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

Posted: Thu Jan 28, 2010 9:58 am
by ZINO
DhAkael wrote:Ths thread is still alive?
jeez...


is this statement bad ? :?:

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

Posted: Thu Jan 28, 2010 12:57 pm
by DhAkael
I mean...
The GM wants smartguns? Congrats! the PC's and NPC mooks can now buy & use smartguns! :D
The GM refuses? Sorry mates, but you can only use 'dumb' bullets :P

See? Easy.
This really does NOT need multiple pages and debates.

Unless the original question meant; "How would rule on Smartguns / game mechanics."
Then okay, fair enough...

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

Posted: Thu Jan 28, 2010 11:29 pm
by ZINO
DhAkael wrote:I mean...
The GM wants smartguns? Congrats! the PC's and NPC mooks can now buy & use smartguns! :D
The GM refuses? Sorry mates, but you can only use 'dumb' bullets :P

See? Easy.
This really does NOT need multiple pages and debates.

Unless the original question meant; "How would rule on Smartguns / game mechanics."
Then okay, fair enough...

OK i like that How would rule on Smart guns / game mechanics ,what is your answer WE love to know POST IT :) :-D :D

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

Posted: Sat Jan 30, 2010 9:21 pm
by ZINO
DhAkael wrote:I mean...
The GM wants smartguns? Congrats! the PC's and NPC mooks can now buy & use smartguns! :D
The GM refuses? Sorry mates, but you can only use 'dumb' bullets :P

See? Easy.
This really does NOT need multiple pages and debates.

Unless the original question meant; "How would rule on Smartguns / game mechanics."
Then okay, fair enough...

hey you OK waiting for post / answer or does a cat got your tongue :-D ? ......... i would LOVE to hear from you

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

Posted: Mon Feb 15, 2010 11:00 pm
by ZINO
hey check out the first basic smart weapons f2000 but in pw they are the back bone of all heavy combat infantry weapons during the minion wars
f2000 MK I AND THE MK II B
http://i686.photobucket.com/albums/vv23 ... 1266289066
Developed by Alliant Techsystems, with Heckler & Koch as a major subcontractor, the most commonly seen version of the XM29 consisted of a semi-automatic 20 mm smart grenade launcher, an under slung assault carbine (derived from the HK G36 then in its late developmental stage) firing a standard 5.56x45mm NATO round, and a top-mounted computer-assisted sighting system with integrated laser rangefinder, thermal vision night vision capabilities, and up to 6x optical telescopic sight. Earlier designs used different configurations and setups.
The launcher part has been described variously as a light semi-automatic 20 mm cannon, a grenade launcher, or an airburst weapon. It poses a classification problem, in that it does not fit neatly into any one category. On one hand, it uses much smaller shells and has a much flatter trajectory than grenade launchers. On the other, while its caliber and velocity is more similar to light cannon, it does share traits with other infantry grenade launchers.
Various problems have effectively ended the program as it was originally envisioned, including weight, bulk, and lack of effectiveness of the 20 mm airburst round. Upon cancellation in 2004, it was split into three related programs. OICW Increment One is a program to develop a family of light kinetic energy weapons, OICW Increment Two is a program to develop the airburst grenade launcher as a standalone component, and OICW Increment Three will be a program to re-integrate the two components. The XM8 was developed in an attempt to meet Increment One requirements. Instead a new program known as Lightweight Small Arms Technologies (LSAT) was begun. Meanwhile, the XM25 25x40mm airburst launcher began development to meet the Increment Two requirements. Increment Three will not be initiated until after One and Two are completed.
The OICW Increment I Request for Proposals was cancelled in October 2005, while development of the 25x40mm XM25 and the 25 x 59 mm OCSW programs continue. It is not clear if LSAT is intended to meet the goals of OICW Increment I or if it is a stand-alone weapon system. However, for all intents and purposes, the OICW program is dead.

THE F 2000 MK I series MK II B
http://i686.photobucket.com/albums/vv23 ... 1266289068
M.D.C 50 EACH
PW HISTORY
F2000 series are combination of 2nd generation of basic smart weapons for first responders during minion war. It allows saving live both of first responder and innocent civilian lives .it has been so useful that many all civilian. And it is a god send gift with many stories says how victims survive an encounter with demons, bandits and other threats. As well as law enforcement to help at the seen encounter with demons, bandits and other threats. Many own the type because of the alloys use turns the weapon white and can not be painted with a different color (even if they tried )
Weight 10 lds
Damage:
Rifle
Rifle 5.56x45mm NATO standard MDC gun power short burst 1d4 MDC, medium burst 2d4, long burst 3d4 MDC

Rifle 5.56x45mm NATO H.E MDC gun power short burst 1d6 MDC, medium burst 2d6, long burst 3d6 MDC

Rifle 5.56x45mm NATO plasma MDC gun power short burst 2d6 MDC, medium burst 3d6, long burst 6d6 MDC ( note they do incendiary damage for 2d6 melees damage is 2d6 per melee)

Rifle 5.56x45mm NATO DUR MDC gun power short burst 4d6 MDC, medium burst 6d6 ,long burst 1d4x10+8 MDC SAME RULES APPLIES FROM NGR BOOK

Rifle 5.56x45mm NATO DUR MK II MDC gun power short burst 5D6 MDC, medium burst 1D4X10+8 ,long burst 1D6X10+8 MDC SAME RULES APPLIES FROM NGR BOOK


20 mm grenade launcher
TANDARD DUMB DUMB Round light H.E.A.T 5D4 M.D.C , MEDIUM 5D6 M.D.C ,HEAVY 1D4X10 blast radius 5 feet for all three
20mm HEAB ammunition HEAB (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Damage 2d4x10 M.D.C BLAST RADIUS 2 FEET TO 10 FEET Damage 1D4X10

HESH (High Explosive Shaped-charge) anti-Armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles

Damage 1D6X10 BLAST RADIUS 2 FEET TO 10 FEET BLAST RADIUS Damage 5d6 M.D.C

D.U.R ROUNDS FOR 20 mm grenade launcher DUMB DUMB Round X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

SMART D.U.R ROUND X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

Rof :
Rifle 5.56x45mm NATO 3 round burst short , 6 round burst medium ,9 round burst long

Grenade Launcher semi-automatic 1 shot or 2 round shot burst

Range Rifle 5.56x45mm NATO 1000 feet
20mm grenades up to the 1000 meters (3333 feet) range with good accuracy.

Payload : Rifle 5.56x45mm NATO standard clip 33rounds ,long 90 rounds
20 mm grenade launcher
Cost 3000 credit
Black Market Cost: 4000 credit
Note Bonus
for direct fire rifle/grenade Ultrasound, Low Light, Thermo graphic sensors and range-finding night time combat add a plus (+) 6 for rifle only ,can be use in day time (+ )4 plus any other bonus like W.P for example
indirect fire (+) 8 for rifle for grenade ,dumb rounds (+) 4, you cannot use this weapons in a vacuum environment!!!
Counter recoil systems by 80%



THE F 2000 MK II B
PW HISTORY
THE F 2000 Series MK II B is more civil defense applications/or corporate organization In PW the use of Ultra light nano-alloys to make a light weight Rail Gun, this has grater rate of fire, better range , fire power /damage . Any one who use this will not only love but will try to get one. The round are traveling at near mach 2, there very little recoil because the digital computer is able to negate 98% of recoil
Wight 9 lds fully loaded
Damage
Rail gun 5.56x45mm NATO standard MDC gun power short burst 3d4 MDC, medium burst 4d6, long burst 6d6 MDC( counts for two attacks ) full melee 1d4x10+8 add 50 % to range due spin stabilizers in round

Rail gun 5.56x45mm NATO MDC A.P ROUND burst 5D4 MDC, medium burst 5D6, long burst 1d4x10 MDC( counts for two attacks ) , Full Melee 5d10 Note critical strike 16 damage x2 , use KO table x2

Rail gun 5.56x45mm NATO MDC H.E ROUND burst 4d6 MDC, medium burst 6D6, long burst 1d6x10 MDC ( counts for two attacks ) , Full Melee 2d4x10 Note critical strike 19 damage x2 , use KO table ,

Rail gun 5.56x45mm NATO MDC DU ROUND burst 5d6 MDC, medium burst 4d10, long burst 2d4x10 MDC( counts for two attacks ) , Full Melee 3s4x10 Note critical strike damage x2 , use KO table x2, use book NGR book

20 mm grenade launcher
STANDARD DUMB DUMB Round light H.E.A.T 5D4 M.D.C , MEDIUM 5D6 M.D.C ,HEAVY 1D4X10 blast radius 5 feet for all three
20mm HEAB ammunition HEAB (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Damage 2d4x10 M.D.C BLAST RADIUS 2 FEET TO 10 FEET Damage 1D4X10

HESH (High Explosive Shaped-charge) anti-Armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles

Damage 1D6X10 BLAST RADIUS 2 FEET TO 10 FEET BLAST RADIUS Damage 5d6 M.D.C

D.U.R ROUNDS FOR 20 mm grenade launcher DUMB DUMB Round X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

SMART D.U.R ROUND X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

R.O.F :

Rifle 5.56x45mm NATO 3 round burst short , 6 round burst medium ,9 round burst long ,12 round for full melee

Grenade Launcher semi-automatic 1 shot or 2 round shot burst or 4 shot or 6 shot

Range Rifle 5.56x45mm NATO 1500 feet
20mm grenades up to the 1000 meters (3333 feet) range with good accuracy

