gravity Cannon ( 4d6x10 MDC or D.R ROUND 5d6x10 MDC) a but amour improvement add MDC 300 to main body , add 250 MDC to legs , add 200 MDC to arms , add to head 80 MDC reactive amour take half damages from any type of projectile or blunt attacks ( even magic ) or reflective amour as before but energy type ( even magic) pick one type
4) Glitter Boy MK IV as above but replace all weapons that are rail gun to Gravity weapons an Gravity engine Lastly any smart weapons


5) Glitter Boy MK V better known as the flying GB as above CAN replace all weapons that are rail gun OR Gravity weapons as MK I to MK IV as above ( look Book Six: Mutants in Orbit as MK I to MK IV) LOOK BELOW


• Glitter Boy MK VIA ALL stats the same, but Free Worlds Council used depleted uranium rounds for the rail gun 4d6x10 no other changes but can go to a MKII


• Glitter Boy MK VIB weapon systems as above but amour improvement add MDC 250 to main body , add 200 MDC to legs , add 175 MDC to arms , add to head 50 MDC reactive amour take half damages from any type of projectile or blunt attacks ( even magic ) or reflective amour as before but energy type ( even magic) pick one type can have any type Glitter Boy related weapons


• Glitter Boy MK VIC weapon systems replace with Heavy Gravity Cannon ( 4d6x10 MDC or D.R ROUND 5d6x10 MDC) a but amour improvement add MDC 300 to main body , add 250 MDC to legs , add 200 MDC to arms , add to head 80 MDC reactive amour take half damages from any type of projectile or blunt attacks ( even magic ) or reflective amour as before but energy type ( even magic) pick one type


• Glitter Boy MK VID as above but replace all weapons that are rail gun to Gravity weapons AND Gravity engine
• Gravity Engine add 100 MDC plus speed go a max to mach 2 in earth type planets and space mach 8 add + 5to dodge flying no height restriction ,under water 1 miles deep ,underwater speed 100 mph , surface 200 MPH
• Add and force filed 1d4x100 lowest 100 to 400 MDC max
• Any hand held type
• This version can be used in space other feature look at the silver hawk in CWW
• They have two types of force field and VFF 1d4x100 each
• Lastly any smart weapons




Other robots have the following robots found in all of rifts earth and rifts mutant in orbits all of NEMA ROBOTS/power amour , they just finished collecting all types from rifts Japan and NGR robots/power amour ,as well as Rifts under the sea robots /power amour
So let break it down
All man size
The name and the MK type

Man size robots/power amour

1) Man size robots/power amour MK I no change over the counter model
2) Man size robots/power amour MK II only weapons replace all rail gun techs to gravity tech weapons
3)Man size robots/power amour MK III weapons replace all rail gun techs to gravity tech weapons ,add 100 MDC to main body and 50 MDC to ALL other locations , add a Gravity engine speed stay the same but no height restrictions
Lastly any smart weapons

Giant size robots/power amour
1) Giant size robots/power amour MK I no change over the counter model

2) Giant size robots/power amour MK II only weapons replace all rail gun techs to gravity tech weapons and Add and force filed 1d4x100 lowest 100 to 400 MDC max


3) Giant size robots/power amour MK III that are 20 to 34 feet add 200 MDC to main body and 150 MDC to ALL other locations, add a Gravity engine speed (if it flies) stay the same but o height restrictions, but 35 to 48 feet add 250 MDC to main body and 175 MDC to ALL other locations, add a Gravity engine speed stay the same but no height restrictions
NOTE if it flies and force filed 1d4x100 lowest 100 to 400 MDC max as back up and a VFF systems 1d4x100 +20 as well

All have phase world features for robot/mecha as well

the MKI and MK II are under lend lease programs in CWW

Re: can their be a smart gun in rift P.W?

Posted: Sat Jul 25, 2009 9:52 pm
by Malakai
Sorry for getting in this so late - but yeah, there's an easy and cannon-legal way fro smart guns in Palladium: Head-jacks!

