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

Posted: Thu Aug 20, 2009 8:02 pm
by ZINO
i recover this so enjoy give sometime for the rest
First I wish to thank Pimp My Gun http://pimpmygun.doctornoob.com/ thank you for your web site Dr. Noob
Can’ draw for jack and two this is how they may look
three I am trying improve soooo send in your hate mail
four I want to thank you guy for given me idea with the smart guns so enjoy

Rifts PW projectile weapons of Rifts Earth




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Vantroran star system manufacturing center 100 light year from phase world center

This is a very well know to weapon dears for nearly 200 years and is well protected , but has been around 600 year space faring in PW. They are making smart weapon system for infantry one of the well, well was best kept secret in making first smart weapons systems. The C.C.W found them by accident surrey the largest know nebula's in three galaxies about 691 light years in radius. In the center there a solar systems with 5 planets each has 1 to 36 moons (rolls 6d6 are cloaked). All are city /military instillation as well as a space port for each moon and planet. Lastly a mass amount of ship yards with it won military defense. In the core of this mass nebula about 10 light years radius. And only C.W.W know about this secret solar systems and is the last line if the C.W.W fall, lastly they make all the ship of C.W.W {thank to (K.O) knock out some call knack – offs with side the Vantoran star system} .they have Terra formed all the planet and have a population of over 109 billion in Vantoran star system.

The world was very advance and was familiar with the C.W.W, T.G.E and many power blocks. They were very careful to keep marketing their products smart weapons them but stared with prototypes smart weapons. This made intentional and see what would be the result in three galaxies. Well less than a decade everyone wanted these smart weapon systems, but no knew these were just prototypes smart weapons (even the C.C.W) from standard projectile to rail guns to gravity- weapon systems. As well as mini missiles systems and standard missile know as heavy weapons systems. many major competitors ( just to name one N.E ) were and are concern due to the wide versatile from sub machine gone type ( which the C.W.W special force , C.C.W spy and even rebel force love to death in T.G.E ). Many worlds have banned certain weapons, but with the C.W.W face major problems with the minion wars that all has change and the T.G.E attacking C.W.W frontier worlds (the ban was lifted). A the smart weapons systems call leader in standard M.D.C weapons D.IC.E (or destruction incorporated equipment) and leading rail gun technology called Smart rails (for all the Smart rail gun) and another company gravity- Weapon Systems(G.W.S) and last heavy metal (H.M) all smart heavy weapons systems .and Lastly but not least 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 . They have a mass technological military weapons and magical weapons and lastly Psionic military weapons in all of P.W. about 15 % of all weapons come from this solar system. In power amour and mecha they have the following (many think is a soup – up in power amour/mecha). All rifts/P.W mecha get the following 100 to 200 M.D.C in main body; arms, legs, R.C.C add 100 to 150, also pick one Force field, variable force field, point defense force field, and blast force field and last grav -force fields with a 1d4x100 +20.And Vantroran star system can make all standard stats CWW weapons /war machine / mecha with ease by the hundreds in weeks and even clone armies if need to. Vantroran star system personal fleet (several fleets) all heavy weapons energy weapons do double damage and range (rail guns /and garv weapon systems the same), as well as missiles have A.I add +4 strike/ add +5 dodge . Their hull add 50 % MDC to ALL location and retractable armor shield (or armor add 50%) to all critical systems if the foe field systems fail. All frigate to battle ships have a N.I to act independent and all fighter can be control like drone equal to an A.I systems if their are not enough manpower .
About PW world weapons (note phase manufacturing weapons) the rest add 50% to energy weapon, elite weapons in PW add 50% to energy, double the range, triple the payload, for projectile weapons /rail gun add 50 % to damage, they use depleted uranium round and the next gen depleted uranium core rounds doing double damage !!! And adding 50% to range (better know as extended range weapons systems (not for smart weapons sorry guys) and standard weapons of all kind from CWW, T.G.E, found I the main PW book and source book standard magic weapons and last all T.W weapons/war machine (but not tolkeen magic Mecha) on earth and lastly N.E weapons plasmas weapons doing 50% more damage and range double and payload

All these company work separated but cooperate with each other. If one company has new idea they shared it together to make all type of weapons and sell (they even share the profits). They have learned that work together but very competitive they can make a killing against other company. They don’t stop there they look out for the little company to get more ides and lately they come with new weapons systems working with a separated company that left N.E in PW and are ready to back them in any way they can from raw materials to battleship . They even set a task force at any moment to help this company and will mop the floor of NE or any competitor who goes for an armed confrontation. Lastly there location of their home world is top secret due to the fact that they are hiding in the largest nebula in P.W with the minions wars get into high gear they can supply, restored and make weapons for 499 year non stop on there own which in reality with be almost gone in PW when all of CWW and allies will need it. They can maintain this run for 24 years without giving away their position. Their entire solar system is a mass military weapons/space ships manufacturing centers on the entire moon. They the last ace in the hole for The C.W.W (and for the rest of PW) in the minion wars, for as the wars get hot in phase world they will be a critical part of C.W.W

They are well verse in all formed of magic know in rifts earth and have a very good understanding of U.W.W as well many magic OCC in rifts earth and good amount in PW . As well Psionic tech and OCC. think of this heroes unlimited /rifts earth/ N.E.M.A with M.D.C stats.


!!!!UPDATE !!!


The Vantroran has one major secret that is using since the star of the T.G.E and recently been using for frontier colonies of C.W.W and helping the Free Worlds Council and United Worlds Warlock as well . These alloys are so light they even rival N.E.M.A on Rifts Earth; for this includes weapons in S.D.C or M.D.C (however it can not fire both at the same time). Many of power blocks see it as second hand weapons and brutal weapons systems and are under estimated many times. But when you’re using against demons and the T.G.E well many look the other way in this time of great need. They were stored over 400 years these weapons and ammunition to supply many then the smart weapons systems which take longer to make C.W.W. The United Worlds Warlock is getting large supply and converting them with magic abilities as well. The Trans-Galactic Empire and Naruni Enterprises hated these weapons are cheaper and do devastating damage to the enemy, and they are find out the way the mass amount of ammo. The Free Worlds Council and frontier colonies of C.W.W are thanking there lucky star for these weapons systems are mistaken by S.D.C weapons and loosing more troop and military hardware for this mistake from the Trans-Galactic Empire, Naruni Enterprises and minion wars (demons). The Vantroran have billions of these weapons and trillions of ammo to supply the C.W.W over 1000 times!!!!!!


The cost rifle type 2000 credits
Shot guns type 1000 credits
Sniper riles 3000 credits
P-110 AND UP 3500 credits
Machine gun 4000 credits
Machine pistol 3000
LIGHT machine pistol 1000 credits
For the Black Market Cost: varies 10% to 60 % max.




The Vantroran copy the S.D.C Weapons deign and made 1000’s of time better ,improved damage , reduce recoil and weight issue that the gold age of man didn’t have time to do. They took the (hoping better design)the AK -47 SERIES AND AK-72 , FN P90, Carbine rifle ,30 and 50 caliber machine guns , 20 mm and 40 mm grenade launchers, machine pistol from 357 magnum and 9 mm auto pistol , ) XM8 weapon systems and finally 21 SEIES CLASS European.









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Manufacturer:Knock out weapon systems or ( K.O ) many call them "knock off" mostly wow hated these weapons and their are many that love these weapons for the foot solider to cyborgs ,power amour man size as well or high P.S stats

#1) Rift AK 98 series
Rift AK 98: the AK 47 series are has not change much but when the AK 98 was made it to heavy to use at first .but it became the best cheapest weapon mount in the world to shoot down any military vehicles and anti personal .it was used by warlords to military to allied forces . When powered armored, cyborgs this weapon systems came to life from the heavy foot solider to man size power robot it been used. It kept with the AK -47 features, it is easy to clean, repair and finally to operated AK 98 by itself act like a light machine and operated by one person and with under rapid fire grenade launcher. The design was copied from the American empire which was the reason it was so heavy, still it was available to fried both 7.62x39mm S.D.C Cartridge and the MDC Cartridge7.62x39mm
Weight: 21 lds fully loaded
Cartridge: 7.62x39mm
Damage:
• single shot 1d6 SDC , 5d6 burst S.D.C burst, or ,
• MDC single shot 1D4 M.D.C each rounds 5d4 M.D.C burst
• SDC and MDC Cartridge can not be mix,
• 20mm grenade round type single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired
Rate of Fire: as per W.P rules single shot, burst
Maximum Effective Range: AK 98 rifle 2666 feet, 20 MM rapid fire grenade launcher shot by 2, 4, 6, 8 the maximum
Payload: standard clip 30 rounds, long clip 46 rounds, drum clip 120 rounds
20mm rapid fire grenade launcher 10 grenade can use any 20 MM grenade SDC or MDC
Black Market Cost: 10,000 credits rifle only, fully systems 21,000 credits
Note: reload both weapons take 15 seconds or 1 melee, rifle by it self 2 attacks add +2 to range attacks


The following are base on the American empire
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#2) AK 98 B Series infantry class
RIFTS AK 98B is the weapon of choice in the second cold war; it has the right size and weight for the average foot solider. And is used world wide as the favor it weapon to use. A better and improved AK -98B, it uses ultra light alloys that make the AK 98B made a come back from the past .and surprise the world with it lethal blow to troops and military vehicles in the battle flied. Many at first it was just a weapon mounted but in realty was an infantry weapon which many troops of guard.
Weight: 10 lds fully loaded
Cartridge: as above
Damage as above
Rate of Fire: as above but 20 MM rapid fire grenade launcher shot by 2, 4, 6 maximum
Maximum Effective Range: as above
Payload as above
Black Market Cost: as above
Note as above but the AK 98 has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative


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#3) MPAR 001 or multi-purpose assault rifle
MPAR 001 or multi-purpose assault rifle it is deigns as long range, close quarter and last heavy assault rifle given a P90 abilities , heavy carbine and 20 MM rapid fire grenade launcher all roll into one . It uses ultra light alloys that ravel and beat the soviet force 5 to 1 ratio in weight an alone not to mention firepower which was love by American solders and allied nations. Able to fight like an assault rifle and in close quarter clears a room easily and great for taking down heavy targets of all types
Weight: 11 lds
Cartridge: MDC /SDC carbine, 9 mm
Damage SDC 5D6 burst
• P 90 class series M.D.C burst 3D4, single shot 3D6X10 or fire SDC
• Assault rifle carbine 3d6 M.D.C burst/ 1d4 M.D.C single shot fire SDC
• 20mm grenade round type single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired
Rate of Fire: 20 MM rapid fire grenade launcher shot by 2, 4, 6, 8, 10,
Payload P90 (250 rounds) carbine (130 rounds) rapid fire grenade launcher
Maximum Effective Range: 500 feet P100, carbine 2500 feet rapid fire grenade launcher 20 grenade can use any type of 20 MM SDC/MDC
Black Market Cost: NONE
Note add +2 to range attacks, as it get lighter add +1 per 25 % weight to all range attacks




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#4)50 caliber sniper rifle
The .50 caliber sniper rifle. This weapon has come back and made such a name that many countries have adopted (allies) in kill target over 3 miles!! It has a dual rapid fire
Weight: 17 lds fully loaded
Cartridge: 50 calibers
Damage single shot 1d8MDC , dual shot 2d8 MDC, if wearing MDC amour internal damage is 3d6x10 in head/ arm/legs area , in body 2d6x10 note this in dual shot only
Rate of Fire: single shot, dual shot
Payload 6 rounds
Maximum Effective Range: 2and ¾ miles
Black Market Cost: none
Note add +4 to strike



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#5) over and under auto 12 gauge shot and grenade launcher
Over and under auto 12 gauge shot and grenade launcher. American wanted a close and long range weapon for urban warfare and they got it. The CAD 001 close assault and defense rifle is the most feared weapon in close quarter combat to any. The damage it can deliver at close quarter combat as an automatic weapon and as a rapid fire grenade launcher can knock a target down several feet away where is standing to the point of going thru wall as been documented many time in combat that some the enemy just surrender . It seen target like heavy cyborgs to man size power amour been knock off there feet is something you have to see, been fire by infantry.