Cost 5000 fully loaded
Black Market Cost:8000 credit
Note Bonus
for direct fire rifle/grenade Ultrasound, Low Light, Thermo graphic sensors and range-finding night time combat add a plus (+) 6 for rifle only ,can be use in day time (+ )4 plus any other bonus like W.P for example
indirect fire (+) 8 for rifle for grenade ,dumb rounds (+) 4, you cannot use this weapons in a vacuum environment!!!
Counter recoil computer systems by 98%







THE F 2000 series MK II C
http://i686.photobucket.com/albums/vv23 ... 1266289068
M.D.C /S.D.C stats later ( soon)
Weight
Damage
Rate of Fire:
Maximum Effective Range
Payload:
Black Market Cost: credit
Note

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

Posted: Mon Feb 15, 2010 11:03 pm
by ZINO
later quad rapid fire and forget systems
http://i686.photobucket.com/albums/vv23 ... 1266289371
M.D.C /S.D.C stats later ( soon)
Weight
Damage
Rate of Fire:
Maximum Effective Range
Payload:
Black Market Cost: credit
Note

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

Posted: Mon Feb 15, 2010 11:19 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1266290296
M2000
M.D.C /S.D.C stats later ( soon)
Weight
Damage
Rate of Fire:
Maximum Effective Range
Payload:
Black Market Cost: credit
Note

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

Posted: Mon Feb 15, 2010 11:31 pm
by ZINO
30 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870211

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: 1.5 to 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: 2 miles to 2.5 miles
Payload: 20 rounds
Black Market Cost: 8000 credit
Note with scope add + 3 strike


The beret MK2
tech rail gun
http://i686.photobucket.com/albums/vv23 ... 1266291026
M.D.C /S.D.C stats later ( soon)
Weight
Damage
Rate of Fire:
Maximum Effective Range
Payload:
Black Market Cost: credit
Note with scope


The beret MK2.1
tech type gravity tech or grav tech
http://i686.photobucket.com/albums/vv23 ... 1266376404
M.D.C /S.D.C stats later ( soon)
Weight
Damage
Rate of Fire:
Maximum Effective Range
Payload:
Black Market Cost: credit
Note with scope



The beret MK 3.0
tech Mix ramjet with rail gun
http://i686.photobucket.com/albums/vv23 ... 1266436421
M.D.C /S.D.C stats later ( soon)
Weight
Damage
Rate of Fire:
Maximum Effective Range
Payload:
Black Market Cost: credit
Note with scope

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

Posted: Tue Feb 16, 2010 9:37 pm
by ZINO
THE HEAVY P -165
STATS LATER
http://i686.photobucket.com/albums/vv23 ... 1266376982
M.D.C /S.D.C stats later ( soon)
Weight
Damage
Rate of Fire:
Maximum Effective Range
Payload:
Black Market Cost: credit
Note

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

Posted: Tue Feb 16, 2010 9:39 pm
by ZINO
M29 OICW
STATS LATER

http://i686.photobucket.com/albums/vv23 ... 1266370652

The M-29 is a combination weapon, which has the 20mm semi-automatic, magazine fed assault cannon/grenade launcher over a secondary weapon 5.56mm compact assault rifle. While the high degree of integration facilitates the usage of the grenade launcher, it is the addition of sophisticated target acquisition / fire control system (TA/FCS) - capable of integration with BattleTac, Tactical computers and Heads Up Displays (HUD) - that provides this weapon with its unrivaled edge
http://i686.photobucket.com/albums/vv23 ... 1266370682

The 20mm assault cannon is capable to fire in semi-automatic mode only, and is gas operated. It has a bullpup layout with the detachable box magazine located in the butt of the weapon. The rifled barrel is used to launch the 20mm grenades up to the 1000 meters range with good accuracy. In the standard configuration most of the fire controls for the assault cannon are located just above the single trigger set used to fire both weapons. The 20mm cannon has the mounting points for the TA/FCS system on its top, and the appropriate interfaces, so the data provided from the TA/FCS can be used to program the 20mm grenade fuses. These fuses, used for the 20mm HEAB ammunition, has multiple mode of detonation, including the direct impact mode and the Air Burst mode. In the latter mode the fuse is pre-programmed to explode the warhead at the preset range, which is calculated during the flight by counting the number of the grenade rotations. This allows indirect fire on opponents via BattleTac FDDM systems, using the blast and fragmentation effect of the high explosive warhead. This is a major advantage over the present small arms, which in most cases require the direct hit on the target to be effective, as it allows for greater aiming errors, and also makes possible to defeat targets in defilade, like the trenches and so. The high explosive warhead also has the advantage of not being dependent on its velocity to be effective, so unlike with the bullets, its effectiveness does not decreased with the increase of range. The disadvantages of this system is the extreme complexity of the electronic fuses, which results in the high price of a single round of ammunition.
The standard round for the 20mm Cannon is a HEAB (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Alternate rounds include a HESH (High Explosive SHaped-charge) anti-armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles (APC, MICV and alike) and various hardened targets.
The rifle, or "kinetic energy" part of the XM-29 system, on the other hand, is a fairy conventional, short-barreled assault rifle, derived from the Heckler-Koch G36 assault rifle. The basic "rifle" part of the XM-29 has no buttstock and no own sights, and thus can be used separately from the whole system only as an emergency, personal defense weapon. While being mounted to the whole system, it can be used for a close quarters work, both defensive or offensive (the 20mm grenade launcher has it minimum range of fire of about 50-100 meters), or as a low-cost, low intensity medium range offensive weapon. Most of the M-29 system controls are built into the "rifle" part, around the trigger guard.
The target acquisition / fire control system (TA/FCS) is the most expensive and complicated unit of the whole system, since it must combine day and night vision capabilities, laser rangefinding unit, smartgun link, COTS (Cyber Optic Triangulation System), ballistic computer and various interfaces to the grenade launcher and external systems. It is used to find the targets in any light and weather conditions, determine the range to the target, calculate and display the aiming data, so the grenade or bullet could be fired to the desired point of impact, and then supply the data to the grenade launcher, so the range could be preset into the grenade fuse. In the case of damage to the TA/FCS the 20mm grenade launcher still can be used in the direct impact mode, and the assault rifle functions as normal.

PW NOTE this will the common basic smart weapon platform use in PW and the most love . still many company( LIKE NE) will not make this weapons ( see as antique weapon systems )but will repair it at a cost .

http://i686.photobucket.com/albums/vv23 ... 1266370710

Type:
bayonet blades . standard V blade type 2d6 MDC ,laser / beam( other type) 4d6 ,bayonet blade plasma 1d4x10+8bayonet blade

Damage : rifle 5.56mm compact assault rifle

A.P rounds short brust 2d4 M.D.C (3 ROUND BURST), LONG BURST 4D4 M.D.C ,FULL MELEE BURST 4D8 M.D.C
H.E ROUNDS short burst 2D6 M.D.C (3 ROUND BURST), LONG BURST 3D6 M.D.C ( 6 ROUND),FULL MELEE BURST 6D6 M.D.C ( 12 ROUND)

D.U.R ROUNDS short burst 5D4 M.D.C (3 ROUND BURST), LONG BURST 1D4X10+8 M.D.C ( 6 ROUND),FULL MELEE BURST 2D4X10+8 M.D.C ( 12 ROUND)

20 mm grenade launcher
STANDARD DUMB DUMB Round light H.E.A.T 5D4 M.D.C , MEDIUM 5D6 M.D.C ,HEAVY 1D4X10 blast radius 5 feet for all three
20mm HEAB ammunition HEAB (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Damage 2d4x10 M.D.C BLAST RADIUS 2 FEET TO 10 FEET Damage 1D4X10

HESH (High Explosive SHaped-charge) anti-armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles

Damage 1D6X10 BLAST RADIUS 2 FEET TO 10 FEET BLAST RADIUS Damage 5d6 M.D.C

D.U.R ROUNDS FOR 20 mm grenade launcher DUMB DUMB Round X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

SMART D.U.R ROUND X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

R.O.F LOOK AT DAMGE FOR ROF

5.56mm compact assault rifle
20mm grenades up to the 1000 meters( I think 3333 feet ??) Range with good accuracy.
Range
RANGE
5.56mm compact assault rifle 1000 feet
20mm grenades up to the 1000 meters ( 3333 feet )range with good accuracy. Look above

Payload

5.56mm compact assault rifle standard clip 33 rounds, long clip 20 rounds
20mm grenades
Weight 6.8 lds ( in PW 5 lds)

Bonus
for direct fire rifle/grenade Ultrasound, Low Light, Thermo graphic sensors and range-finding night time combat add a plus (+) 6 for rifle only ,can be use in day time (+ )4 plus any other bonus like W.P for example
indirect fire (+) 8 for rifle for grenade ,dumb rounds (+) 4

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

Posted: Thu Feb 18, 2010 5:08 am
by KLM
Ahh, the Hellstorm, as it was called.

My points:
1, Bayonet. On a 6+ kg bulky stuff like that? Not likely...

2, MD: Why do "plain vanilla" 5.56 rounds do MD?

2a, MD for grenades are also a bit high - it should be around 4d6MD for AP rounds (be they kinetic, HEAT, HESH, etc), see Triax pump guns.

3, Bonuses: The grenades - unless guided, but they aren't - have a rather poor ballistics. They are subsonic (ie. need 3+ seconds to reach
the max range), have about a meter wide scatter pattern... Not a problem for an airburst ammo, hitting a "lucky winner" hiding behind cover
or shooting an airburst grenade through a window - but hitting a dodging PA which supposed to detect incoming rounds is next to impossible.