**Note: I use rules from HU 2ed and Aliens Unlimited Galaxy Guide - since this setting was mentioned in the PW2 Sourcebook, I Consider such still legal and fitting the spirit of the question at hand**

Finding the rules is a little difficult, but if you've got Aliens Unlimited: Galaxy Guide or Rifter #2 (Cyberjacking across the Megaverse) you're good to go. Alas, strict GMs may not allow such, as this grabs rules from HU2ed, but there's no reason they could not be implemented using the proper skills and materials. Here's one that I've put together, pulling rules from various sources:

    +1 Strike (Burst only) - Recoil Diminishers (HU GM's Guide, page 207)
    +2 Aimed, +1 Burst - High-Tech Weapons Sight (HU 2ed, page 125)
    +1 Strike - Targeting Sight from Multi-Optics (Linked with the above Weapons sights)
    +2-6 Strike - Head-Jack (AU: GG, page 207-8) - applies when linked to targeting computers, as stated on the bottom left of that page
    +0-8 Strike - IQ Bonus (AU: GG, page 207) - Treat IQ as PP for purposes of determining Strike Bonus - added thanks to Head-Jack
    ===============
    +5-17 Strike with both aimed and burst, plus normal WP and weapon Balance bonuses !!! :shock: :twisted:

All is book legal, and all could be done by a person with Electrical and Weapon Engineering, Optics, and Computer Programming. Benefits from normal Scope are the Head-jack bonuses and bonuses to Burst-firing (bringing it equal to an aimed shot under normal rules and adding +2 after it's halved to RUE) This also means that your expert snipers with a "smart-linked" gun are also those with a high IQ, not a high PP.



Heck, for the cheesetacular, you could have the following Palladium-legal Uber-Sniper Smart-Gun user
Hardware: Weapons and Electrical Genius, 30 IQ
======================
+1 Strike (Burst only) - Recoil Diminishers (HU GM's Guide, page 207)
+2 Aimed, +1 Burst - High-Tech Weapons Sight (HU 2ed, page 125)
+1 Strike - Targeting Sight from Multi-Optics (Linked with the above Weapons sights)
+3 Strike - Head-Jack (AU: GG, page 207-8) - applies when linked to targeting computers, as stated on the bottom left of that page. Electrical Geniuses Also get +1 to all combat rolls when cyberjacking
+8 Strike - IQ Bonus (AU: GG, page 207) - Treat IQ as PP for purposes of determining Strike Bonus - added thanks to Head-Jack
+2 Strike (Aimed shot only) - Sniper Skill
+1 Strike (Aimed shot only) - well-balanced weapon
======================
+17 Strike on an Aimed Shot !! At level 1!!!

Re: can their be a smart gun in rift P.W?

Posted: Sun Jul 26, 2009 12:04 am
by ZINO
gadrin wrote:Can exoskeletons boost PP ?

I was thinking about a Tandori Gunfighter (from Skraypers). Their exos give +6 to PS
and +10 to Spd and Jumping but I didn't see anything about PP. It also mentions they
have other suits not listed.

Now add in a Smart Gun™ and that's all I'd need... :D

>



#1) one word nice my PC guys are so getting caught off guard with this one

#2) what do you think of The trans-mech Inc

Re: can their be a smart gun in rift P.W?

Posted: Sun Jul 26, 2009 12:08 am
by ZINO
+1 Strike (Burst only) - Recoil Diminishers (HU GM's Guide, page 207)
+2 Aimed, +1 Burst - High-Tech Weapons Sight (HU 2ed, page 125)
+1 Strike - Targeting Sight from Multi-Optics (Linked with the above Weapons sights)
+3 Strike - Head-Jack (AU: GG, page 207-8) - applies when linked to targeting computers, as stated on the bottom left of that page. Electrical Geniuses Also get +1 to all combat rolls when cyberjacking
+8 Strike - IQ Bonus (AU: GG, page 207) - Treat IQ as PP for purposes of determining Strike Bonus - added thanks to Head-Jack
+2 Strike (Aimed shot only) - Sniper Skill
+1 Strike (Aimed shot only) - well-balanced weapon


your adding what is above here this right?

and below me is the total right
======================
+17 Strike on an Aimed Shot !! At level 1!!!


oh god now thats very EVIL :evil: ........... i like it :twisted:

#1) one word nice my PC guys are so getting caught off guard with this one

#2) what do you think of The trans-mech Inc

Re: can their be a smart gun in rift P.W?

Posted: Mon Jul 27, 2009 1:01 pm
by Malakai
gadrin wrote:I don't think Cyberjacking bonuses count in real-life gunfights/melees.

It's for VR fighting. Just because you jack into your weapon, doesn't give you all those
bonuses :lol:

>


Gadrin, read the last paragraph on the first column of page 208 in Aliens Unlimited: Galaxy Guide - it says your cyberjacking bonuses - including combat bonuses - apply when connected to other systems, such as targeting systems and surveillance systems. It does specify "(those that are applicable)", which is why i didn't include the bonuses you get from any computer hacking skill - just the IQ (speed of thought, precision of tracking target) and head-jack bonuses (direct mental link to fire-control).

Re: can their be a smart gun in rift P.W?