Weight: 25 lds
Cartridge: 12 gauge shot and 20 mm grenade launcher
• Damage 12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , full melee 12 rounds burst 4D6X10 M.D.C blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 2d4x10 M.D.C on a six round long burst , 3d4x10 M.D.C full melee 10 rounds burst
• 20mm grenade round type single shot H.E.A.T 5d6 MDC, or 2d6x100 SDC (2d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C , long burst six round 3D6X10 M.D.C full melee 12 rounds burst 6D6X10 M.D.C Blast radius 3 feet per grenade fired
Rate of Fire: single shot or burst
Payload12 gauge shot 40 rounds, 20 MM rapid fire grenade 32 rounds
Maximum Effective Range: 12 gauge shot gun 300 feet, 20 MM rapid fire grenade direct fired 2500 feet, indirect fired 6000 feet
Black Market Cost: None allies only
Note use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks




#6) over and rapid fire heavy grenade launcher and 30 caliber light machinegun

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#6) over and rapid fire heavy grenade launcher and 30 caliber light machinegun
Over and rapid fire heavy grenade launcher and 30 caliber light machinegun
Weight: 30 lds
Cartridge: 30 caliber, carbine rifle, 9 mm close assault or defense
Damage:
• 30 calibers 1d6 MDC round, M.D.C burst short 3d6 three round , M.D.C burst ( 6 rounds fired ) medium 6d6 , M.D.C burst long 1d4x10 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 2d4x10 or S.D.C round
• 9 mm close assault or defense P 90 class series M.D.C burst 3D4 ( 6 rounds fired) , single shot 3D6X10 or fire SDC
• 20mm grenade round type single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired
Rate of Fire: single shot or burst
Payload 30 caliber rounds 120 rounds, 9 MM 250 rounds, 20mm grenade Launcher 26 rounds
Maximum Effective Range: 30 caliber 3000 feet, 9MM 500 feet, 20 MM rapid fire grenade direct fired 2500 feet, indirect fired 6000 feet
Black Market Cost: none
Note use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks


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#7) TDI KRISS SUPER Close quarter VI
Weight: 13 ld fully loaded
Cartridge: 30 caliber submachine gun and under barrel shot gun
Damage
• 30 calibers 1d6 MDC round, M.D.C burst short 3d6 three round , M.D.C burst ( 6 rounds fired ) medium 6d6 , M.D.C burst long 1d4x10 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 2d4x10 or S.D.C round
• 12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , full melee 12 rounds burst 4D6X10 M.D.C blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 2d4x10 M.D.C on a six round long burst , 3d4x10 M.D.C full melee 10 rounds burst
Rate of Fire: single shot or burst
Payload30 calibers 100 rounds, 12 gauges shot 60 round
Maximum Effective Range: 30 caliber 3000 feet 12 gauge shot 300 feet
Black Market Cost:
Note add +3 to all range attacks, has a special feature can add a silencer, this applies to 30 caliber weapons not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative . Note 12 gauge shot at 15 feet a critical hit is X3 not an X 2 on damage



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#8) ) P 110 Heavy carbine submachine and 20 MM rapid fire grenade launcher Personal defense weapon
Weight: 11 ld
Cartridge: M.D.C 5.7x28mm
Damage
• short burst 3d4 MDC ( 5 rounds fired ) medium burst 4d6 M.D.C ( 10 rounds fired ) long burst ( 20 rounds fired ) 1d4x10+8 M.D.C, full melee ( 30 rounds fired ) 1d6x10 M.D.C
• 20 MM rapid fire grenade launcher H.E.A.T round 5d6 burst by two shot 1d6x10 , four 2d6x10
Rate of Fire: burst only P-110, 20 MM rapid fire grenade launcher burst
Payload
• P-110 has 270 rounds,
• 20 MM rapid fire grenade launcher 6 round
Maximum Effective Range:
• P-120 2000 feet
• 20 MM rapid fire grenade direct fired 2500 feet, indirect fired 6000 feet
Black Market Cost: none
Note use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks


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#9) P -120 submachine and heavy grenade launcher
Weight: 11 ld
Cartridge: as above
Damage as above
Rate of Fire:
• as above P110
• 20mm grenade round type single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired
Payload
• P-120 has 330 rounds,
• 20 MM rapid fire grenade launcher 12 round
Maximum Effective Range:
• As above P-120
• 20 MM rapid fire grenade direct fired 2500 feet, indirect fired 6000 feet
Black Market Cost: none
Note add +2 to all range attacks, has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative
Note: 20 MMM launcher use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks


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#10) P -140 C.AD close assault and defense (9 mm and multiple weapons systems)
Weight: .12 ld
Cartridge: there are three types 9 mm pick one the following 12 gauge shot or 20 MM rapid fire grenade launcher
Damage:
• 9 mm :Single shot 5d4x10 or 200 S.D.C round 1d6 short burst ( 3 Rounds fired) M.D.C, 2d6 M.D.C medium burst ( 6 Rounds fired), long burst M.D.C 4d6 ( 12 Rounds fired) , full melee 1d4x10+8 M.D.C ( 24 Rounds fired)
• Pick one from 12 gauge shot or 20 MM rapid fire grenade launcher
• 12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 2d4x10 M.D.C on a six round long burst
• 20 MM rapid fire grenade launcher look above
Rate of Fire: Burst only
Payload
• 9 mm 360 rounds
• Pick one of the following below ( takes 2 (two) attack to weapons change loads )
• 12 gauge shot gun has 10 shots
• 20 MM rapid fire grenade launcher 6 Rounds
Maximum Effective Range:
Black Market Cost:
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative,
Note use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks , 20 MM rapid fire grenade direct fired 2500 feet, indirect fired 6000 feet
NOTE: THIS IS THE MOST IMPORTNT FEATURE!!!!!! The front part is able to turn a full 90 degree left, right or bottom the 9MM carries 50 rounds that taken from the main clip the other weapon features 12 Gauge shot gun or 20 MM rapid fire grenade launcher have full payload . These protects the user showing only the forward weapons systems and add +1 to all range attack when using this feature , + 4 to initiative and can add a silencer to the 9MM add another +1 to initiative /and strike not give away one position or where it was fired, one draw back its range is reducing by 25%



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11) P130 this has 30 caliber submachine and a 20 mm rapid fire grenade launcher
Weight: 13 ld
Cartridge: 30 caliber submachine and a 20 mm rapid fire grenade launcher
Damage:
• 30 calibers 1d6 MDC round, M.D.C burst short 3d6 three round , M.D.C burst ( 6 rounds fired ) medium 6d6 , M.D.C burst long 1d4x10 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 2d4x10 or S.D.C round
• 20mm grenade round type single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired

Rate of Fire: single shot or burst
Payload:
• 30 caliber submachine 120 Rounds
• 20 MM rapid fire grenade launcher 20 Rounds
Maximum Effective Range: 30 caliber submachine 3000 feet
Black Market Cost: none
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative
Note use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks
Note silencer features look above
Note add plus + 2 to all range weapon attacks



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#12) 357 magnum weapons C.AD close assault and defense machine pistol
357 magnum weapons .this weapon is design to be between a high power pistol and sub machine gun .many call it personal defense weapons because it was supposed to be to protect VIP , diplomats and important personal with give away the weapon until the very last moment to protect high value package. Range is
Weight: 71 oz fully loaded
Cartridge: 357 magnum
Damage : 1d4 M.D.C single shot , short burst 2d4 M.D.C ( 2 rounds fired) , 3d4 M.D.C medium burst (3 rounds fired) , 4d4 M.D.C long burst , 4d6 M.D.C full melee burst ( 6 rounds fired) note this BOTH amour pricing rounds firing at the same time!!!!!!
Rate of Fire: single shot, short burst, medium burst, long burst, full melee burst
Payload: 30 rounds short clip, long clip 60
Maximum Effective Range: 200 feet
Black Market Cost: 3000 credits
Note: has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reducing by 25% adds +4 to initiative
Note: add +2 to range attack
Note the reason is set up this way is because any higher M.D.C damage will or could blow up on the user




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#13) Dual barrel shot 30 caliber pistols
Weight: 69 oz fully loaded
Cartridge: Damage: 30 calibers 1d6 MDC round, M.D.C burst short 2d6 two round , M.D.C ( 4 rounds fired ) medium burst 4d6 , M.D.C long burst 6d6M.D.C ( 6 rounds fired), M.D.C burst , full melee 2d4x10 M.D.C ( 12 rounds fired)or S.D.C round
Rate of Fire: single shot, short burst, medium burst, long burst, full melee burst,
Payload 60 rounds
Maximum Effective Range: 300 feet
Black Market Cost: 5000 credits
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative



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#14)9 MM M.D.C pistol
Weight: 55 oz fully load
Cartridge: 9MM
Damage
• 9 mm :Single shot 5d4x10 or 200 S.D.C round 1d6 short burst ( 3 Rounds fired) M.D.C, 2d6 M.D.C medium burst ( 6 Rounds fired), long burst M.D.C 4d6 ( 12 Rounds fired) ,
Rate of Fire: single shot, short burst, medium burst, long burst,
Payload 26 rounds
Maximum Effective Range: 300 feet
Black Market Cost: None
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative
Note add plus + 2 to all range weapon attacks


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#15)Heavy Multiplied purpose carbine assault rifle and light 9 MM and light under barrel shot gun
Weight: 9 lb (3.1 kg) fully loaded
Cartridge: M.D.C or S.D.C 5.56x45mm NATO note can not mix
Damage S.D.C look at palladium books in S.D.C weapons
• M.D.C 5.56x45mm NATO 1d4 M.D.C single shot, short burst 3d4 M.D.C ( 3 rounds fired), medium burst 4d6 M.D.C ( 6 rounds fired), long burst 1d4x10+8 ( 12 rounds fired), full melee burst 2d4x10+4 M.D.C
• M.D.C 9 MM Single shot 5d4x10 or 200 S.D.C round 1d6 short burst ( 3 Rounds fired) M.D.C, 2d6 M.D.C medium burst ( 6 Rounds fired), long burst M.D.C 4d6 ( 12 Rounds fired) , full melee 1d4x10+8 M.D.C ( 24 Rounds fired)
• M.D.C 12 gauge shotgun 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , full melee 12 rounds burst 4D6X10 M.D.C blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 2d4x10 M.D.C on a six round long burst , 3d4x10 M.D.C full melee 10 rounds burst

Rate of Fire: single shot, short burst, medium burst, long burst, full melee burst,
Payload
• M.D.C 5.56x45mm NATO small drum 300 Rounds ( 150 Rounds per sided ), large drum 420 Rounds( 210 Rounds per sided )
• 9 MM 60 Rounds
• 12 gauge shotgun small drum 100 Rounds ( 50 Rounds per sided ), large drum 160 Rounds( 80 Rounds per sided )

Maximum Effective Range:
• M.D.C 5.56x45mm NATO 3000 FEET
• 9 MM 500 FEET
• 12 gauge shotgun 500 FEET