Adios
KLM

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

Posted: Thu Feb 18, 2010 2:10 pm
by ZINO
1) Bayonet. On a 6+ kg bulky stuff like that? Not likely...

SO I should get rid off Bayonet


2) MD: Why do "plain vanilla" 5.56 rounds do MD?

Replace with rail gun tech and /or gravity tech ,what would you recommended


3), MD for grenades are also a bit high - it should be around 4d6MD for AP rounds (be they kinetic, HEAT, HESH, etc), see Triax pump guns.

look at #4

4) Bonuses ALL are MDC damage below (this is in PW setting)
• AP 5d4 per grenades
• HEAT 5D6 per grenades
• D.U .I.R(standard type from N.G.R BOOK) grenades add two dice roll
• D.U.R MK II grenades 1D4X10
• Plasmas grenades 1D6X10
• incendiary Plasmas grenades 1D6X10 add for 1d4 melees burn ,2d4 for each melee ,dirt and sand will help but will get a 2d4 M.D.C damage
Bonuses dumb, dumb add. + 2 strike due sensors D.L.S / for indirect +1 strike plus Bonuses smart grenades add +2 plus sensors add +1 / for indirect +2 strike
And any other Bonuses W.P and the Use off communication from other spotter r, satellite relay communication, radio communication (add +1 to 3 strike) plus ( 1 to 4 to initiative )

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

Posted: Sat Feb 20, 2010 5:23 pm
by taalismn
ZINO wrote:1) Bayonet. On a 6+ kg bulky stuff like that? Not likely...

SO I should get rid off Bayonet


2) MD: Why do "plain vanilla" 5.56 rounds do MD?

Replace with rail gun tech and /or gravity tech ,what would you recommended
)


Then they wouldn't be 'plain vanilla' rounds; either you're using something like ramjets or explosive bullets, or, if it's the gun doing all the work, your average single SDC round isn't going to do MD no matter how hard you accelerate it; it would vaporize from air friction at the required speeds before it hit the target.

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

Posted: Sun Feb 21, 2010 8:44 pm
by ZINO
taalismn wrote:
ZINO wrote:1) Bayonet. On a 6+ kg bulky stuff like that? Not likely...

SO I should get rid off Bayonet


2) MD: Why do "plain vanilla" 5.56 rounds do MD?

Replace with rail gun tech and /or gravity tech ,what would you recommended
)


Then they wouldn't be 'plain vanilla' rounds; either you're using something like ramjets or explosive bullets, or, if it's the gun doing all the work, your average single SDC round isn't going to do MD no matter how hard you accelerate it; it would vaporize from air friction at the required speeds before it hit the target.


M29 OICW
STATS LATER

http://i686.photobucket.com/albums/vv23 ... 1266370652

The M-29 is a combination weapon, which has the 20mm semi-automatic, magazine fed assault cannon/grenade launcher over a secondary weapon 5.56mm compact assault rifle. While the high degree of integration facilitates the usage of the grenade launcher, it is the addition of sophisticated target acquisition / fire control system (TA/FCS) - capable of integration with BattleTac, Tactical computers and Heads Up Displays (HUD) - that provides this weapon with its unrivaled edge
http://i686.photobucket.com/albums/vv23 ... 1266370682

The 20mm assault cannon is capable to fire in semi-automatic mode only, and is gas operated. It has a bullpup layout with the detachable box magazine located in the butt of the weapon. The rifled barrel is used to launch the 20mm grenades up to the 1000 meters range with good accuracy. In the standard configuration most of the fire controls for the assault cannon are located just above the single trigger set used to fire both weapons. The 20mm cannon has the mounting points for the TA/FCS system on its top, and the appropriate interfaces, so the data provided from the TA/FCS can be used to program the 20mm grenade fuses. These fuses, used for the 20mm HEAB ammunition, has multiple mode of detonation, including the direct impact mode and the Air Burst mode. In the latter mode the fuse is pre-programmed to explode the warhead at the preset range, which is calculated during the flight by counting the number of the grenade rotations. This allows indirect fire on opponents via BattleTac FDDM systems, using the blast and fragmentation effect of the high explosive warhead. This is a major advantage over the present small arms, which in most cases require the direct hit on the target to be effective, as it allows for greater aiming errors, and also makes possible to defeat targets in defilade, like the trenches and so. The high explosive warhead also has the advantage of not being dependent on its velocity to be effective, so unlike with the bullets, its effectiveness does not decreased with the increase of range. The disadvantages of this system is the extreme complexity of the electronic fuses, which results in the high price of a single round of ammunition.
The standard round for the 20mm Cannon is a HEAB (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Alternate rounds include a HESH (High Explosive SHaped-charge) anti-armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles (APC, MICV and alike) and various hardened targets.
The rifle, or "kinetic energy" part of the X.M-29 system, on the other hand, is a fairy conventional, short-barreled assault rifle, derived from the Heckler-Koch G36 assault rifle. The basic "rifle" part of the X.M-29 has no butt stock and no own sights, and thus can be used separately from the whole system only as an emergency, personal defense weapon. While being mounted to the whole system, it can be used for a close quarters work, both defensive or offensive (the 20mm grenade launcher has it minimum range of fire of about 50-100 meters), or as a low-cost, low intensity medium range offensive weapon. Most of the M-29 system controls are built into the "rifle" part, around the trigger guard.
The target acquisition / fire control system (TA/F.C.S) is the most expensive and complicated unit of the whole system, since it must combine day and night vision capabilities, laser range finding unit, smart gun link, COTS (Cyb er Optic Triangulation System), ballistic computer and various interfaces to the grenade launcher and external systems. It is used to find the targets in any light and weather conditions, determine the range to the target, calculate and display the aiming data, so the grenade or bullet could be fired to the desired point of impact, and then supply the data to the grenade launcher, so the range could be preset into the grenade fuse. In the case of damage to the TA/FCS the 20mm grenade launcher still can be used in the direct impact mode, and the assault rifle functions as normal.

PW NOTE this will the common basic smart weapon platform use in PW and the most love . still many company( LIKE NE) will not make this weapons ( see as antique weapon systems )but will repair it at a cost .

NOTE THE M29 O.I.C.W IN PW uses a combination of Ram jet rounds with rail gun tech . first the standard Ram jet rounds for both rifle and grenade rifle fire as the round travel in the barrel the EM field of rail tech kick in given the round even more speed , greater range , and kinetic energy this applies to L.O.S or indirect fire . this is why is love very little recoils and VERY little to maintain even the worst combat condition . if for some reason ( reduce M.D.C by 80% of rifle , there is a 45 % one weapon systems will fail 1 -10 ram jet or 11 to 20 the rail gun ) the operator can use the second weapons systems to continue to work by use the internal computer in 15 seconds located on top of rifle called rifle scope


http://i686.photobucket.com/albums/vv23 ... 1266370710

Type:
bayonet blades . standard V blade type 2d6 MDC ,laser / beam( other type) 4d6 ,bayonet blade plasma 1d4x10+8bayonet
blade NOTE the bayonet blades can detach from weapons something and DO M.D.C the standard V blade duration is 1 week , turn on and of f , but the others for only 72 hours on and off

Damage : rifle 5.56mm compact assault rifle

A.P rounds short burst 2d4 M.D.C (3 ROUND BURST), LONG BURST 4D4 M.D.C ,FULL MELEE BURST 4D8 M.D.C
H.E ROUNDS short burst 2D6 M.D.C (3 ROUND BURST), LONG BURST 3D6 M.D.C ( 6 ROUND),FULL MELEE BURST 6D6 M.D.C ( 12 ROUND)

D.U.R ROUNDS short burst 5D4 M.D.C (3 ROUND BURST), LONG BURST 1D4X10+8 M.D.C ( 6 ROUND),FULL MELEE BURST 2D4X10+8 M.D.C ( 12 ROUND)

20 mm grenade launcher
STANDARD DUMB DUMB Round light H.E.A.T 5D4 M.D.C , MEDIUM 5D6 M.D.C ,HEAVY 1D4X10 blast radius 5 feet for all three
20mm H.E.A.B ammunition H.E.A.B (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Damage 2d4x10 M.D.C BLAST RADIUS 2 FEET TO 10 FEET Damage 1D4X10

H.E.SH (High Explosive SHaped-charge) anti-armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles

Damage 1D6X10 BLAST RADIUS 2 FEET TO 10 FEET BLAST RADIUS Damage 5d6 M.D.C

D.U.R ROUNDS FOR 20 mm grenade launcher DUMB DUMB Round X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

SMART D.U.R ROUND X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

R.O.F: short burst , medium burst are one attack, long burst take up two attacks , full melee burst take ALL the attacks ,must say loud and clear

5.56mm compact assault rifle
20mm grenades up to the 1000 meters( I think 3333 feet ??) Range with good accuracy.
Range
RANGE
5.56mm compact assault rifle 1000 feet
20mm grenades up to the 1000 meters ( 3333 feet )range with good accuracy. Look above

Payload

5.56mm compact assault rifle standard clip 33 rounds, long clip 20 rounds
20mm grenades
Weight 6.8 lds ( in PW 5 lds)

Bonus
for direct fire rifle/grenade Ultrasound, Low Light, Thermo graphic sensors and range-finding night time combat add a plus (+) 6 for rifle only ,can be use in day time (+ )4 plus any other bonus like W.P for example
indirect fire (+) 8 for rifle for grenade ,dumb rounds (+) 4

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

Posted: Thu Feb 25, 2010 7:20 pm
by ZINO
wow 1171 have seen this ,well if all just put one post or ideas about smart weapons that would be awesome so please post it here thank you good or bad post it have FUN!!!!