Posted: Tue Jul 28, 2009 8:16 pm
by ZINO
So Bolter my Machine Man Hacker (for my Inter-Section hacking team)


dame NICE man !!!!!!! OMG

Re: can their be a smart gun in rift P.W?

Posted: Wed Jul 29, 2009 1:43 am
by Aramanthus
Nice NPC Gadrin! Interesting idea about the headjack. But I thought it was stated in one of the conversion books about limiting the maximum bonus for strike at being +15.

Interesting series of gear Zino. I think you need to assemble your company.

Re: can their be a smart gun in rift P.W?

Posted: Thu Jul 30, 2009 12:40 am
by Aramanthus
I know what you mean about Machine men. I haven't actually had anyone run one in my game recently. I agree that they do have some advantages.

Re: can their be a smart gun in rift P.W?

Posted: Fri Jul 31, 2009 10:30 am
by Malakai
It's OK Gadrin :-P

I know what you mean about the heroes games - your bonuses can get really silly really fast. I did the above character as a thought-experiment when someone mentioned a PC being practically unkillable due to his insane bonuses - I countered I could get a non-super-powered human to shoot him down (even literally - he had a flight power to boot: he was a super-boy wannabe). Since it was a low-level game (character-level, anyways), I restricted myself to first level characters. And, just to be fair, I took out the bonuses from hacking since I knew he would gripe about them. Still, +11+[IQ bonus] to strike meant that I could effectively cancel out his insane +15 Auto-Dodge bonus

Also, as for your machine person - I wouldn't count the +15% as a +3 to strike - Since you're already getting a bonus to strike from the headjack any way - I consider the bonus specific to skills.

Still, for the standard user, the Cyber-jack system with sights, target tracking system, and recoil compensators ("Smart-Guns") would give +5 to strike, including bursts, instead of the normal +3, and allow for addition bonuses based off of IQ.

Re: can their be a smart gun in rift P.W?

Posted: Fri Jul 31, 2009 11:18 am
by taalismn
gadrin wrote:Can exoskeletons boost PP ?

>



I'd say no, unless you had a neural link of some sort...Also, unless you're in a cockpit-style arrangement where your arms and legs aren't actually IN the arms and legs of your mecha/mech/'bot, a PP boost could be downright LETHAL, and at the very least very painful as your exo moves suddenly faster in response to a mental command, faster than your body tenses and braces for it...Dislocated shoulders and pelvises, skinned shins and elbows, and whiplash are the hallmarks of a ride in a badly-adjusted exo..
The misassumption is there because power armor exos tend to AMPLIFY existing movements, giving the illusion that one is RESPONDING faster, rather than just MOVING faster...

Re: can their be a smart gun in rift P.W?

Posted: Fri Jul 31, 2009 4:44 pm
by taalismn
gadrin wrote:I didn't think I saw one in Palladium.

>


A Nueral Link, you mean?
That was extrapolation...but I'd subsititute "Mecghano-Link' if you wanna go the psionic route...Or 'Reflex System' if you're adapting Robotechnology to the purpose(that's where Palladium originally started boosting Robotic PP through the miracles of Robotechnology, and it translated over into the other games)...Then again, any otaku can tell you, when you strap on the big robot, if you are any sort of a Real Man, your reflexes suddenly defy biochemistry and physics...
:D

Re: can their be a smart gun in rift P.W?

Posted: Mon Aug 03, 2009 3:08 am
by Aramanthus
Now that would be an interesting way to grant some lucky pilot an ability to counter some of those very manueverable speedsters.

Re: can their be a smart gun in rift P.W?

Posted: Mon Aug 03, 2009 3:34 pm
by ZINO
wow i just without words ,
working on a new smart gun , but play testing with a few guys in PW

Re: can their be a smart gun in rift P.W?

Posted: Mon Aug 03, 2009 11:40 pm
by Aramanthus
Can't wait to see it. Looking forward to seeing your next gun.

Re: can their be a smart gun in rift P.W?

Posted: Tue Aug 18, 2009 10:22 am
by ZINO
ZINO wrote:i found a very good artist who will come up with drawing of all smart weapons systems from smart pistol to smart heavy weapons systems ( they were ban in PW but with the T.G.E attacking the C.W.W frontier world it is a good place to use them and not to mention the Minions going hot in to PW ). in 10 days will see some of the art and if need an artist for info email so let me know to help this guy a good person to work with . from mecha to heroes and i dare i say more ................................



sorry guy but i lost the art work in hard drive a nasty virus destroy all my flies ahhhhhh!!!

Re: can their be a smart gun in rift P.W?

Posted: Tue Aug 18, 2009 10:35 pm
by Aramanthus
Hopefully you made backups. Maybe you could copy your files from the forums.