Black Market Cost: none
Note :add +2 to strike in any range attacks



http://s686.photobucket.com/albums/vv23 ... aultri.jpg

#16) Heavy Multiplied 50 caliber assault rifle, automatic shot gun and grenade launcher
Weight: 18 ld fully loaded
Cartridge: 30 calibers Round and 40 MM rapid fire grenade launcher
Damage
• 50 calibers 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 4d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d4x10+8 , M.D.C burst long 2d4x10 + 16 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 3d6x10+16 or S.D.C round
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shotArmour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10long burst, ( 10 rounds fired)4D6X10full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
• 40 mm grenade round type : Plasma Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired)
Rate of Fire: Single shot, short burst, Medium burst, long burst, full melee burst
Payload;
• .50 caliber assault rifle 100 Rounds
• 40MM Rounds (TWO DRUMS) 45 each Drum total 90 Rounds on the rifle
• 40 MM large drum Rounds 136 Rounds
Maximum Effective Range: both weapons 3000 feet, 40 MM grenade in-direct fire 7000 feet
Black Market Cost: None
Note add + 2 to strike
NOTE: .50 caliber assault rifles has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reducing by 25% adds +4 to initiative
NOTE: use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks
NOTE : the extended barrel is to fire the .50 caliber assault rifle in short ,medium or long burst as a sniper weapons range 4.9 miles use



http://s686.photobucket.com/albums/vv23 ... rapidf.jpg

#17) Heavy .50 caliber machine gun and rapid fire 40 MM grenade launcher
Weight: 21 ld
Cartridge: .50 caliber assault rifle and 40 MM grenade launcher
Damage:
• 50 calibers Depleted Round 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 6d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d6x10+8 , M.D.C burst long 3d4x10 + 8 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 5d6x10+16 or S.D.C round
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shotArmour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10long burst, ( 10 rounds fired)4D6X10full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
• 40 mm grenade round type : Plasma Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired)
Rate of Fire: Single shot, short burst, Medium burst, long burst, full melee burst
Payload: .50 caliber assault rifle 300 rounds, 40 MM grenade launcher 40 rounds
Maximum Effective Range:
• .50 caliber machinegun 3000 feet
• 40 MM grenade launcher 4 in-dicet/3 miles direct
Black Market Cost: None
Note add + 2 to strike
NOTE: .50 caliber assault rifles has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reducing by 25% adds +4 to initiative
NOTE: use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks



http://s686.photobucket.com/albums/vv23 ... dfire4.jpg

#18) XM8 Heavy Assault rifle and rapid fire 40 MM grenade launcher
Weight: 12 ld FULLY LOADED
Cartridge: heavy .50 calibers and 40 MM grenade launcher
Damage
• 50 calibers Depleted Round 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 6d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d6x10+8 , M.D.C burst long 3d4x10 + 8 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 5d6x10+16 or S.D.C round
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shotArmour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10long burst, ( 10 rounds fired)4D6X10full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
• 40 mm grenade round type : Plasma Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired)
Rate of Fire: Single shot, short burst, Medium burst, long burst, full melee burst
Payload:
• .50 caliber assault rifle 120 Depleted Round
• 40 MM grenade launcher 20 Rounds
Maximum Effective Range:
.50 caliber assault rifle 3000 feet
40 MM grenade launcher 3000 feet direct/in direct 5000 feet
Black Market Cost: None
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative



http://s686.photobucket.com/albums/vv23 ... idfire.jpg

#19) XM8b Heavy Assault rifle and rapid fire 40 MM grenade launcher
Weight: 11 ld FULLY LOADED
Cartridge: heavy .50 calibers / M.D.C 5.56x45mm NATO and 40 MM grenade launcher
Damage
• 50 calibers Depleted Round 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 6d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d6x10+8 , M.D.C burst long 3d4x10 + 8 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 5d6x10+16 or S.D.C round
• M.D.C 5.56x45mm NATO 1d4 M.D.C single shot, short burst 3d4 M.D.C ( 3 rounds fired), medium burst 4d6 M.D.C ( 6 rounds fired), long burst 1d4x10+8 ( 12 rounds fired), full melee burst 2d4x10+4 M.D.C
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shotArmour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10long burst, ( 10 rounds fired)4D6X10full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
• 40 mm grenade round type : Plasma Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired)
Rate of Fire: Single shot, short burst, Medium burst, long burst, full melee burst
Payload:
• .50 caliber assault rifle 120 Depleted Round
• M.D.C 5.56x45mm NATO small drum 300 Rounds ( 150 Rounds per sided ), large drum 420 Rounds( 210 Rounds per sided )
• 40 MM grenade launcher 20 Rounds
Maximum Effective Range:
• M.D.C .50 caliber assault rifle 3000 feet
• M.D.C 5.56x45mm NATO 3000 FEET
• M.D.C 40 MM grenade launcher 3000 feet direct/in direct 5000 feet
Black Market Cost: None
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative



http://s686.photobucket.com/albums/vv23 ... herand.jpg

#20) Heavy 40 mm multi - grenade launcher and 9 MM rifle
Weight: 23 ld
Cartridge: 40MM
• Damage
• M.D.C 9 MM Single shot 5d4x10 or 200 S.D.C round 1d6 short burst ( 3 Rounds fired) M.D.C, 2d6 M.D.C medium burst ( 6 Rounds fired), long burst M.D.C 4d6 ( 12 Rounds fired) , full melee 1d4x10+8 M.D.C ( 24 Rounds fired)
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shotArmour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10long burst, ( 10 rounds fired)4D6X10full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
• 40 mm grenade round type : Plasma Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired)
Rate of Fire: Single shot, short burst, Medium burst, long burst, full melee burst
Payload:
• 9 MM 400 Rounds
• 40 mm grenade round 160 Rounds
Maximum Effective Range:
• M.D.C 9 MM 500 FEET
• M.D.C 40 MM grenade launcher 3000 feet direct/in direct 5000 feet
Black Market Cost:
Note: use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks



http://s686.photobucket.com/albums/vv23 ... hotgun.jpg

#21) Dual barrel rapid fire 12 gauge shot gun
Weight:6 ld
Cartridge: 12 gauge shotgun
Damage
• One barrel firing 12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 2d4x10 M.D.C on a six round long burst
• Dual barrel shots 12 gauge shot 1d4x10 single shot , two round short burst 2d4x10 , three medium round burst 2d6x10 , long burst six round 4d6x10 , blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 1d4 x10 MDC on two round short burst , 2d4x10 M.D.C on a four medium round burst , 3d4x10 M.D.C on a six round long burst
Rate of Fire: Single shot, short burst, Medium burst , long burst, full melee burst
Payload: 160 Rounds or 80 for dual shot
Maximum Effective Range: 12 gauge shotgun 500 feet
Black Market Cost: 3000 credits
Note use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks




http://s686.photobucket.com/albums/vv23 ... ssault.jpg

#22) The TAR 21 SEIES CLASS European assault rifle TAR 21 series and rapid fire grenade launcher fire grenade launcher
Weight: 10 ld
Cartridge: M.D.C 5.56x45mm NATO and 20 MM
Damage
• M.D.C 5.56x45mm NATO 1d4 M.D.C single shot, short burst 3d4 M.D.C ( 3 rounds fired), medium burst 4d6 M.D.C ( 6 rounds fired), long burst 1d4x10+8 ( 12 rounds fired), full melee burst 2d4x10+4 M.D.C
• 20 MM rapid fire grenade launcher 12 round single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired

Rate of Fire:
• M.D.C 5.56x45mm NATO Short burst (3 rounds fired), Medium burst ( 6 rounds fired), Long burst ( 12 rounds fired), Full melee burst( 24 rounds fired)
• 20 MM rapid fire grenade launcher Short burst (2 rounds fired), Medium burst ( 4 rounds fired), Long burst ( 6 rounds fired), Full melee burst( 10 rounds fired),
Payload
• M.D.C 5.56x45mm NATO 100 Rounds
• 20 MM rapid fire grenade launcher 12 round
Maximum Effective Range: both 3000 feet
Black Market Cost:
Note use knock down table, all direct fire add +2 to range attacks




http://s686.photobucket.com/albums/vv23 ... 0calib.jpg

#23) The TAR 21 SEIES CLASS European 30 caliber Assault rifle and rapid fire grenade launcher
Weight: 11 ld
Cartridge: look below
Damage
• 30 calibers 1d6 MDC round, M.D.C burst short 3d6 three round , M.D.C burst ( 6 rounds fired ) medium 6d6 , M.D.C burst long 1d4x10 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 2d4x10 or S.D.C round
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shotArmour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10long burst, ( 10 rounds fired)4D6X10full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
• 40 mm grenade round type : Plasma Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired)

Rate of Fire: Short burst (rounds fired), Medium burst ( rounds fired), Long burst ( rounds fired), Full melee burst( rounds fired),
Payload
• 30 calibers : 100 Rounds
• 40 mm grenade : Rounds

Maximum Effective Range:
Black Market Cost: None
Note has a special Built-in feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative



http://s686.photobucket.com/albums/vv23 ... 2gauge.jpg

#24) The TAR 21 SEIES CLASS European 12 gauge single barrel shot gun and rapid fire grenade launcher
Weight:14 lds
Cartridge: look below
Damage
• 50 calibers Depleted Round 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 6d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d6x10+8 , M.D.C burst long 3d4x10 + 8 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 5d6x10+16 or S.D.C round
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shot Amour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10long burst, ( 10 rounds fired)4D6X10full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
• 40 mm grenade round type : Palmas Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired)

Rate of Fire: for both Short burst, Medium burst long burst Full melee burst
Payload
• M.D.C 40 MM grenade launcher : 32 rounds
• 50 calibers : 300 rounds

Maximum Effective Range:
• M.D.C 40 MM grenade launcher 3000 feet direct/in direct 5000 feet
• 50 calibers : 3000 feet

Black Market Cost: none
Note add +2 to all range attacks and has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative




http://s686.photobucket.com/albums/vv23 ... 12ga-1.jpg

#25) XM8C .30 caliber long range or 50 caliber machine gun in picture made a mistake 24 is really #25
Weight: 18 ld
Cartridge: 50 calibers
Damage
• 30 calibers 1d6 MDC round, M.D.C burst short 3d6 three round , M.D.C burst ( 6 rounds fired ) medium 6d6 , M.D.C burst long 1d4x10 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 2d4x10 or S.D.C round
Rate of Fire: Short burst, Medium burst long burst Full melee burst
Payload: 400 rounds
Maximum Effective Range: 4 miles 4 miles = 21 120 feet
Black Market Cost: none





http://s686.photobucket.com/albums/vv23 ... aliber.jpg

#26).50 caliber long range machine gun
Weight: 21
Cartridge: as above
Damage
• 50 calibers Depleted Round 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 6d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d6x10+8 , M.D.C burst long 3d4x10 + 8 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 5d6x10+16 or S.D.C round
Rate of Fire: Single shot, short burst, Medium burst, long burst, full melee burst
Payload : 400 rounds
Maximum Effective Range: as above
Black Market Cost: none
Note add +2 to all range attacks, as above



#27) American dual barrel 12 gauge single barrel shot gun and 40 MM rapid fire grenade launcher

http://s686.photobucket.com/albums/vv23 ... inegun.jpg

#27) American dual barrel 12 gauge single barrel shot gun and 40 MM rapid fire grenade launcher
Weight: 18ld
Cartridge:
Damage
12 gauge shot
• One barrel firing 12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 2d4x10 M.D.C on a six round long burst
• Dual barrel shots 12 gauge shot 1d4x10 single shot , two round short burst 2d4x10 , three medium round burst 2d6x10 , long burst six round 4d6x10 , blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 1d4 x10 MDC on two round short burst , 2d4x10 M.D.C on a four medium round burst , 3d4x10 M.D.C on a six round long burst
40 MM grenade launcher
• 40 mm grenade round type : various look below
• 40 mm grenade round type : (A.P) Single shot Amour Piecing 5d4M.D.C each Rounds Single shot, 1d4x10 MDC (2 rounds fired)short burst, ( 4 rounds fired)2d4x10 MDC Medium burst,( 6 rounds fired)3D4X10 MDC long burst,( 8 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : (H.E.A.T) H.eavy E.xpolive A.nti-T.ank (or robot) Round 5d6 Single shot, ( 2 rounds fired)1D6X10 MDC short burst, ( 4 rounds fired)2D6X10 Medium burst, ( 8 rounds fired)3D6X10 long burst, ( 10 rounds fired)4D6X10 full melee burst
• 40 mm grenade round type : ( D.R) Depleted Round 1d6x10M.D.C Single shot, ( 2 rounds fired)2D6X10short burst, ( 4 rounds fired)3D6X10Medium burst, ( 6 rounds fired)4D6X10long burst, ( 8 rounds fired)5D8X10 full melee burst
40 mm grenade round type : Palmas Round Single shot1D4X10 MDC, short burst2D4X10( 2 rounds fired), Medium burst 3D4X10 MDC( 4 rounds fired), long burst 4D6X10 ( 6 rounds fired), 6D6X10 full melee burst (8 rounds fired