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

Posted: Fri Apr 09, 2010 2:01 pm
by ZINO
30 caliber sniper rifle
Tech: MDC Gunpowder
http://i686.photobucket.com/albums/vv23 ... 1254870211


weight :10 pounds
Damage varies
H.E.A.P 5D4 M.D.C EACH rounds
DUR 5D8 M.D.C EACH rounds
Incendiary plasmas 3D6M.D.C EACH rounds
Rate of Fire: single shot or dual shot
Maximum Effective Range: 1.5 to 2 Miles
Payload: 10 rounds
Black Market Cost: 2000 credit
Note with scope add + 3 strike

50 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870290
MDC Gunpowder
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: 2 miles to 2.5 miles
Payload: 6 rounds
Black Market Cost: 3000 credit
Note with scope add + 3 strike


The beret MK2 series the idea is sound, but weights like a ton of bricks said sniper drill
The idea if stopping power, range, payload, digital targeting systems are there, however the weight is to high still those basic exo-suits, super human physical strength and even power amour love!!!! But standard infantry mortal unless well braces to fire can do severe damage to the user .second very loud can be hearded 100 feet radius and that’s with silencer!!! Still damage, firepower, range, and no muzzle flash it can be an effective weapon. at long range .Enemy have only seen their officers head, arms ,legs blow of clean even in full body armor with even force fields .given the one shot, one kill a comeback
Tech rail gun light
http://i686.photobucket.com/albums/vv23 ... 1266291026

Weight 22 lds fully loaded
Damage
H.E.A.P 5D4 M.D.C EACH rounds

DUR 5D8 M.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:6 rounds

Black Market Cost: credit2500

Note with scope add1000


The beret 20 MM rail rifle cannon
Tech type rail gun type tech
http://i686.photobucket.com/albums/vv23 ... 1266376404
Damage
20MM Solid slug 5D4 M.DC

20MM Sabot 5D6M.DC

20MM H.E.A.P 5D8M.DC or 1D4 X10

20MM DUR 5D10M.DC

20MM plasmas 1D6X10M.DC


20MM Incendiary plasmas 1D6X10M.DC plus 5D6M.DC for 1D6 melee for each melee

20MM Smart H.E Rounds add+3 to strike damage 1D4X10+8

Weight 25 Lds fully loaded

Rate of Fire: single shot or dual shot (call double tap)

Range Maximum Effective Range 2.5 miles

Payload: 4 or 6 or 8 or 10 round clip

Black /Market Cost: credit 3500
Note with scope add 2000



The beret MK 3.0
Tech grav
http://i686.photobucket.com/albums/vv23 ... 1266436421


Weight 15 Lds fully loaded

Damage

Solid slug 5D6 M.DC

Sabot 5D8 M.DC

H.E.A.P 2D4x10+8 M.DC or 1D4 X10

DUR 1d6x10M.D.C

Plasmas 2d4X10M.D.C

Incendiary plasmas 2d4X10M.D.C plus 5D8M.DC for 1D6 melee for each melee

Smart H.E Rounds add+3 to strike damage 1D6X10+8

Rate of Fire: single or double tap long burst (four rounds)

Maximum Effective Range 2.5 miles

Payload: 20 rounds

Black Market Cost: 4500 credit
Note with scope add 2000 credit

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

Posted: Wed Apr 14, 2010 11:27 am
by ZINO
in a desperate way to help worlds that can not afford colonies in C.W.W to fend off or give civil defense a chance to fight even or low budget colonies in C.W.W .The Knock out weapon systems .INC made M.D.C gunpowder light M.D.C ,well the rest of the company follow suit .this has been a god send gifts to colonies in C.W.W and small military companies as well low budget mercenaries .to some they are collectible weapons to play with .But in the end open up for the needed or the really cheap customers to buy .

companies :
1)Knock out weapon systems or ( K.O ) some call it Knock –off weapons /Heavy metal (H.M)
2)D.IC.E (or destruction incorporated equipment)
3)Smart rails (for all the Smart rail gun)
4)Grav- Weapon Systems(G.W.S)


the following weapons are
Pistols / revolverMD 20
Low caliber Pistols / revolver 1d4 /1d6
Medium caliber Pistols / revolver 1d6/2d4
High power caliber Pistols / revolver 2d4/1d10

Sub machine guns MD 25
Short burst 1d4 / medium burst 2d4 / long burst 3d4 / full melee 4d4

RifleMD 30
Low caliber assault rifle short burst 1d4 / medium burst 1d6 / long burst 2d4 / full melee 3d4

Medium caliber assault rifle
short burst 1d6/ medium burst 2d4 / long burst 1d10 / full melee 2d6

High power caliber assault rifle short burst 2d4 / medium burst 2d10 / long burst 2d6 / full melee 4d4

Machine gun MD 40
Light Machine gun
Short burst 3d4 / medium burst 4d4 / long burst 5d4 / full melee 5d6

Medium /Multi-purpose Machine gun
Short burst 4d4 / medium burst 5d4 / long burst 4d6 / full melee 5d6

Heavy Machine gun
Short burst 3d4 / medium burst 4d4 / long burst 5d4 / full melee 5d6

Mega Machine gun
Short burst 5d4 / medium burst 5d6/ long burst 4d10/ full melee 5d10

Tank rifle this can be used for mecha of any size MD 120
10-19 mm 5d4
20 - 29 mm 5d6
30 - 39 mm 1d4x10/4d10
40 - 49 mm 5d10
50 - 59 mm 1d6x10
60 - 69 mm 2d4x10
70 - 79 mm 1d10x10
80 - 89 mm 2d6x10 or 3d4x10
90 -99 mm 4d4x10 or 2d8x10
100 - 110 mm 3d6x10
111 mm - 120 mm 5d4x10
121 - 130 mm 4d6x10
131 - 140 mm 5d6x10
141 - 150 mm 6d6 x10
151 - 160 mm 5d8x10
161 - 170 mm 7d6x10
171 - 180 mm 8d6x10
181 - 190 mm 9d6x10
191 - 200 mm 1d6x100
201 - 210 mm 2d4x100
211 - 220 mm 2d6x100
221 - 230 mm 4d4x100
231 - 240 mm 3d6x100
241 - 250 mm 5d4x100
251 - 260 mm 4d6x100
261 - 270 mm 5d6x100
271 - 280 mm 5d8x100
290 - 300 mm 5d10x100
301 - 400 mm 2d4x1000
500 mm 2d6x1000
R.P.G launcher MD 45
or
quad rapid fire and forget systems add 1 to 3 to strike
http://i686.photobucket.com/albums/vv23 ... 1266289371
M.D.C /S.D.C stats later ( soon)
Weight 10lds missiles 5 lds each
Damage varies
Rate of Fire:1 ,2 ,3 or all
Maximum Effective Range1 mile
Payload: 4
Black Cost:100 credit
Note can add senores
Home made warheads MD 1
AP rounds 4d10
H.E rounds 5D10
Military graded RPG warhead MD 1
A.P rounds 1d4x+8
H.E rounds 1D6X10 +8 light
HEAT rounds 2D4X10 +8 medium
D.U.R warheads 4D4X10 +10
Plasma warheads 2d6x10 light standard warheads
Plasma incendiary warheads as above but plus 5d4 MDC per melee, for melee for 1d6 melee
Smoke (any color)
Tear gas
Guided features add +2 to strike only
Flares standard
Flares special (requires special night vision/ thermal optic)
Proximity war head / air burst

Hand grenade
AP TYPE 5D4
HE 4D6
Smart grenade look at A.P OR H.E type add 1 to 3 to strike
20 MM TO 29 MM grenade/ Smart grenade 5D4 AP
20 MM TO 29 MM grenade/ Smart grenade 5D4 H.E 5D6
30 MM TO 39 MM grenade/ Smart grenade 5D6 A.P
30 MM TO 39 MM grenade/ Smart grenade 4D10 OR 1D4X10 H.E
40 MM grenade/ Smart grenade 1D4X10 A.P
40 MM grenade/ Smart grenade 5D10 H.E
Flares standard
Flares special (requires special night vision/ thermal optic to see )
Proximity war head / air burst any type blast radius 5 feet each

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

Posted: Wed Dec 08, 2010 10:14 pm
by ZINO
sorry didn't know link went dead will start all over again one at a time here the first

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

OR just pic


http://i686.photobucket.com/albums/vv23 ... 1291860830

#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 M.D.C 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 used only, fully systems 21,000 credits new
Note: reload both weapons take 15 seconds or 1 melee, rifle by it self 2 attacks add +2 to range attacks/strike . also bottom attachment sound suppressor this can not be heard more than 1d6 feet top attachment flash hinder no flash to indicate where weapon is fired both add 1 to initiative /strike

attention please give your input good bad just post thank you fro your time from zino or zino117

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

Posted: Wed Dec 08, 2010 10:37 pm
by Kovoston
Braden Campbell wrote:A "smart gun" (be it inpired from the old Cyberpunk game, or the Aliens movie franchise) wouldn't, I repeat, wouldn't do any more dmage than any of the machine/energy/rail guns already listed in the book. The difference would be its frightening acuracy.

To put it another way, a "smart gun" would just have a very large bonus to strike.

Such a system would, in my mind, require some level of man-machine interface; that is. The user and the gun would be plugged together somehow. Most likely, the weapon's scope would function just like a multi-optic eye, and would transmit everything it saw directly to the user (either via a universal jack, or a fancy piece of wearable headgear). I would give the weapon: +1 to strike for laser targeting, +3 to strike for all the fancy sensors (just like the Coalition C-10), and a combat computer to make sense of it all (same as the cybernetic implant giving it +1 to initiative). Give it superior ballance too, for an additional +1 to strike, and criticals on a natural roll of 18+.