Rate of Fire: Single shot, short burst, Medium burst, long burst, full melee burst, for both
Payload
• 40 MM grenade launcher 36 Rounds
• 12 gauge shot 260 Rounds

Maximum Effective Range:
12 gauge shotgun 500 feet

Black Market Cost: none
Note add +2 to all range attacks
Use knock down table, indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming), all direct fire add +2 to range attacks

Z.I.N.O "well what do you think i love to know good the bad or the ugly POST IT :-D

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

Posted: Fri Aug 21, 2009 11:06 am
by ZINO
if you are having problems see the pic post

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

Posted: Fri Aug 21, 2009 3:06 pm
by ZINO
Name: Anti-Reactive Explosives Rounds Cartridge: any type
Damage: M.D.C varies as per round or S.D.C varies as per round
Payload: varies as per round
Maximum Effective Range: varies as per round
Note: Can not be combine with Depleted uranium rounds or armor piercing rounds.
Abilities The Anti-Reactive Explosives Rounds can stop any amour resistant to blunt attack or resistant projectiles ( in other words if it take half damage, form kinetic ,blunt , or projectiles now it does full damage ) ,also note critical hit 17 or better , if hitting body amour from light to heavy add 3d4x10 S.D.C to wearer

Name: Anti- Energy Rounds MK I or force field disruptors Rounds MK I
Cartridge: any type
Damage: M.D.C varies as per round or S.D.C varies as per round
Payload: varies as per round
Maximum Effective Range: varies as per round
Note: These rounds are design to right thru variable force fields, but at a cost have damage to armor also note critical hit 17 or better, if hitting body amour from light to heavy add 3d4x10 S.D.C to wearer.
Cost: 100 per round

Name: Anti- Energy Rounds MK II or force field disruptors Rounds MK II
Cartridge: any type
Damage: M.D.C varies as per round or S.D.C varies as per round
Payload: varies as per round
Maximum Effective Range: varies as per round
Note: These rounds are design to right thru variable force fields( 70% chance do full damage), but at a cost have damage to armor also note critical hit 17 or better, if hitting body amour from light to heavy add 3d4x10 S.D.C to wearer.
Cost: 200 per round


Name: Anti- Energy Rounds MK II or force field disruptors Rounds MK III
Cartridge: any type
Damage: M.D.C varies as per round or S.D.C varies as per round
Payload: varies as per round
Maximum Effective Range: varies as per round
Note: These rounds are design to right thru variable force fields( 100% chance do full damage), but at a cost have damage to armor also note critical hit 17 or better, if hitting body amour from light to heavy add 3d4x10 S.D.C to wearer. Exactly like the silver hawk attack Exoskeleton
Cost: 300 per round

Name: Depleted Uranium Core Rounds MKII
Cartridge: varies
Payload: varies as per round
Maximum Effective Range: varies as per round add 50% to range
Note: Depleted Uranium Core Rounds MKII is exactly like the Depleted Uranium rounds (or DU- rounds )but add like say standard damage is 3d6 add a 2d6 to 5d6 ,the same way can be said 1d4x10 standard damage add 2d4x10 to 3d4x10 ,like 36x10 add 2d6x10 now 5d6x10 so a 6d6 add2d6 to 8d6( I know I know what your think ) or a 3d4 standard damage to add 2d4 to 5d4 and so on . Look at Rifts - Triax and the NGR - World Book 05 (look at page 145)for abilities on how it effects supernatural monster, but with no effect to personal as a to hot to handle due better alloys to keep the danger sided effects in each round ,both the round and a special clip is given to user . Lastly there still the problem with the area that is contaminated to deal with radiation (however is much lower by than that rifts earth). This can be easier to clean when the time is available to clean in peace time or when the war is over.

Name: armor piercing Rounds or A.P Rounds
Cartridge: any type
Damage: M.D.C varies as per round or S.D.C varies as per round
Payload: varies as per round
Maximum Effective Range: varies as per round
Note: damages the same but critical 16 or better and range 50 % longer in M.D.C

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

Posted: Fri Aug 21, 2009 11:34 pm
by ZINO
871 seen and no post did i said something to offend anyone? or is my idea that wacky?

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

Posted: Mon Aug 24, 2009 3:05 am
by Spinachcat
Zino, do a full write-up of these after some at-the-table playtesting and submit it to either the Rifter or the Rifter Zero project.

I am particularly interested in the different ammo types. For me, those are more interesting than just more guns.

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

Posted: Mon Aug 24, 2009 11:52 pm
by Aramanthus
I agree. I think that would be a great addition for us.

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

Posted: Tue Aug 25, 2009 8:34 pm
by ZINO
Aramanthus wrote:I agree. I think that would be a great addition for us.

thanks man i was 't think it could be rifter submissions

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

Posted: Tue Aug 25, 2009 8:43 pm
by ZINO
Name:guided Rounds can have the following armor piercing Rounds or A.P Rounds or Depleted Uranium Core Rounds MKII or Anti-Reactive Explosives Rounds or standard rounds or heavy explosive or tracers Rounds
these rounds can their angle of attack ( how much is not know yet ) to hit there target from an aim shot to burst , even when firing a wild shot (add +2 to strike ) to user due to where and the type of target . has a small nano-systems I.F.F ( [I] identify [F] friend or [F] foe systems as well) they are not just making smart weapons ,but smart ballistic rounds (and last smart energy shots). this has caught many demons and T.G.E troops off guards and has given the C.W.W limited troops a very high to ratio over there enemy.
Cartridge: any type
Damage: M.D.C varies as per round or S.D.C varies as per round
Payload: varies as per round
Maximum Effective Range: varies as per round
Note: damages the same but critical 16 or better and range 50 % longer in M.D.C
Note: able to adjust range , even able to counter dodge attack to a certain degree enemy gets 1d4 minus to dodge
Note are beginning to use them with smart weapons as above all features!!!!! pick which type of rounds

Name:standard tracers Rounds
Cartridge: any type
Damage: M.D.C varies as per round or S.D.C varies as per round
Payload: varies as per round
Maximum Effective Range: varies as per round
Note: all they do add is plus +1 to strike burst . on aim add +2 , using up two attacks on aim shot add +4 to strike !!!! and any other bonuses

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

Posted: Tue Aug 25, 2009 8:52 pm
by taalismn
Excellent....when you finish spinning off new ammo types, put them all in one post/page for maximum convenience...quick-stop-and-scan shopping for the merc or hitman on the guy who believes in the versatility of solid projectiles over energy weapons... :D

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

Posted: Tue Aug 25, 2009 8:55 pm
by ZINO
what do you like and dislike and or change "Aramanthus" / Spinachcat ? plese be honest that how i learned :D
which is your favorite or would hate? or dislike ? guys

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

Posted: Tue Aug 25, 2009 11:30 pm
by Aramanthus
So far they look good. But I need more time to read all of those entries. I'm having to get up at 4:30 AM most weekdays. By this time in the evening I'm beat. I'll reread them soon as I can.

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

Posted: Wed Aug 26, 2009 8:47 am
by taalismn
Likewise...scheduling keeps me from thoroughly reading and commenting as much as I'd like....

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

Posted: Wed Aug 26, 2009 11:05 am
by Malakai
I like the concept of differing ammo more than different weapons - There's a versatility there that is missing from MDC weaponry.

I for one, would like to see a Rail gun that fires a single projectile rather than multiple pellets, since that projectile can then be more easily customizable. (you can even use the design of a Coil Gun to differentiate it, so it's not confused with the current mainstay)

That way you really can get fancy with your ammo, making the AP Rounds, Explosive rounds, Incendiary rounds, etc. For some of these (Explosive, Incendiary), I see them, essentially, as the warhead portion of Mini-Missiles that are using a different delivery system. Others, like the Armor-Piercing, can have more potential. Consider the following, all using In-Book technology:

    Naruni "Smart" Micro-Missiles: Delivery System and Lethal Payload
    Phase-Tech Med-Kit: Micro-Beamer used to turn the missile itself intangible
    Holographic Mini-Computer: Holds the programming and software to communicate with the targeting system of the missile and control the Phase Beamer.

The following missile can effectively pass through Body Armor and Force Fields (by slowing down enough just before impact) and detonate inside the victim! The cost is rather high - 9,500+Micro-Beamer cost, but it's an effective one-shot kill on any SDC trooper, regardless of what armor (or power armor) they are wearing. And it's fired from a Rifle.

So, yeah, I'd prefer a weapon with different types of ammo vs just another weapon - it's easier to carry around multiple kinds of ammo for the same weapon than multiple weapons.

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

Posted: Wed Aug 26, 2009 5:38 pm
by taalismn
Ouch....this is why scientists should be held accountable for war crimes....a weapon like THAT?! :shock:

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

Posted: Thu Aug 27, 2009 7:11 pm
by ZINO
taalismn wrote:Ouch....this is why scientists should be held accountable for war crimes....a weapon like THAT?! :shock:

I endorse this statement

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

Posted: Mon Aug 31, 2009 10:55 pm
by Aramanthus
I have to admit a versatile weapon that could handle many types of ammo would be something for the Phase World setting.

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

Posted: Tue Sep 01, 2009 12:07 am
by ZINO
Aramanthus wrote:I have to admit a versatikle weapon that could handle many types of ammo would be something for the Phase World setting.

versatikle weapon ???????? huh

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

Posted: Tue Sep 01, 2009 1:14 pm
by Malakai
ZINO wrote:
Aramanthus wrote:I have to admit a versatikle weapon that could handle many types of ammo would be something for the Phase World setting.

versatikle weapon ???????? huh


Yes, just like a 'versatile' weapon, but with the 'special k' to bring it up to the next level :-D

While I'll admit the high level of technology would make such things easier - I think such a weapon system would have a place on RIFTS Earth too. I mean, I can just picture one of the major military powers to give them some kind of counter to various enemies - like HEAP rounds for Anti-Armor, Silver-Nitrate for Anti-Undead/Weres, Pancake rounds to immobilize enemies by knocking them flat on their [bleep], etc. I mean, I'm sure we canthink of numerous ideas where a "smart gun" can be paried with specialty / "smart" ammo for various effects, such as timing a grenade to explode just after it breaks through the window or passes the wall that your enemies are using for cover, etc . . . . .


hmmmmm . . . . . . . . I may have to work on my own thing, and get back to you guys :-)

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

Posted: Tue Sep 01, 2009 2:08 pm
by ZINO
Malakai wrote:
ZINO wrote:
Aramanthus wrote:I have to admit a versatikle weapon that could handle many types of ammo would be something for the Phase World setting.

versatikle weapon ???????? huh


Yes, just like a 'versatile' weapon, but with the 'special k' to bring it up to the next level :-D

While I'll admit the high level of technology would make such things easier - I think such a weapon system would have a place on RIFTS Earth too. I mean, I can just picture one of the major military powers to give them some kind of counter to various enemies - like HEAP rounds for Anti-Armor, Silver-Nitrate for Anti-Undead/Weres, Pancake rounds to immobilize enemies by knocking them flat on their [bleep], etc. I mean, I'm sure we canthink of numerous ideas where a "smart gun" can be paried with specialty / "smart" ammo for various effects, such as timing a grenade to explode just after it breaks through the window or passes the wall that your enemies are using for cover, etc . . . . .


hmmmmm . . . . . . . . I may have to work on my own thing, and get back to you guys :-)

please post !!!!!!!