All told, you're looking at +5 or more to strike, before you add in any W.P. bonuses, and that ain't bad.



Very good! You are absolutely right Braden!!

Such weapons would be very expensive too!
G

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

Posted: Wed Dec 08, 2010 10:39 pm
by Kovoston
ZINO wrote:30 caliber sniper rifle
Tech: MDC Gunpowder
http://i686.photobucket.com/albums/vv23 ... 1254870211


weight :10 pounds
Damage varies
H.E.A.P 5D4 M.D.C EACH rounds
DUR 5D8 M.D.C EACH rounds
Incendiary plasmas 3D6M.D.C EACH rounds
Rate of Fire: single shot or dual shot
Maximum Effective Range: 1.5 to 2 Miles
Payload: 10 rounds
Black Market Cost: 2000 credit
Note with scope add + 3 strike

50 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870290
MDC Gunpowder
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: 2 miles to 2.5 miles
Payload: 6 rounds
Black Market Cost: 3000 credit
Note with scope add + 3 strike


The beret MK2 series the idea is sound, but weights like a ton of bricks said sniper drill
The idea if stopping power, range, payload, digital targeting systems are there, however the weight is to high still those basic exo-suits, super human physical strength and even power amour love!!!! But standard infantry mortal unless well braces to fire can do severe damage to the user .second very loud can be hearded 100 feet radius and that’s with silencer!!! Still damage, firepower, range, and no muzzle flash it can be an effective weapon. at long range .Enemy have only seen their officers head, arms ,legs blow of clean even in full body armor with even force fields .given the one shot, one kill a comeback
Tech rail gun light
http://i686.photobucket.com/albums/vv23 ... 1266291026

Weight 22 lds fully loaded
Damage
H.E.A.P 5D4 M.D.C EACH rounds

DUR 5D8 M.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:6 rounds

Black Market Cost: credit2500

Note with scope add1000


The beret 20 MM rail rifle cannon
Tech type rail gun type tech
http://i686.photobucket.com/albums/vv23 ... 1266376404
Damage
20MM Solid slug 5D4 M.DC

20MM Sabot 5D6M.DC

20MM H.E.A.P 5D8M.DC or 1D4 X10

20MM DUR 5D10M.DC

20MM plasmas 1D6X10M.DC


20MM Incendiary plasmas 1D6X10M.DC plus 5D6M.DC for 1D6 melee for each melee

20MM Smart H.E Rounds add+3 to strike damage 1D4X10+8

Weight 25 Lds fully loaded

Rate of Fire: single shot or dual shot (call double tap)

Range Maximum Effective Range 2.5 miles

Payload: 4 or 6 or 8 or 10 round clip

Black /Market Cost: credit 3500
Note with scope add 2000



The beret MK 3.0
Tech grav
http://i686.photobucket.com/albums/vv23 ... 1266436421


Weight 15 Lds fully loaded

Damage

Solid slug 5D6 M.DC

Sabot 5D8 M.DC

H.E.A.P 2D4x10+8 M.DC or 1D4 X10

DUR 1d6x10M.D.C

Plasmas 2d4X10M.D.C

Incendiary plasmas 2d4X10M.D.C plus 5D8M.DC for 1D6 melee for each melee

Smart H.E Rounds add+3 to strike damage 1D6X10+8

Rate of Fire: single or double tap long burst (four rounds)

Maximum Effective Range 2.5 miles

Payload: 20 rounds

Black Market Cost: 4500 credit
Note with scope add 2000 credit



Awesome! Thanks Zino!!
G

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

Posted: Thu Dec 09, 2010 12:35 pm
by ZINO
taalismn wrote: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.

thank you so much for this just add some ideas here PM if you like any ideas I love to hear from you taalismn

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

Posted: Thu Dec 09, 2010 12:36 pm
by ZINO
Kovoston wrote:
ZINO wrote:30 caliber sniper rifle
Tech: MDC Gunpowder
http://i686.photobucket.com/albums/vv23 ... 1254870211


weight :10 pounds
Damage varies
H.E.A.P 5D4 M.D.C EACH rounds
DUR 5D8 M.D.C EACH rounds
Incendiary plasmas 3D6M.D.C EACH rounds
Rate of Fire: single shot or dual shot
Maximum Effective Range: 1.5 to 2 Miles
Payload: 10 rounds
Black Market Cost: 2000 credit
Note with scope add + 3 strike

50 caliber sniper rifle
http://i686.photobucket.com/albums/vv23 ... 1254870290
MDC Gunpowder
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: 2 miles to 2.5 miles
Payload: 6 rounds
Black Market Cost: 3000 credit
Note with scope add + 3 strike


The beret MK2 series the idea is sound, but weights like a ton of bricks said sniper drill
The idea if stopping power, range, payload, digital targeting systems are there, however the weight is to high still those basic exo-suits, super human physical strength and even power amour love!!!! But standard infantry mortal unless well braces to fire can do severe damage to the user .second very loud can be hearded 100 feet radius and that’s with silencer!!! Still damage, firepower, range, and no muzzle flash it can be an effective weapon. at long range .Enemy have only seen their officers head, arms ,legs blow of clean even in full body armor with even force fields .given the one shot, one kill a comeback
Tech rail gun light
http://i686.photobucket.com/albums/vv23 ... 1266291026

Weight 22 lds fully loaded
Damage
H.E.A.P 5D4 M.D.C EACH rounds

DUR 5D8 M.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:6 rounds

Black Market Cost: credit2500

Note with scope add1000


The beret 20 MM rail rifle cannon
Tech type rail gun type tech
http://i686.photobucket.com/albums/vv23 ... 1266376404
Damage
20MM Solid slug 5D4 M.DC

20MM Sabot 5D6M.DC

20MM H.E.A.P 5D8M.DC or 1D4 X10

20MM DUR 5D10M.DC

20MM plasmas 1D6X10M.DC


20MM Incendiary plasmas 1D6X10M.DC plus 5D6M.DC for 1D6 melee for each melee

20MM Smart H.E Rounds add+3 to strike damage 1D4X10+8

Weight 25 Lds fully loaded

Rate of Fire: single shot or dual shot (call double tap)

Range Maximum Effective Range 2.5 miles

Payload: 4 or 6 or 8 or 10 round clip

Black /Market Cost: credit 3500
Note with scope add 2000



The beret MK 3.0
Tech grav
http://i686.photobucket.com/albums/vv23 ... 1266436421


Weight 15 Lds fully loaded

Damage

Solid slug 5D6 M.DC

Sabot 5D8 M.DC

H.E.A.P 2D4x10+8 M.DC or 1D4 X10

DUR 1d6x10M.D.C

Plasmas 2d4X10M.D.C

Incendiary plasmas 2d4X10M.D.C plus 5D8M.DC for 1D6 melee for each melee

Smart H.E Rounds add+3 to strike damage 1D6X10+8

Rate of Fire: single or double tap long burst (four rounds)

Maximum Effective Range 2.5 miles

Payload: 20 rounds

Black Market Cost: 4500 credit
Note with scope add 2000 credit



Awesome! Thanks Zino!!
G

you welcome :)

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

Posted: Thu Dec 09, 2010 1:29 pm
by ZINO
The following are base on the American empire

http://i686.photobucket.com/albums/vv23 ... 1292002562

#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 reality it 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 varies

rifle : standard clip 30 rounds , long clip 45 rounds , small drum 95 round to per side !! ,large drum (super human PS , light exo-unit and so on or brass with bipod only or vehicle mounted note payload x2 ) 190 rounds per sided one drum per sided

20 MM rapid fire grenade launcher
single drum 6 or dual drum 12 plus internal add 6 that 6 to 18 grenade

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

this caught the soviets off guard that a small company was able to make a better deign then the soviets which it took three year for the to make copies of this design,and did even try to hid the fact that they stolen the design ,NATO was not happy about this

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

Posted: Fri Dec 10, 2010 1:32 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1291994766


Heavy smart weapon systems
Made by heavy metal (H.M)
Name: heavy rail gun missile systems
Primary purpose: anti amour /robot/ mecha
Secondary: light defense (yeah right)
MDC: 175
length 3Feet
Weight total: 296 lds fully loaded
Range: total 3 miles, 1 mile from the missile and 2 miles from the rail gun , indirect fire 6 miles
Damage: varies look below
•H.E warhead 1d4x10 MDC very commonly used
•A.P 1d6x 10 MDC
•H.E.A.T 2d6x10 * MDC
•Plasma warhead 2d6x10 * MDC plus 5d4 MDC for 1d6 Melees
•Light Micro warhead systems H.E warhead 5d4 MDC(x4) or 2d4x10 * -5 to dodge
•Standard Micro missiles [/u]systems 5d6 ( H.E.A.T warhead) each total (x6) per warhead or 3d6x10 -5 to dodge*
•[u]Heavy Micro missiles systems 5d6 (Plasma warhead) each total (x) per warhead or 4d6x10 MDC plus 5d4 MDC for 1d6 Melees -5 to dodge *
•Tactical Nuclear sub munitions * (nick name T.A.C) warhead 5d4x10 blast radius 50 feet per sub munitions damage goes to all location total radius 250 feet per missiles on a 7,18,19,20 direct hit instead 5d4x10 MDC they do 1d4x100 MDC (this warhead was ban in many CCW but with the minions wars and the TGE attacking frontier worlds of the CWW .it has been lifted and in time for this total war and very effective.) *
R.O.F: aim shot, short burst 2 shots, medium burst 4 shot, long burst 6 shots, and full melee burst 8 shots
Payload: internal chamber 12 shots, small clip 4, standard clip 6 long 12, drum 20
NOTE: aim shots add +3, and burst add +2
NOTE: can be smart warhead adds+4 dodge +8 ranges add 2 miles can add a secondary weapon can be a melee add 3d6 MDC or range weapons but all range at half range /payload
NOTE: has advance A.I, for better targeting and better aim. doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.
Other warheads:
•Warhead smoke (any be in colors) 25 feet
•Warhead flares 10 per warhead 1000 feet radius
•Warhead Flares ( special type) this flare light in full infared spetrum which is not known to the enemy and can be seen and targeted add +3 iniciative and add +1 to all look above on flares
•Warhead tag (target acquisition gear) troops get +2 on the ground , +5 in the air
•Warhead drone MDC 25 durations 24 hours add 10 sensors range 100 miles spd 200 MPH max
features
1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborgs/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborgs/super natural 20 or higher only or super hero 10