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

Posted: Tue Sep 01, 2009 9:03 pm
by Malakai
GR-50SSR Squad Support Rifle
This Rifle was designed to give infantry squads heavy, mission-specific support without relying on heavy-hitters, such as Borgs, Power-Armored, Troops, or other multi-million dollar assets. It was found that, through various battlefield reports, that request for heavy assists were only needed intermittently, as individuals threats surfaced. As battles moved from large scale to close-quarters urban combat, bringing in such assets became more of a liability, as they became the first and most sought-after targets.

Thus, the birth of the SSR. Using gravity-technology and building off the idea of a grenade launcher, the GR-50 is unique in that it offers a wide variety of specialty rounds that allow users to tailor their ammunition to the mission at hand. Most rounds have been reverse-engineered from mini-missile warheads, but there are a variety of other rounds that offer shooters unique and use battlefield options.

GR-50SSR
Weight: 25 lbs for the gun itself, and another 18-36 lbs for the cylindrical magazine
Mega-Damage: Depends on the round, Standard is 1D4x10 M.D.
Rate of Fire: Single Shot Only
Effective Range: 3,000 feet standard, some rounds may have greater or lesser range
Payload: 10, 16, or 22 round cylindrical magazines
Cost: 195,000 Credits
Bonus: Excellent targeting scope and precision craftsmanship give the shooter +3 to Strike. In Addition, users outfitted with a headjack can link to the weapon, making use of special features in ammunition as well as improving target acquisition and precision firing (Additional +2; +5 Total)
Penalties: Shooters jacked into the weapon are somewhat oblivious to their surroundings, and are -4 / -20% to notice anything going on in their immediate area / not within view from the scope. Also, due to the oversized-nature of the Rifle, users not properly braced may find it difficult to shoot (-2 to Strike for those with a PS less than 20)

GR-50SSR Rounds:
    Standard - Solid Metal Slug [1D4x10] – 20 credits each

    Armor-Piercing – Armor-Piercing mini-missile warhead [1D4x10, x2 on an 18+ (including bonuses)] – 550 credits each

    Fragmentation – Fragmentation mini-missile warhead, with a computer-set delay, designed to explode at a predetermined distance along it’s flight path. Great for hitting targets behind cover. Must use the Headjack for the delayed detonation. [5D6 to a 20-ft radius, Strike targets behind cover / around obstacles – no penalty / caught in blast radius] – 750 credits each

    High-Explosive – High-Explosive mini-missile warhead, with a delayed fuse that can be delayed for a preset time or linked with a set number of others, so they all go off simultaneously. Useful for controlled demolitions work. Must use headjack for delayed option, and requires Demolitions Skill to use properly [5D6 to a 5 ft area, Delayed / Simultaneous Detonation – up to one minute] – 750 credits each

    Plasma – Plasma mini-missile warhead [1D6x10] – 600 credits each

    Electro-Magnetic Spike – a solid spike that impales into the target and broadcasts electro-magnetic interference designed to disrupt sensors and communications [3D6 MDC, plus sensor systems are reduced to 1/10th normal ranges and -60% to use, and communication are disrupted, both for 1D6 minutes] – 800 credits each

    Marker – Incidental (2D6 S.D.C, from the chemicals as they burn / heat up), makes target easily traceable/enhance target lock of other systems by painting it with a chemical that radiates heat, infrared and ultraviolet radiation, and device that produces strong radar waves for missiles and other sensors to home in on. A variation without the chemical paint can be used to secretly track a struck target. All subsequent attacks utilizing targeting computers are +3 to Strike, thanks to the easily tracked signals. Lasts 1 hour, or until cleaned off – 250 credits each

    Pancake – A special round that is designed to flatten out just prior to hitting the target, giving a massive impact area. Damage is lessened, because the force is distributed over the entire area, but at the same time it can easily knock a target (even PA) to the ground and stun them. They also have a slightly short range than normal, as the terminal effects of the round put more drag onto it [3D6 Damage, 2,500 ft range, 1-80% chance of Knockdown – those not knocked down are still off-balance and both suffer a -3 to Strike, Parry, and Dodge for the rest of the Round. Those knocked-down also lose Initiative and 1 Melee Attack] – 300 credits each

    Ram-Jet – Designed to increase both range and impact, this round is similar to the Wellington rounds used for normal, SDC weapons, save a high-grade fuel and advanced metals are used in it’s construction. Additionally, the Gravity launch helps propel it at a fast speed before the fuel inside ignites, giving it a faster speed and thus greater impact energy [1D4x10+25, 6,000 ft range] – 800 credits each

    Canister-Shot – An effective spray round, as pellets are held within a canister and spread out shortly after leaving the barrel as a measured charge detonates to provide maximum coverage at target, this can both hit multiple targets in a small area or help in Anti-Missile Defense. A major downside is it’s relatively short range, as the pellets disperse to quickly beyond and lose velocity rather quickly [4D6 to a 20-ft radius, 1,500 ft] – 750 credits each

    Flares – These help both for signaling and target acquisition, as well as doing a small amount of damage over time and can be used to set of flammable materials (unlike normal Plasma Weapons, which generally Flash-burn) [2D6 MD for 1D4+1 rounds, 1-80% per round of igniting any flammable materials within 5 ft of the round. Heat-seeking weapons are +3 to Strike the Flare/Target] – 100 credits each
More to come later

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

Posted: Tue Sep 01, 2009 11:07 pm
by ZINO
Malakai wrote:GR-50SSR Squad Support Rifle
This Rifle was designed to give infantry squads heavy, mission-specific support without relying on heavy-hitters, such as Borgs, Power-Armored, Troops, or other multi-million dollar assets. It was found that, through various battlefield reports, that request for heavy assists were only needed intermittently, as individuals threats surfaced. As battles moved from large scale to close-quarters urban combat, bringing in such assets became more of a liability, as they became the first and most sought-after targets.

Thus, the birth of the SSR. Using gravity-technology and building off the idea of a grenade launcher, the GR-50 is unique in that it offers a wide variety of specialty rounds that allow users to tailor their ammunition to the mission at hand. Most rounds have been reverse-engineered from mini-missile warheads, but there are a variety of other rounds that offer shooters unique and use battlefield options.

GR-50SSR
Weight: 25 lbs for the gun itself, and another 18-36 lbs for the cylindrical magazine
Mega-Damage: Depends on the round, Standard is 1D4x10 M.D.
Rate of Fire: Single Shot Only
Effective Range: 3,000 feet standard, some rounds may have greater or lesser range
Payload: 10, 16, or 22 round cylindrical magazines
Cost: 195,000 Credits
Bonus: Excellent targeting scope and precision craftsmanship give the shooter +3 to Strike. In Addition, users outfitted with a headjack can link to the weapon, making use of special features in ammunition as well as improving target acquisition and precision firing (Additional +2; +5 Total)
Penalties: Shooters jacked into the weapon are somewhat oblivious to their surroundings, and are -4 / -20% to notice anything going on in their immediate area / not within view from the scope. Also, due to the oversized-nature of the Rifle, users not properly braced may find it difficult to shoot (-2 to Strike for those with a PS less than 20)

GR-50SSR Rounds:
    Standard - Solid Metal Slug [1D4x10] – 20 credits each

    Armor-Piercing – Armor-Piercing mini-missile warhead [1D4x10, x2 on an 18+ (including bonuses)] – 550 credits each

    Fragmentation – Fragmentation mini-missile warhead, with a computer-set delay, designed to explode at a predetermined distance along it’s flight path. Great for hitting targets behind cover. Must use the Headjack for the delayed detonation. [5D6 to a 20-ft radius, Strike targets behind cover / around obstacles – no penalty / caught in blast radius] – 750 credits each

    High-Explosive – High-Explosive mini-missile warhead, with a delayed fuse that can be delayed for a preset time or linked with a set number of others, so they all go off simultaneously. Useful for controlled demolitions work. Must use headjack for delayed option, and requires Demolitions Skill to use properly [5D6 to a 5 ft area, Delayed / Simultaneous Detonation – up to one minute] – 750 credits each

    Plasma – Plasma mini-missile warhead [1D6x10] – 600 credits each

    Electro-Magnetic Spike – a solid spike that impales into the target and broadcasts electro-magnetic interference designed to disrupt sensors and communications [3D6 MDC, plus sensor systems are reduced to 1/10th normal ranges and -60% to use, and communication are disrupted, both for 1D6 minutes] – 800 credits each

    Marker – Incidental (2D6 S.D.C, from the chemicals as they burn / heat up), makes target easily traceable/enhance target lock of other systems by painting it with a chemical that radiates heat, infrared and ultraviolet radiation, and device that produces strong radar waves for missiles and other sensors to home in on. A variation without the chemical paint can be used to secretly track a struck target. All subsequent attacks utilizing targeting computers are +3 to Strike, thanks to the easily tracked signals. Lasts 1 hour, or until cleaned off – 250 credits each

    Pancake – A special round that is designed to flatten out just prior to hitting the target, giving a massive impact area. Damage is lessened, because the force is distributed over the entire area, but at the same time it can easily knock a target (even PA) to the ground and stun them. They also have a slightly short range than normal, as the terminal effects of the round put more drag onto it [3D6 Damage, 2,500 ft range, 1-80% chance of Knockdown – those not knocked down are still off-balance and both suffer a -3 to Strike, Parry, and Dodge for the rest of the Round. Those knocked-down also lose Initiative and 1 Melee Attack] – 300 credits each

    Ram-Jet – Designed to increase both range and impact, this round is similar to the Wellington rounds used for normal, SDC weapons, save a high-grade fuel and advanced metals are used in it’s construction. Additionally, the Gravity launch helps propel it at a fast speed before the fuel inside ignites, giving it a faster speed and thus greater impact energy [1D4x10+25, 6,000 ft range] – 800 credits each

    Canister-Shot – An effective spray round, as pellets are held within a canister and spread out shortly after leaving the barrel as a measured charge detonates to provide maximum coverage at target, this can both hit multiple targets in a small area or help in Anti-Missile Defense. A major downside is it’s relatively short range, as the pellets disperse to quickly beyond and lose velocity rather quickly [4D6 to a 20-ft radius, 1,500 ft] – 750 credits each

    Flares – These help both for signaling and target acquisition, as well as doing a small amount of damage over time and can be used to set of flammable materials (unlike normal Plasma Weapons, which generally Flash-burn) [2D6 MD for 1D4+1 rounds, 1-80% per round of igniting any flammable materials within 5 ft of the round. Heat-seeking weapons are +3 to Strike the Flare/Target] – 100 credits each
More to come later

NICE man i love it who make this gun ? C.W.W? T.G.E? N.E ? I LOVE IT MAN!!!!!!!!

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

Posted: Tue Sep 01, 2009 11:42 pm
by Aramanthus
Very nice. Sorry about my misspelling. The last two days I've been up since 4:30am. I'm sort of exhausted. Almost time for me to retire for the evening.

Nice new idea. I like it. But I need to read it when I'm more functional.

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

Posted: Wed Sep 02, 2009 11:32 am
by ZINO
Aramanthus wrote:Very nice. Sorry about my misspelling. The last two days I've been up since 4:30am. I'm sort of exhausted. Almost time for me to retire for the evening.

Nice new idea. I like it. But I need to read it when I'm more functional.

don't worry misspelling. you done a great job many stuff should be rifter material !!!!!