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

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

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


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

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

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

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

Posted: Fri Dec 10, 2010 1:33 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1292114280


Grav-smart missiles systems
this made a name for itself a less than a month take out the most heavy armor mecha and military vehicles, tanks against the TGE and in the minion wars. For the TGE has decided to use orbit bombardments to carpet bombing, the mass attacks against CWW colonies does not work well for demon forces to the point of slow to a crawl the cannon folders (To the point of use different tactics but after lost of 1 to 6 waves at the cost 60% to 95% losses from the demons). Many troops see as a god send just in time and easy to wok with at a very high cost still it give troops a anti anti-anything form ground support to air aircrafts to heavy swarms attacks use buy the TGE and demon forces . This system use grav- tech both to propel in the air as well as the missiles given an extended range to seen before due to this it give no indication where it as launch at to enemy troops ( horror factor 15 for the fire time , after add +1 or each encounter). Yes is that scary for enemy troop to amour ,there have been report of enemy leavening behind it tanks , as well giant robot or even ejecting when they find out what they about to face .
Company Grav- Weapon Systems(G.W.S)
Name: Grav- heavy short range missiles systems
Primary purpose: anti anything
Secondary: anti aircraft, anti installations, bunkers
MDC: 200
length 4 1/2 feet
Weight total 300 Lds grav weight 100 lds
Range: 7 miles direct, indirect 10 miles
Damage: varies
• H .E (high explosive ) 1d4x10 MDC
• A.P (amour piercing )1d6x10 MDC
• H.E.A.T(high explosive anti tank) 2d6x10 MDC
• Plasma warhead 2d6x10 MDC plus 5d6 MDC for 2d6 Melees
• Micro sub munitions warhead systems H.E (high explosive ) warhead 5d4x10 MDC
• tactical Nuclear warhead 5d6x10 light nuke blast radius 100 feet ( each missiles )on 18,19,20 1d6x100+100
This does full damages to all locations
Note all missiles +3 to strike, +8 to auto- dodge
R.O.F:1, 2, 3, 4, 5, 6 (in one attack)
Payload: 6 in chamber 4 in clip total 10 plus internal tube chamber add 6
NOTE: has advance N.I, for better targeting and better aim. doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.
features
1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight range 1d4 miles
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborgs/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborgs/super natural 20 or higher only or super hero PS
13) Can add a secondary weapon can be a melee add 3d6 MDC or range weapons but all range at half range /payload
14 can over y itself at a speed of 100 MPH ( 100 feet max)or walk in for legs any angle ( speed 20 MPH , climbing/rapping 98% ) cable 1500 feet (X7) max weight 2 tons

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

Posted: Fri Dec 10, 2010 1:33 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1291993809


All purpose anti-amour smart weapons systems this is design as a common house hold weapon and the lightest anti-amour going for 65 pounds. Many troops love these weapons for this even when they energy base can counter easily and lastly you can fired two range weapons at the same time. Finally you can use melee weapons for close range and do a lot damage at close range.
Company Name: heavy energy weapon systems design (H.M) or (G.W.S),
Type: Beam technology
Primary purpose: anti tank, anti mecha
Secondary: anti Borg anti personal
MDC: 120
Length Feet 4 feet
Weight 65 lds (the light anti armour made)
Range standrd range 1 miles Gavr-tech exteneded range 2 miles
Damage varies pick one from numbers 1 to 20
1. Laser 6d6x10
2. Variable laser (take 30 second to find frequey armour )5d6x10 MDC
3. Particle beam 5d4x10 MDC
4. Plasma beam 4d6x10 MDC
5. Plasma torch 6d6x10 MDC to a 30 feet radius
6. Ion beam 5d6x10 MDC
7. Electromagnetic blast or beam shut down a 900 MDC or less for 1d10+2 melees, beam a specific area for 1d20 melee (there is a 45% short out that area).
8. Microwave blast or beam as above but hit the crew inside as above but blast 6d6 SDC or 1d6x10+10 MDC beings , beam 2d4x10+10 at one target
9. X-ray laser ( space or vacum areas) 6d6x10
10. Heavy techno widzard lighting 2d6x10 PPE clip or drum
11. Curved beam pick # 1 ,2,3,4,6,8,9 only damage the same
12. Freeze ray 2d6x10 to beings SDC or MDC or cover an area 2d6x10MD
13. Radiation beam ( ban in many colonies and in CWW) direct hit 4d6x10 plus 25 radius 2d6x10 MDC/SD C beings leave contaminated area of 20 FEET plus does 6d6 if expose for 1d4 minutes radiation poison for 1d4 years
14. Energy base CADS Blade weapon pick # 1,2,3,4,6,9 (2d6x10 MDC)
15. Energy base CADS whip Cuvered beam pick # 1 ,2,3,4,6,8,9 (only 2d6x10 MDC)
16. Heavy MDC flame thrower 3d4x10+10 MDC
17. Scatter shot beams: 3d4x10 MDC each beam pick # 1 ,2,3,4,6,8,9 this is a shotgun energy base version and hit 1d4 targets in 25 feet radius with damage 6d6 MDC
18. Energy missiles fire in pick one 4,6,8, 5d6 MDC each beam type pick # 1 ,2,3,4,6,8,9
19. Stun beams 3d6x10+10 on beings SDC or MDC beings 2d6x10+10 , when SDC/MDC hit zero ,pick one daze or unconscious radius 25 feet
20. Solid-state laser (Similar to the intruders) 2d4x10 MDC
21. Flash light 2000 feet standard issues.
22. Add Second weapon systems: cannot be heavy weapons can be a sub machine gun, assault rifle, light rail gun, or light Grav- weapon systems. Payload and range are at half as back up systems.

Or add the following

23. 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 20mm grenade Launcher 26 rounds

Or ass the following

24. 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)
Payload
40MM Rounds (TWO DRUMS) 45 each Drum total 90 Rounds on the rifle
• 40 MM large drum Rounds 136 Rounds

R.O.F: Burst only
Payload: 120 burst box, 200 burst drum, belt 300 burst
Or can have a mini nuclear reactor(x2) payload 2000 brust for any enegry weapon but not plasma that still standard (fully rechare in 24 hours)
NOTE: all aim take two (2) attacks Energy missiles /curved beam -6 to all type of dodge/roll/parry, -3 after familiar with beam horror factor 12, horror factor 9 after familiar with tech systems.
This advance N.I, for better targeting and better aim and very costly ( but worth it) doesn't need a second person for weather conditions, able to do self check itself, this smart gun ID owner /allied by an advance AI computer ,CCW prototype version #3,and #6 half bonus range half.
1 )can be left remote control
2 )act as sentry duty indefinitely
3 )can add up to 2d4+3 sensors range as per rifle line of sight range 1d4 miles
4 )can a force type can be from NE knock off light to heavy for the gun or wearer
5 )can have up one additional weapon systems add 10 % to weight
6 )shield cover light 50 M.D.C, medium 70 M.D.C , heavy 150 M.D.C, note heavy for cyborg/man power amour only or super hero or supernatural PS 10 +/normal human PS 15 +. If any of the PS are lower add -1 strike per every 2 PS below requirement
7) add +1d4 +1 initiative add + aim shot laying flat, aim burst add + 2 laying flat, add +1 all modes in crouching /knelling
8 )indirect fire must first report in to sniper ,if reported correctly add +4 to aim shot or add +2 aim burst, able to avoid friendly fire no damage doesn't need to be flat
9) has muzzle flash
10) Automatic Extendable barrel systems
11) Use N.I systems not A.I systems
12) For cyborg/super natural 20 or higher only or super hero PS 15
13) Can add a secondary weapon can be a melee add 3d6 MDC or range weapons but all range at half range /payload
14 ) Grav-tech only can over y itself at a speed of 100 MPH ( 100 feet max)or walk in for legs any angle ( speed 20 MPH , climbing/rapping 98% ) cable 1500 feet (X7) max weight 2 tons

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

Posted: Fri Dec 10, 2010 1:38 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1291996649


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

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

Posted: Fri Dec 10, 2010 1:42 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1291998114

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

Company Name D.IC.E, (G.W.S), S.G or S.R.G or (H.M)
• Type tech techno –wizard smart weapon
• Primary purpose: anti magic
• Secondary: anti personal
• MDC:120
• Length Feet 4
• Weight 20 empty 41
• Range: varies
Damage varies look below standard design is 5 level, maximum level 10 elites level 15 to level 25 this is done buy dragon or 11 level plus being in this area

Top barrel( green)

o Ice blast shot gun rifts ultimate page 137 on TW weapons pick one
o Light bladed rifts ultimate page 137 on TW weapons
o TK- Machine gun rifts ultimate page 137 on TW weapons
o TK- sniper rifle rifts ultimate page 138 on TW weapons
o TK- sub machine gun rifts ultimate page 138 on TW weapons
o StarFire Pulse Cannon
o Dual barrel StarFire Pulse Cannon
o Dual barrel Ice blast shot gun rifts ultimate page 137 on TW weapons
o Dual Light bladed rifts ultimate page 137 on TW weapons
o Dual TK- Machine gun rifts ultimate page 138 on TW weapons
o Dual TK- sniper rifle rifts ultimate page 138 on TW weapons
o Payload look below
o Other magic range weapon can be add look below in part three ( 3)


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

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


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

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

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

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

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

Posted: Fri Dec 10, 2010 1:54 pm
by ZINO
http://s686.photobucket.com/albums/vv23 ... trifle.jpg

#3) MPAR 001 or multi-purpose assault rifle
MPAR 001 or multi-purpose assault rifle it is designs 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 rivals 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 ,(30 rounds drum ) rapid fire grenade launcher 6 in tube total 36 20 MM grenade
Maximum Effective Range: 500 feet P100, carbine 1500 feet rapid fire /indirect fire 3000 feet 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

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

Posted: Fri Dec 10, 2010 1:58 pm
by ZINO
#8) ) P 110 Heavy carbine submachine and 20 MM rapid fire grenade launcher Personal defense weapon
http://i686.photobucket.com/albums/vv23 ... 1292003857

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

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

Posted: Fri Dec 10, 2010 8:52 pm
by ZINO
The beret MK2 series the idea is sound, but weights like a ton of bricks said sniper drill
The idea if stopping power, range, payload, digital targeting systems are there, however the weight is to high still those basic exo-suits, super human physical strength and even power amour love!!!! But standard infantry mortal unless well braces to fire can do severe damage to the user .second very loud can be hearded 100 feet radius and that’s with silencer!!! Still damage, firepower, range, and no muzzle flash it can be an effective weapon. at long range .Enemy have only seen their officers head, arms ,legs blow of clean even in full body armor with even force fields .given the one shot, one kill a comeback

single barrel

http://i686.photobucket.com/albums/vv23 ... 1292028492

dual barrel
http://i686.photobucket.com/albums/vv23 ... 1292028490


single barrel Beret sniper rifle
#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 M.D.C, if wearing M.D.C 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: 2 and ¾ miles
Black Market Cost: none
Note add +4 to strike


http://i686.photobucket.com/albums/vv23 ... 1292033688
The beret 20 MM rail rifle cannon
Tech type rail gun type tech
Damage
20MM Solid slug 5D4 M.DC

20MM Sabot 5D6M.DC

20MM H.E.A.P 5D8M.DC or 1D4 X10

20MM DUR 5D10M.DC

20MM plasmas 1D6X10M.DC


20MM Incendiary plasmas 1D6X10M.DC plus 5D6M.DC for 1D6 melee for each melee

20MM Smart H.E Rounds add+3 to strike damage 1D4X10+8

Weight 25 Lds fully loaded

Rate of Fire: single shot or dual shot (call double tap)

Range Maximum Effective Range 2.5 miles

Payload: 4 or 6 or 8 or 10 round clip

Black /Market Cost: credit 3500
Note with scope add 2000

The beret MK 3.0
Tech grav



Weight 15 Lds fully loaded

Damage

Solid slug 5D6 M.DC

Sabot 5D8 M.DC

H.E.A.P 2D4x10+8 M.DC or 1D4 X10

DUR 1d6x10M.D.C

Plasmas 2d4X10M.D.C

Incendiary plasmas 2d4X10M.D.C plus 5D8M.DC for 1D6 melee for each melee

Smart H.E Rounds add+3 to strike damage 1D6X10+8

Rate of Fire: single or double tap long burst (four rounds)

Maximum Effective Range 2.5 miles

Payload: 20 rounds

Black Market Cost: 4500 credit
Note with scope add 2000 credit

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

Posted: Fri Dec 10, 2010 8:52 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1292029082
too small

http://i686.photobucket.com/albums/vv23 ... 1292029626

#7) TDI KRISS SUPER Close quarter VI
Weight: 13 ld fully loaded
Cartridge: 30 caliber 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 M.D.C 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
Payload:30 calibers 100 rounds, 12 gauges shot 60 round
Maximum Effective Range: 30 caliber 3000 feet 12 gauge shot 300 feet
Black Market Cost: 24,000 credit used , 40,000 credits new
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: Fri Dec 10, 2010 10:32 pm
by ZINO
M29 OICW
STATS


http://i686.photobucket.com/albums/vv23 ... 1292034654

The M-29 is a combination weapon, which has the 20mm semi-automatic, magazine fed assault cannon/grenade launcher over a secondary weapon 5.56mm compact assault rifle. While the high degree of integration facilitates the usage of the grenade launcher, it is the addition of sophisticated target acquisition / fire control system (TA/FCS) - capable of integration with BattleTac, Tactical computers and Heads Up Displays (HUD) - that provides this weapon with its unrivaled edge

http://i686.photobucket.com/albums/vv23 ... 1292034656


The 20mm assault cannon is capable to fire in semi-automatic mode only, and is gas operated. It has a bullpup layout with the detachable box magazine located in the butt of the weapon. The rifled barrel is used to launch the 20mm grenades up to the 1000 meters range with good accuracy. In the standard configuration most of the fire controls for the assault cannon are located just above the single trigger set used to fire both weapons. The 20mm cannon has the mounting points for the TA/FCS system on its top, and the appropriate interfaces, so the data provided from the TA/FCS can be used to program the 20mm grenade fuses. These fuses, used for the 20mm HEAB ammunition, has multiple mode of detonation, including the direct impact mode and the Air Burst mode. In the latter mode the fuse is pre-programmed to explode the warhead at the preset range, which is calculated during the flight by counting the number of the grenade rotations. This allows indirect fire on opponents via BattleTac FDDM systems, using the blast and fragmentation effect of the high explosive warhead. This is a major advantage over the present small arms, which in most cases require the direct hit on the target to be effective, as it allows for greater aiming errors, and also makes possible to defeat targets in defilade, like the trenches and so. The high explosive warhead also has the advantage of not being dependent on its velocity to be effective, so unlike with the bullets, its effectiveness does not decreased with the increase of range. The disadvantages of this system is the extreme complexity of the electronic fuses, which results in the high price of a single round of ammunition.
The standard round for the 20mm Cannon is a HEAB (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Alternate rounds include a HESH (High Explosive SHaped-charge) anti-armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles (APC, MICV and alike) and various hardened targets.
The rifle, or "kinetic energy" part of the X.M-29 system, on the other hand, is a fairy conventional, short-barreled assault rifle, derived from the Heckler-Koch G36 assault rifle. The basic "rifle" part of the X.M-29 has no butt stock and no own sights, and thus can be used separately from the whole system only as an emergency, personal defense weapon. While being mounted to the whole system, it can be used for a close quarters work, both defensive or offensive (the 20mm grenade launcher has it minimum range of fire of about 50-100 meters), or as a low-cost, low intensity medium range offensive weapon. Most of the M-29 system controls are built into the "rifle" part, around the trigger guard.
The target acquisition / fire control system (TA/F.C.S) is the most expensive and complicated unit of the whole system, since it must combine day and night vision capabilities, laser range finding unit, smart gun link, COTS (Cyb er Optic Triangulation System), ballistic computer and various interfaces to the grenade launcher and external systems. It is used to find the targets in any light and weather conditions, determine the range to the target, calculate and display the aiming data, so the grenade or bullet could be fired to the desired point of impact, and then supply the data to the grenade launcher, so the range could be preset into the grenade fuse. In the case of damage to the TA/FCS the 20mm grenade launcher still can be used in the direct impact mode, and the assault rifle functions as normal.

http://i686.photobucket.com/albums/vv23 ... 1292034749


PW NOTE this will the common basic smart weapon platform use in PW and the most love. Still many company( LIKE NE) will not make this weapons ( see as antique weapon systems )but will repair it at a cost .