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

Posted: Thu Sep 03, 2009 9:05 pm
by ZINO
will post new non smart weapons soon i am done with them

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

Posted: Wed Sep 09, 2009 9:12 pm
by Aramanthus
Cool. I'm looking forward to seeing new material.

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

Posted: Sun Sep 27, 2009 10:22 pm
by ZINO
non smart weapon
http://s686.photobucket.com/albums/vv23 ... redone.jpg
30 caliber Beowulf carbine rifle
IF I POSTED THIS LET ME KNOW THANK YOU

30 caliber Beowulf carbine rifle this weapon is design to give infantry anti tank /power amour man size or giant size robots or anti -anything rifle
Weight: 8 LD rifle by it self, 5 ld add military shot gun, or rapid fire grenade launcher systems add 6 ld all full loaded
Cartridge: 30 caliber secondary weapons: 12 gauges shot gun or fire grenade launcher systems
Damage:
Special 30 calibers Depleted uranium H.E.A.T Round MK IV
Can still use ANY 30 caliber rounds M.D.C OR S.D.C TYPES
round 2d4 MDC or 1d8 M.D.C round, M.D.C burst short 6d6 three round , M.D.C burst ( 6 rounds fired ) medium 1d6x10+8 , M.D.C burst long 3d4x10 + 8 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 5d6x10+16 or S.D.C round

12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , full melee 12 rounds 4d6x10

20 MM rapid fire grenade launcher single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired

Rate of Fire: single shot, look at each weapon
Payload: LOOK BELOW
30 caliber small clip 25 rounds, standard clip 50 rounds, drum on the rifle 100 rounds,, box or case 260 rounds ADD 1 ld
12 gauge shot gun plus 10 internal clip 20 total 30 , drum 60 (or 30 per sided ) plus 10 internal total 70 , case 120 rounds m( or 60 per sided ) plus 10 internal total 130
20 MM rapid fire grenade launcher 160 total or 80 per sided
Maximum Effective Range:
30 caliber 3000 FEET
12 gauge shot gun 3000 FEET
Fire grenade launcher systems direct fire 3000 feet, in direct fire 12000 feet
Black Market Cost:
Note can fire both at the same time!!!!!

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

Posted: Sun Sep 27, 2009 10:27 pm
by ZINO
http://s686.photobucket.com/albums/vv23 ... or0000.jpg

Tummy junior 0000

This really a prototype weapon, but no body know how it got out in the market (this was done on purpose to see reaction) and it did so well it is mass made for civilian ( security forces and pirate corporations) and for local police which they love .
Weight:7 lds
Cartridge: 9 MM M.D.C
Damage
9 MM M.D.C Single shot 5d4x10 or 200 S.D.C round 1d6 short burst ( 3 Rounds fired) M.D.C, 2d6 M.D.C medium burst ( 6 Rounds fired), long burst M.D.C 4d6 ( 12 Rounds fired) full melee ( a 60 rounds ) 2d6x10, note at one target
Rate of Fire: single shot, short burst, medium burst, long burst, full melee .note at one target

12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10

Payload: look below
9 MM M.D.C 180 rounds clip
12 gauge shot 6 rounds
Maximum Effective Range: 300 feet or both
Black Market Cost:
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative Note add plus + 2 to all range weapon laser
Or no muzzle flash stud + 1 no range lost but can be heard,
cannot fire both at the same time !!!!! if you do -5 to strike

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

Posted: Sun Sep 27, 2009 10:34 pm
by ZINO
The tummy MK2

http://s686.photobucket.com/albums/vv23 ... mmyMK2.jpg

This is the military version for urban combat and love by all who use it higher rate of fire mean better payload range and damage. Which is good in combat but made and looks better ( it will be a feared urban weapon to the T.G.E troops as well to demons horror factor 15 the first 1d6 time used later drops to 9 )

Weight:11 lds fully loaded
Cartridge: 9 MM M.D.C
Damage
9 MM M.D.C Single shot 5d4x10 or 200 S.D.C round 2d6 short burst ( 6 Rounds fired) M.D.C, 4d6 M.D.C medium burst ( 12Rounds fired), long burst M.D.C 4d6 ( 24 Rounds fired) full melee ( 120 rounds ) 4d6x10, note at one target

12 gauge shot 5d4 single shot , three round short burst 1d6x10 , six rounds medium burst 2d6x10 , long burst 12 round 2d6x10 , full melee 24 4d6x10 , note at one target

Rate of Fire: single shot, short burst, medium burst, long burst, full melee .note at one target

Payload: look below
9 MM mark II M.D.C 180 rounds clip long clip or 80 per sided, small drum 300 rounds or 150 per side ( under the magazine ) drum ( dark gray color ) 250 per sided 500 rounds total
12 gauge shot 20 clip rounds or case 240 rounds total or 120 per sided
Maximum Effective Range: 300 feet or both
Black Market Cost:
Note has a special feature can add a silencer, not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative Note add plus + 2 to all range weapon laser
Or no muzzle flash stud + 1 no range lost but can be heard,
NOTE laser targeting sight ADD +1 , can fire both at the same time!!!!!


NOTE : can fire two of any weapons systems ,but not all three -9 to strike

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

Posted: Tue Oct 06, 2009 6:42 pm
by ZINO
H416 rifle MK II AND H416 rifle MK III

H416 rifle MK II
http://i686.photobucket.com/albums/vv23 ... 1254868497


H416 rifle MK III
http://i686.photobucket.com/albums/vv23 ... 1254868500


This rifle will be the work horse for hundreds of planetary forces against the T.G.E and used in the Minions wars, as well as for the F.W.C and the latter U.W.W. as well. It will
ROF: H416 rifle / Grenade launcher short burst (3 rounds) , medium burst (6 rounds) , long burst (9 rounds) , Full melee burst (12 rounds)
Grenade launcher All have blast radius of 5 feet per round fired!!!!! Add 2 feet per every Grenade
Damage: look below
H416 rifle
• Standard solid ram jet slugs 2d4 MDC short burst , 2d6 MDC medium burst, 3d6 MDC long burst, 5d4 MDC full melee burst( NOTE has 50% longer range )
• Armour piercing rounds 1d6 MDC short burst , 2d6 MDC medium burst, 3d6 MDC long brust, 4d6 MDC full melee burst( citical hit is 16 times 3or [x3] or higher )
• De pelted uranium rounds 3d4 MDC short burst , 5d6 MDC medium burst , 1d4x10 MDC long burst , 1d6x10 MDC Full melee burst
• Depleted uranium core rounds mark II 5d4, 1d4x10 MDC medium burst , 1d6x10 MDC long burst , 2d4x10 MDC Full melee burst
• Heavy plasma incendiary rounds 5d6 MDC short burst , 1d6x10 MDC medium burst,2d4x10 MDC long burst, 1d10 x10+ 6 NOTE does 5d4 MDC to target for each melee for 2d6 melee ( each melee is 15 seconds and is added for each hit !!!)
• Tracer round are always add for infantry does no damage but add +2 on aim shots, and any burst round
• Energy round light 2d6 MDC short burst , 4d6 MDC medium burst, 1d4x10 MDC long burst, 2d4x10 MDC full melee burst type of energy ION
• Energy round heavy 3d6 MDC short burst , 1d4x10 MDC medium burst, 2d4x10 MDC long burst, 3d4x10 MDC full melee brust type of engery ION
Note can fire an aim shot but in burst mode as a regular aim instead but counts as two (2) attacks .also can have silencer for all rounds but Energy round or a flash suppuration
Payload:
H416 rifle varies short clip 24 rounds, standard clip 48 rounds, drum 120 rounds, drum 240 rounds

PICK one

1) 20mm Grenade launcher indirect grenade fired add + 3 to initiative and range attacks add + 4 to strike (don’t hear it coming),
Range: H416 rifle 3000 feet Grenade luancher direct 6000 feet in direct 12000 feet under barrel rifle type
Grenade launcher
• Light Explosive Grenade rounds 5d4 MDC each
• Heavy Explosive Grenade Rounds 5d6 MDC each
• Armour piercing Grenade Rounds 3d6 MDC each
• Light H.E.A.T Grenade Rounds 1D4X10 MDC each
• Heavy H.E.A.T Grenade Rounds 1D6X10 MDC each
• Heavy plasma Grenade rounds 2d4x10 MDC each
• Smart Grenade use any above but add plus 1 to 4 or (1d4) for aim, for shot burst add + 1to +2 on a burst
• Flare Grenade standard each
• In fared flare Grenade each
• Smoke Grenade any colors each
• Tear gas Grenade each
• Dorne Grenade add 7 senors range 2 miles ,laser communications range unlimited , duration ( uses gravity engines) 48 hours radio 5 miles
• Mini nuclear Grenade 6d6x10 blast radius 100 feet
2) Shotgun type Note use knock down table
Rapid fire 12 gauge shot gun
Weight: 5 ld
Cartridge: 12 gauge shotgun
Damage
One barrel firing 12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 1d6x10 M.D.C on a six round long burst
Rate of Fire: Single shot, short burst, Medium burst , long burst, full melee burst
Payload: 30 Rounds
Maximum Effective Range: 12 gauge shotgun 500 feet
Black Market Cost: 3000 credits
All direct fire add +2 to range attacks

3) TDI KRISS SUPER Close quarter VI
Weight: 7 ld fully loaded
Cartridge: 30 caliber sub-machine gun and under barrel shot gun
Damage
30 calibers 1d6 MDC round, M.D.C burst short 3d6 three round , M.D.C burst ( 6 rounds fired ) medium 6d6 , M.D.C burst long 1d4x10 ( 12 rounds fired), M.D.C burst , full melee( 24 rounds fired) 2d4x10 or S.D.C round
12 gauge shot 5d4 single shot , two round short burst 1d4x10 , three medium round burst 1d6x10 , long burst six round 2d6x10 , full melee 12 rounds burst 4D6X10 M.D.C blast radius 4 feet , can hit 1d6 target add 1d6 target for each setting target get 5d4 MDC on two round short burst , 1d4x10 M.D.C on a four medium round burst , 2d4x10 M.D.C on a six round long burst , 3d4x10 M.D.C full melee 10 rounds burst
Rate of Fire: single shot or burst
Payload30 calibers 100 rounds, 12 gauges shot 60 round
Maximum Effective Range: 30 caliber 3000 feet 12 gauge shot 300 feet
Black Market Cost:
Note add +3 to all range attacks, has a special feature can add a silencer, this applies to 30 caliber weapons not give away one position or where it was fired, one draw back its range is reduce by 25% add +4 to initiative . Note 12 gauge shot at 15 feet a critical hit is X3 not an X 2 on damage

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

Posted: Tue Oct 06, 2009 6:45 pm
by ZINO
Name AK -3000
this is a house hold like the H416 rifle MK II AND H416 rifle MK III .it does all three anti personal , anti installation and even anti tank/power Armour / robots
http://i686.photobucket.com/albums/vv23 ... 1254868979

Weight 21 POUND FULLY LOADED
Damage
AK-3000
single shot 1d6 SDC , 5d6 burst S.D.C burst, or ,
MDC single shot 1D4 M.D.C each rounds 5d4 M.D.C burst
SDC and MDC Cartridge can not be mix,
20mm grenade
round type single shot H.E.A.T 5d6 MDC, or 1d6x100 SDC (1d6 MDC) dual shot short burst round burst two round 1D6X10 M.D.C ,burst medium four round shot 2D6X0 M.D.C ,burst, six round long burst 3D6X10 M.D.C full melee 10 rounds burst 5D6X10 M.D.C Blast radius 4 feet per grenade fired
Full auto shotgun
5d4 buck, three rounds 1d6x10 M.D.C, 2d6x10 ( six rounds long burst) , 3d6x10 (12 rounds full melee)
5d6 Slugs, three rounds 2d4x10 M.D.C, 4d4x10 ( six rounds long burst) , 5d6x10 (12 rounds full melee)
Rate of Fire: as per W.P rules single shot, burst launcher shot by 2, 4, 6, 8 the maximum
Maximum Effective Range: AK 98 rifle 2666 feet,
20 MM rapid fire grenade direct line of sight 3000 feet , indirect line sight 6000 feet
full auto shot gun 200 feet
Payload:
AK 3000 standard clip 30 rounds, long clip 46 rounds, drum clip 120 rounds( 60 per drum ) ,large drum 220 rounds( 110 rounds per drum )
20mm rapid fire grenade launcher 10 grenade can use any 20 MM grenade SDC or MDC
Shot gun standard clip 30 rounds, drum 150 rounds per drum total 300 rounds
Black Market Cost: 10,000 credits rifle only, fully systems 21,000 credits
Note: reload both weapons take 15 seconds or 1 melee; add +2 to range attacks

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

Posted: Tue Oct 06, 2009 6:48 pm
by ZINO
The Mac II ,
http://i686.photobucket.com/albums/vv23 ... 1254869270

this is the most powerful projectile weapon in all of phase world and used by military armies of CCW in the frontier worlds
Weight 8 lds
Damage varies by rounds rate of fired look below pick setting DUR MK II rounds
5 rounds 3d4 M.D.C count as one attack
10 rounds 4D4 M.D.C count as one attack
15 rounds 3D6 M.D.C count as one attack
20 rounds 5D4 M.D.C count as one attack
25 rounds 4D6 M.D.C count as one attack
30 rounds 4D8 M.D.C count as one attack
40 rounds 6D6 M.D.C count as two attacks
50 rounds 1d4x10 M.D.C count as two attacks
60 rounds 1d6x10 M.D.C count as two attacks
70 rounds 2D4x10 M.D.C count as two attacks
80 rounds 1D10x10 M.D.C count as three attacks
90 rounds 2D6X10 count as three attacks
100 rounds 4d4x10 count as three attacks
Rate of Fire: fully automatic look above
Maximum Effective Range: 200 feet
Payload: 120 rounds
Black Market Cost: 2000
Note: must use both hands to fire, +1 to strike, with both hands due to recoil, if not then – 4 to strike however if normal PS is 16 or better can fire with one , supernatural can fire with one hand ,additional features are flash reducer or silencer add +1 to strike on both features

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

Posted: Tue Oct 06, 2009 6:52 pm
by ZINO
MOSSBERG 500 MK II,
http://i686.photobucket.com/albums/vv23 ... 1254869443

this was a prototype test and approved to all who used it in urban combat. The most the devastating shot gun in PW ( or so they thought)
Weight 19 pounds
Damage: single shot, daul shot triple shot or quad shots

H.E 5d4 M.D.C SINGLE BARREL SHOT, H.E 5d6 M.D.C DAUL BARREL SHOT, H.E 1D4X10 M.D.C TIRPLE BARREL SHOT, 1D6X10 QUAD BARREL SHOT

Medium H.E Rounds 5d4 M.D.C SINGLE BARREL SHOT, dual barrel 1d4x10 M.D.C DAUL BARREL SHOT , 1d6x10 M.D.C TIRPLE BARREL SHOT , 2d4x10 M.D.C QUAD BARREL SHOT

Fletceh Rounds 5d6 M.D.C single , dual barrel 1d6x10 M.D.C, triple 2d4x10+10 M.D.C, Quad 2d6x10 M.D.C Triple barrel
heavy H.E Rounds 1d4x10 M.D.C single, dual barrel 2d4x10 M.D.C, triple 3d4x10 M.D.C, Quad 4d4x10 M.D.C

DUR 1d6x10 M.D.C single, dual barrel 2d6x10 M.D.C, triple 3d6x10 M.D.C, Quad 4d6x10 M.D.C

Rate of Fire: evry other attack single shot, daul shot triple shot or quad shots all count as one attack
Maximum Effective Range: 200 single shot, daul shot triple shot or quad shots feet
Payload: 10 rounds for each barrel or 40 round totals for all four relods take a full melee (or 15 second)
Black Market Cost: 3000 cerdits
Note: always appiled konck out table, also blast radius 3 feet for each barrel fire it will hit 1d4 target to 4d4 target at half damge .this weapon can be danges to target and friedly troops.also note to fired must reload chamber so you fire in attack #1 ,reload chamber use attck #2 ,then fired in attack #3 ( it can be one barrel , two ,three or all four barrels and so on ,repeat) add + 2 to aim shots

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

Posted: Tue Oct 06, 2009 6:56 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1254869603
Semi Auto Quad Shot Gun is the improved version of MOSSBERG 500 MK II,
Weight 17 pounds
Damage varies looks below
: Single shot, dual shot triple shot or quad shots semi at

Light H.E 5d4 M.D.C SINGLE BARREL SHOT, medium H.E 5d6 M.D.C DUAL BARREL SHOT, heavy H.E 1D4X10 M.D.C TRIPLE BARREL SHOT, DUR 1D6X10 QUAD BARREL SHOT

Light 5d4 M.D.C single C SINGLE BARREL SHOT, dual barrel 1d4x10 M.D.C C DUAL BARREL SHOT , 1d6x10 M.D.C TRIPLE BARREL SHOT , 2d4x10 M.D.C QUAD BARREL SHOT

medium 5d6 M.D.C single , dual barrel 1d6x10 M.D.C, triple 2d4x10+10 M.D.C, Quad 2d6x10 M.D.C Triple barrel

heavy 1d4x10 M.D.C single, dual barrel 2d4x10 M.D.C, triple 3d4x10 M.D.C, Quad 4d4x10 M.D.C

DUR 1d6x10 M.D.C single, dual barrel 2d6x10 M.D.C, triple 3d6x10 M.D.C, Quad 4d6x10 M.D.C

Rate of Fire: equal hand to hand
Maximum Effective Range: 220 feet
Payload: primary clip 40 rounds, secondary clip 20 rounds, plus internal 40 rounds total 100 rounds
Black Market Cost: 5000
Note rounds semi auto reload the rounds for you’re into the chamber ,plus add +2 to fire under 120 feet , pin blank range under 20 feet add +4 to strike

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

Posted: Tue Oct 06, 2009 7:02 pm
by ZINO
SMITH & WESSON 8 INCH BARREL
http://i686.photobucket.com/albums/vv23 ... 1254869871
Weight 2 pounds
Damage Single shot A.P rounds 1d4 M.D.C, H.E 1D6 round M.D.C, H.E.A.P 2D4 M.D.C, Incedary plama rounds1d10 M.D.C, DUR rounds 2d6 M.D.C, DUCR (DUR MKII) 4D4 M.D.C
Rate of Fire: Single shot
Maximum Effective Range: 350 feet
Payload: 8 inclinder and 20 round auto realoder total 28
Black Market Cost: 3000
Note: add +1 to strike flash light


SMITH & WESSON 4 INCH BARREL
http://i686.photobucket.com/albums/vv23 ... 1254869913
Weight 1 .3 pounds
Damage Single shot A.P rounds 1d4 M.D.C, H.E 1D6 round M.D.C, H.E.A.P 2D4 M.D.C, Incedary plama rounds1d10 M.D.C, DUR rounds 2d6 M.D.C, DUCR (DUR MKII) 4D4 M.D.C
Rate of Fire: Single shot
Maximum Effective Range: 200 feet
Payload: 8 inclinder and 20 round auto realoder total 28
Black Market Cost: 3000
Note: add +1 to strike, slincer add +2 srike flash light

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

Posted: Tue Oct 06, 2009 7:04 pm
by ZINO
30 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870211

Weight 10 pounds
Damage varies
H.E.A.P 5D4 M.D.C EACH rounds
DUR 5D8M.D.C EACH rounds
Incendiary plasmas 3D6M.D.C EACH rounds
Rate of Fire: single shot or dual shot
Maximum Effective Range: 2 Miles
Payload: 10 rounds
Black Market Cost: 6000 credit
Note with scope add + 3 strike

50 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870290
Weight: 13 pounds
Damage: H.E.A.P 5d8 M.D.C EACH, Incendiary plasmas 5d6 ,DUR 1d4x10+8
Rate of Fire: single shot or dual shot
Maximum Effective Range: 3 miles
Payload: 20 rounds
Black Market Cost: 8000 credit
Note with scope add + 3 strike

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

Posted: Tue Oct 06, 2009 8:50 pm
by Greyaxe
ZINO wrote:30 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870211

Weight 10 pounds
Damage varies
H.E.A.P 5D4 M.D.C EACH rounds
DUR 5D8M.D.C EACH rounds
Incendiary plasmas 3D6M.D.C EACH rounds
Rate of Fire: single shot or dual shot
Maximum Effective Range: 2 Miles
Payload: 10 rounds
Black Market Cost: 6000 credit
Note with scope add + 3 strike

50 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870290
Weight: 13 pounds
Damage: H.E.A.P 5d8 M.D.C EACH, Incendiary plasmas 5d6 ,DUR 1d4x10+8
Rate of Fire: single shot or dual shot
Maximum Effective Range: 3 miles
Payload: 20 rounds
Black Market Cost: 8000 credit
Note with scope add + 3 strike

I would apply a caveat that firing either rifle in excess of say 3000 feet requires the sniper skill. Where does the dual shot come into play? It seems contrary to a sniper rifle. Otherwise very cool.

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

Posted: Tue Oct 06, 2009 9:52 pm
by ZINO
??????caveat that firing?????
Where does the dual shot come into play?
the best way to explain this fire two shot in one attack fast , i don it in play call of duty(double tap ) , the first round hit the target but is not down the second round finish the job . oh the weapons are not bolt action rifles.
does this answer your second question :D
thank you for your post as well

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

Posted: Wed Oct 07, 2009 2:57 am
by KLM
ZINO wrote:30 caliber sniper rifle
Weight 10 pounds
Payload: 10 rounds
(..)
50 caliber sniper rifle
Weight: 13 pounds
Payload: 20 rounds


Are they RIFTS:Earth or 3G weapons (or other setting)?

Are they "conventional" gunpowder rifles, railguns or GR guns? Their damage seems
too big in any case.

Their weight (and price for that matter) seems odd.

------
Double tap: looks cool in games, actually works with handguns, sounds like a bad idea with a .50.
Maybe with a tripod, as a short burst option...

Adios
KLM

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

Posted: Wed Oct 07, 2009 9:43 am
by Greyaxe
ZINO wrote:
??????caveat that firing?????
Where does the dual shot come into play?
the best way to explain this fire two shot in one attack fast , i don it in play call of duty(double tap ) , the first round hit the target but is not down the second round finish the job . oh the weapons are not bolt action rifles.
does this answer your second question :D
thank you for your post as well


Ok similar to a pulse setting on a Laser weapon, no penalty to shoot as they are so rapid they count as a single attack.

Yes the caveat
v. intr. Law
To enter a caveat.
v. tr. Informal
To qualify with a warning or clarification: The spokesperson caveated the statement with a reminder that certain facts were still unknown.

Being a requirement to get the most range from the rifle, plus of course a spotter and specialized ranging equipment.

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

Posted: Wed Oct 07, 2009 5:25 pm
by ZINO
Are they RIFTS:Earth or 3G weapons (or other setting)?

answer read the beginning of post page 1
Are they "conventional" gunpowder rifles, railguns or GR guns? Their damage seems
too big in any case.

look at The Rifter® #47 an M.D.C p -95 but phase world high tech setting

Their weight (and price for that matter) seems odd.


yes the weight is due to ultra light metal/ plastic alloys in PW , as as been more advance than rifts earth setting ( again look at The Rifter® #47 )

------
Double tap: looks cool in games, actually works with handguns, sounds like a bad idea with a .50.


sounds like a bad idea with a .50. is something good??????

Maybe with a tripod, as a short burst option...
[/quote] one word didn't think of till recent NICE !!!!!!

thank you KLM your a real help

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

Posted: Thu Oct 08, 2009 2:56 am
by KLM
ZINO wrote:
Their weight (and price for that matter) seems odd.


yes the weight is due to ultra light metal/ plastic alloys in PW , as as been more advance than rifts earth setting ( again look at The Rifter® #47 )

Double tap: looks cool in games, actually works with handguns, sounds like a bad idea with a .50.


sounds like a bad idea with a .50. is something good??????


Weight: Err... A box magazine of 20 pcs of .50 BMG rounds in itself is heavier than the weight difference
between the two guns.

Another issue is, that the lighter your gun, the harder it will kick (chambered for the same round).

For example, shooting a 2-3 pound 6" barrel .38 is a rather pleasant experience. Shooting a snubbie,
with aluminum (or titanium) frame, loaded with the same ammo... I felt it for days.

Shooting a 13 pound anti-material rifle, without a tripod (bipods won't do), especially with a two-round
short burst... Means broken bones. I have read stories about a hunter, who was a bit careless with a
much-much weaker round (big game hunting cartridge, maybe .375 H&H ?), trying to shoot a warthog...
Well, the scope hit the hunter in the face, killing him. No information about the warthog.

Adios
KLM

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

Posted: Thu Oct 08, 2009 5:22 am
by thedrunk
ZINO wrote:
??????caveat that firing?????
Where does the dual shot come into play?
the best way to explain this fire two shot in one attack fast , i don it in play call of duty(double tap ) , the first round hit the target but is not down the second round finish the job . oh the weapons are not bolt action rifles.
does this answer your second question :D
thank you for your post as well



I feel double shot would work in a situation where there is a object in the LOS (Line Of Site) the first bulet will fire then the second milliseconds after the first enabling the first round to penatrate or crack the object in the way allowing the velocity of the second bullet to penatrate and kill the first.

like shooting through glass, in real world there ahve been expermites in sniper rifles with thsi ability but other then a special op where glass or a type of clear object it wouldnt be nessary so the reaserch went in to developing more of a velocity to not only penatrate the object but also kill the intended target....



and sorry people I have been swamped with school and other stuff

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

Posted: Thu Oct 08, 2009 7:39 pm
by ZINO
Weight: Err... A box magazine of 20 pcs of .50 BMG rounds in itself is heavier than the weight difference
between the two guns.


#1)well your right about that , but the use of M.D.C changes everything making the weight much lighter!!!!! especially in PW tech

Another issue is, that the lighter your gun, the harder it will kick (chambered for the same round).


#2)very true but if you use M.D.C Armour protects light to heavy( normal S.D.C human P.S) ,if you have super human PS , supernatural PS, light exo -suit that changes everything. also the weapon is begin to counter the recoil fired that why is love by many S.D.C beings ,especial in the C.C.W worlds . look at the P-95 rifter 47. aslo i think the light both the and ammo this changes recalibration recoil ,= better handleing !!!! ( i think ) i could be wrong ,.... tell me O.K

For example, shooting a 2-3 pound 6" barrel .38 is a rather pleasant experience. Shooting a snubbie,
with aluminum (or titanium) frame, loaded with the same ammo... I felt it for days.


yes true again ,but your talking about S.D.C , in M.D.C that change the weight much much lighter

Shooting a 13 pound anti-material rifle, without a tripod (bipods won't do), especially with a two-round
short burst...

#4)O.K I agree on this one hands down

Means broken bones.
read top section #2

I have read stories about a hunter, who was a bit careless with a
much-much weaker round (big game hunting cartridge, maybe .375 H&H ?), trying to shoot a warthog...
Well, the scope hit the hunter in the face, killing him. No information about the warthog.

LOL :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

thank s KLM your awesome post if you agree or not PLEASE!!!!!!!!!!!!!!!!!!!!

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

Posted: Fri Oct 09, 2009 5:45 pm
by taalismn
Design your weapons with more recoil control mechanisms, or a buttstock that can be re-arranged so you can effectively brace it against nearby solid materials(ground, wall, bionic shoulder)...Might wanna look into cybernetic/bionic packages where the weapon only works with a corresponding cybernetic augment to the user(This entails a long-term 'relationship' or investment in the weapon and the receiving soldier, rather than simply an 'off-the-self' weapon that can be used by anybody)...

For some really good examples of how quickly a weapon can be well-nigh unmanageable, weight and recoil-wize, take a look at some of the 'anti-armor' rifles used by the Germans, British, Russians, and Finns(especially the Finns) prior to WW2...even beginning at the 13-14mm caliber, some of them had to be mounted on wheels like small artillery pieces...

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

Posted: Mon Oct 12, 2009 5:16 am
by KLM
Suggestions summed for the two rifles:

1, Make them GR guns. This negates recoil problems, plus ammo will be lighter (no casing or propellant needed...
Well, maybe an E-clip for like 200 shot).

2, Put prices and damage more in-line with other 3G guns.

Adios
KLM

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

Posted: Sat Oct 17, 2009 4:06 pm
by ZINO
Suggestions summed for the two rifles:


1, Make them GR guns. This negates recoil problems, plus ammo will be lighter (no casing or propellant needed...
Well, maybe an E-clip for like 200 shot).


can a small kit be add to negates like rifle butt ?

2, Put prices and damage more in-line with other 3G guns.

OK
thanks
KLM

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

Posted: Tue Jan 26, 2010 6:50 pm
by taalismn
I may have said this before...come up with a company specializing in selling smart guns like these...rough it out; size, main composition of its employees, where it stands in relation to the other powers and factions? Small start-up company, general ideas firm selling its ideas to anybody who wants to produce similar weapons? A successful, if amoral, company that sells to anybody with the cash? An 'in-house' firm that sells only to one nations(the CCW, the TGE, independents), or a wholly owned subsidiary of another company(like Naruni Enterprises)...Is the company flailing, or successful(or TOO successful, and marked for acquisition/sabotage by its competitors, like NE?).

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

Posted: Wed Jan 27, 2010 12:18 am
by ZINO
taalismn wrote:I may have said this before...come up with a company specializing in selling smart guns like these...rough it out; size, main composition of its employees, where it stands in relation to the other powers and factions? Small Start-up Company, general ideas firm selling its ideas to anybody who wants to produce similar weapons? A successful, if amoral, company that sells to anybody with the cash? An 'in-house' firm that sells only to one nations (the CCW, the TGE, independents), or a wholly owned subsidiary of another company (like Naruni Enterprises)...Is the company flailing, or successful (or TOO successful, and marked for acquisition/sabotage by its competitors, like NE?).


Does this make sense?
Vantroran star system manufacturing center 100 light year from phase world center

This is a very well know to weapon dears for nearly 200 years and is well protected , but has been around 600 year space faring in PW. They are making smart weapon system for infantry one of the well, well was best kept secret in making first smart weapons systems. The C.C.W found them by accident survey the largest know nebula in three galaxies about 691 light years in radius. In the center there a solar systems with 5 planets each has 1 to 36 moons (rolls 6d6 are cloaked). All are city /military instillation as well as a space port for each moon and planet. Lastly a mass amount of ship yards with it own military defense. In the core of this mass nebula about 10 light years radius. And only C.W.W know about this secret solar systems and is the last line if the CWW fall, lastly they make all the ship of C.W.W {thank to (K.O) knock out some call knock – offs with side the Vantoran star system} .they have Terra formed all the planet and have a population of over 109 billion in Vantoran star system.

The world was very advance and was familiar with the CWW, TGE and many power blocks. They were very careful to keep marketing their products smart weapons them but stared with prototypes smart weapons. They made this intentional and to see what would be the result in three galaxies. Well less than a decade everyone wanted these smart weapon systems, but no one knew these were just prototypes smart weapons (even the CCW) from standard projectile to rail guns to grav- weapon systems. As well as mini missiles systems and standard missile know as heavy weapons systems. many major competitors ( just to name one N.E ) were and are concern due to the wide versatile from sub machine gone type ( which the CWW special force , CCW spy and even rebel force love to death in TGE ). Many worlds have banned certain weapons, but with the CWW face major problems with the minion wars that all has change and the TGE attacking CWW frontier worlds (the ban was lifted). A the smart weapons systems call leader in standard MDC weapons D.IC.E (or destruction incorporated equipment) and leading rail gun technology called Smart rails (for all the Smart rail gun) and another company Grav- Weapon Systems(G.W.S) and last heavy metal (H.M) all smart heavy weapons systems .and Lastly but not least Knock out weapon systems or ( K.O ) some call it Knock –off weapons systems they make all 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 .
They have a mass technological military weapons and magical weapons and lastly Psionic military weapons in all of P.W. about 15 % of all weapons come from this solar system. In power amour and mecha they have the following (many think is a soup – up in power amour/mecha).

All rifts/P.W mecha get the following 100 to 200 M.D.C in main body; arms, legs, R.C.C add 100 to 150, also pick one Force field, variable force field, point defense force field, and blast force field and last grav -force fields with a 1d4x100 +20.And Vantroran star system can make all standard stats CWW weapons /war machine / mecha with ease by the hundreds in weeks and even clone armies if need to. [/color]Vantroran star system personal fleet (several fleets) all heavy weapons energy weapons do double damage and range (rail guns /and garv weapon systems the same), as well as missiles have A.I add +4 strike/ add +5 dodge . Their hull add 50 % MDC to ALL location and retractable armor shield (or armor add 50%) to all critical systems if the force field systems fail. All frigate to battle ships have a N.I to act independent and all fighter can be control like drone equal to an A.I systems if their are not enough manpower .
[color=#FF0000]About PW world weapons (note phase manufacturing weapons) the rest add 50% to energy weapon, elite weapons in PW add 50% to energy, double the range, triple the payload, for projectile weapons /rail gun add 50 % to damage, they use depleted uranium round and the next gen depleted uranium core rounds doing double damage !!! And adding 50% to range (better know as extended range weapons systems (not for smart weapons sorry guys) and standard weapons of all kind from CWW, T.G.E, found in the main PW book and source book standard magic weapons and last all T.W weapons/war machine (but not tolkeen magic Mecha) on earth and lastly N.E weapons plasmas weapons doing 50% more damage and range double and payload


All these company work separated but cooperate with each other. If one company has new idea they shared it together to make all type of weapons and sell (they even share the profits). They have learned that work together but very competitive they can make a killing against other company. They don’t stop there they look out for the little company to get more ideas and lately they come with new weapons systems working with a separated company that left N.E in PW and are ready to back them in any way they can from raw materials to battleship . They even set a task force at any moment to help this company and will mop the floor of NE or any competitor who goes for an armed confrontation. Lastly there location of their home world is top secret due to the fact that they are hiding in the largest nebula in P.W with the minions wars get into high gear they can supply, restored and make weapons for 499 year non stop on there own which in reality with be almost gone in PW when all of CWW and allies will need it. They can maintain this run for 24 years without giving away their position. Their entire solar system is a mass military weapons/space ships manufacturing centers on the entire moon. They are the last ace in the hole for The C.W.W (and for the rest of PW) in the minion wars, for as the wars get hot in phase world they will be a critical part of C.W.W

They are well verse in all formed of magic know in rifts earth and have a very good understanding of UWW as well many magic OCC in rifts earth and good amount in PW . As well Psionic tech and OCC. think of this heroes unlimited /rifts earth/ N.E.M.A with M.D.C stats.

Well taalismn what do you think?????

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

Posted: Wed Jan 27, 2010 7:39 pm
by taalismn
Well, a secret arms dealer works out just fine. Seeing as powers like the Altess are just continually living off the proceeds of a massive R&D effort they pulled off several hundred years ago, this makes as much sense.

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

Posted: Thu Jan 28, 2010 1:08 am
by DhAkael
Ths thread is still alive?
jeez...