NOTE THE M29 O.I.C.W IN PW uses a combination of Ram jet rounds with rail gun tech . first the standard Ram jet rounds for both rifle and grenade rifle fire as the round travel in the barrel the EM field of rail tech kick in given the round even more speed , greater range , and kinetic energy this applies to L.O.S or indirect fire . this is why is love very little recoils and VERY little to maintain even the worst combat condition . if for some reason (reduce M.D.C by 80% of rifle , there is a 45 % one weapon systems will fail 1 -10 ram jet or 11 to 20 the rail gun ) the operator can use the second weapons systems to continue to work by use the internal computer in 15 seconds located on top of rifle called rifle scope




Type:
bayonet blades . standard V blade type 2d6 MDC ,laser / beam( other type) 4d6 ,bayonet blade plasma 1d4x10+8bayonet
blade NOTE the bayonet blades can detach from weapons something and DO M.D.C the standard V blade duration is 1 week , turn on and of f , but the others for only 72 hours on and off

Damage : rifle 5.56mm compact assault rifle

A.P rounds short burst 2d4 M.D.C (3 ROUND BURST), LONG BURST 4D4 M.D.C ,FULL MELEE BURST 4D8 M.D.C
H.E ROUNDS short burst 2D6 M.D.C (3 ROUND BURST), LONG BURST 3D6 M.D.C ( 6 ROUND),FULL MELEE BURST 6D6 M.D.C ( 12 ROUND)

D.U.R ROUNDS short burst 5D4 M.D.C (3 ROUND BURST), LONG BURST 1D4X10+8 M.D.C ( 6 ROUND),FULL MELEE BURST 2D4X10+8 M.D.C ( 12 ROUND)

20 mm grenade launcher
STANDARD DUMB DUMB Round light H.E.A.T 5D4 M.D.C , MEDIUM 5D6 M.D.C ,HEAVY 1D4X10 blast radius 5 feet for all three
20mm H.E.A.B ammunition H.E.A.B (High Explosive Air-Burst) that functions much like a standard grenade with range-finding grenade link. Damage 2d4x10 M.D.C BLAST RADIUS 2 FEET TO 10 FEET Damage 1D4X10

H.E.SH (High Explosive SHaped-charge) anti-armour 20mm round with Shaped Charge warhead, effective against lightly armored vehicles

Damage 1D6X10 BLAST RADIUS 2 FEET TO 10 FEET BLAST RADIUS Damage 5d6 M.D.C

D.U.R ROUNDS FOR 20 mm grenade launcher DUMB DUMB Round X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

SMART D.U.R ROUND X2 DAMAGE LOOK AT NGR BOOK FOR DU FEATURE TO DEMONS

R.O.F: short burst , medium burst are one attack, long burst take up two attacks , full melee burst take ALL the attacks ,must say loud and clear

5.56mm compact assault rifle
20mm grenades up to the 1000 meters( I think 3333 feet ??) Range with good accuracy.
Range
RANGE
5.56mm compact assault rifle 1000 feet
20mm grenades up to the 1000 meters ( 3333 feet )range with good accuracy. Look above

Payload

5.56mm compact assault rifle standard clip 33 rounds, long clip 20 rounds
20mm grenades
Weight 6.8 lds ( in PW 5 lds)

Bonus
for direct fire rifle/grenade Ultrasound, Low Light, Thermo graphic sensors and range-finding night time combat add a plus (+) 6 for rifle only ,can be use in day time (+ )4 plus any other bonus like W.P for example
indirect fire (+) 8 for rifle for grenade ,dumb rounds (+) 4

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

Posted: Fri Dec 10, 2010 10:50 pm
by ZINO
quad rapid fire and forget systems
this systems is the R.P.G of phase world and their two type original model and copied version

http://i686.photobucket.com/albums/vv23 ... 1292034770

M.D.C /S.D.C stats later ( soon)
Weight 45 pounds fully loaded
Damage type:
Heavy explosive war head 1d6x10 M.D.C per tube
HEAT missile 2d4x10 +10 M.D.C per tube
plasma missile 2d6x10 M.D.C per tube
AP warhead 6d6 M.D.C per tube

smart missiles standard 1 to 3 to strike, advance guidance 1 to 5 to strike, non guided systems 1 to 2 strike
note add W.P skills

quad missile this is four missiles fired at one target or at four different targets in one attack !!!
incendiary plasma missile 2d6x10 M.D.C 5d4 M.D.C for each Melee for 2d6 melees
quad missile
Heavy explosive war head 5d4 each four per per tube
HEAT missile 1d4x10
plasma missile 1d6x10
incendiary plasma missile 2d4x10 each

Rate of Fire:1 to 4 missiles
Maximum Effective Range direct fire 3000 feet non guided systems , smart missiles and advance guidance standard up to 4 miles
Payload:4 standard type or 4 per tube quad missile or 16 total
Black Market Cost: credit empty launcher 5000 credit, new 15,000credit fully loaded , non guided system 10,000 credit

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

Posted: Fri Dec 10, 2010 11:26 pm
by ZINO
Magic round is the latest innovation combing magic and technology using the most advance technical in tech-wizard you can take an SDC weapon or MDC weapon like a rail gun or even Gra-tech and give it Magic .this has reduce the demand of smart weapons systems and even reduce the need to MDC fire arms, this thown off so many eney to thik more than twice if it jun basic MDC tech or smart weapons from mortal to demon
Theses type of ballistic do the following damage
the following weapons are

cost 500 credit each round Black market none to new if so 10,000 credit per round very very rare
Pistols / revolver MD 20
Low caliber Pistols / revolver 1d4 /1d6
Medium caliber Pistols / revolver 1d6/2d4
High power caliber Pistols / revolver 2d4/1d10

Sub machine guns MD 25
Short burst 1d4 M.D / medium burst 2d4 M.D / long burst 3d4 M.D / full melee 4d4 M.D

Rifle MD 30
Low caliber assault rifle short burst 1d4 M.D / medium burst 1d6 M.D / long burst 2d4 M.D / full melee 3d4 M.D

Medium caliber assault rifle short burst 1d6 M.D / medium burst 2d4 M.D / long burst 1d10 M.D / full melee 2d6 M.D

High power caliber assault rifle short burst 2d4 M.D / medium burst 2d10 M.D / long burst 2d6 M.D / full melee 4d4 M.D

Machine gun MDC 40
Light Machine gun
Short burst 3d4 M.D / medium burst 4d4 M.D / long burst 5d4 M.D / full melee 5d6 M.D

Medium /Multi-purpose Machine gun
Short burst 4d4 M.D / medium burst 5d4 M.D / long burst 4d6 M.D / full melee 5d6 M.D

Heavy Machine gun
Short burst 3d4 M.D / medium burst 4d4 M.D / long burst 5d4 M.D / full melee 5d6 M.D

Mega Machine gun
Short burst 5d4 M.D / medium burst 5d6 M.D / long burst 4d10 M.D / full melee 5d10 M.D

Tank rifle this can be used for mecha of any size MD 120
10-19 mm 5d4 M.D
20 - 29 mm 5d6 M.D
30 - 39 mm 1d4x10/4d10 M.D
40 - 49 mm 5d10 M.D
50 - 59 mm 1d6x10 M.D
60 - 69 mm 2d4x10 M.D
70 - 79 mm 1d10x10 M.D
80 - 89 mm 2d6x10 or 3d4x10 M.D
90 -99 mm 4d4x10 or 2d8x10 M.D
100 - 110 mm 3d6x10 M.D
111 mm - 120 mm 5d4x10 M.D
121 - 130 mm 4d6x10 M.D
131 - 140 mm 5d6x10 M.D
141 - 150 mm 6d6 x10 M.D
151 - 160 mm 5d8x10 M.D
161 - 170 mm 7d6x10 M.D
171 - 180 mm 8d6x10 M.D
181 - 190 mm 9d6x10 M.D
191 - 200 mm 1d6x100 M.D
201 - 210 mm 2d4x100 M.D
211 - 220 mm 2d6x100 M.D
221 - 230 mm 4d4x100 M.D
231 - 240 mm 3d6x100 M.D
241 - 250 mm 5d4x100 M.D
251 - 260 mm 4d6x100 M.D
261 - 270 mm 5d6x100 M.D
271 - 280 mm 5d8x100 M.D
290 - 300 mm 5d10x100 M.D
301 - 400 mm 2d4x1000 M.D M.D
500 mm 2d6x1000
R.P.G launcher MD 45
or
quad rapid fire and forget systems solid slugs only 5d4 MD plus magic features
Then come it magic abilities standard level as is on contact only duration if any 1 attack but level damage if any 1 to 10 level
• Tk Fire
• Tw Lighting Spell
• Particle beam
• TW hellfire shotgun
• Tw plasma rifle
• Tw light machinegun
• Flares animals repellent
• Flares storm
• Grenades vampire chaser
• Grenades firebombs
• Flash freeze grenades

Features recent added are bullets that don’t do damage to give that person or mortal being some protect unlike before in it history they kill now they can save lives or dum dum round they are the following
Chameleon cloaking
Then come it magic abilities standard level as is on contact only duration if any 1 attack but level damage if any 1 to 15 level

• Super-stealth mode

• Circle of protection

• Impervious to energy

• Impervious to fire

• Breathe without air

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

Posted: Mon Dec 13, 2010 6:17 am
by KLM
Hi there!

ZINO wrote:Medium caliber Pistols / revolver 1d6/2d4
High power caliber Pistols / revolver 2d4/1d10
(...)
Sub machine guns MD 25
Short burst 1d4 M.D / medium burst 2d4 M.D / long burst 3d4 M.D / full melee 4d4 M.D


Err... So, if I shoot from a 9mm handgun, a single round does 2d4 MD, but when fired from an UZI or MP5, a
burst does d4 MD? Hmmm?

Heavy Machine gun
Short burst 3d4 M.D / medium burst 4d4 M.D / long burst 5d4 M.D / full melee 5d6 M.D

Tank rifle this can be used for mecha of any size MD 120
10-19 mm 5d4 M.D


Same here.

A HMG - IRL usually the .50BMG - is around 12,7mm.

Though, FYI, there is the soviet/russian 14,5mm HMG around (wich happens to have almost twice the muzzle energy of the .50 BMG)...

Adios
KLM

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

Posted: Mon Dec 13, 2010 4:27 pm
by ZINO
KLM wrote:Hi there!

ZINO wrote:Medium caliber Pistols / revolver 1d6/2d4
High power caliber Pistols / revolver 2d4/1d10
(...)
Sub machine guns MD 25
Short burst 1d4 M.D / medium burst 2d4 M.D / long burst 3d4 M.D / full melee 4d4 M.D


Err... So, if I shoot from a 9mm handgun, a single round does 2d4 MD, but when fired from an UZI or MP5, a
burst does d4 MD? Hmmm?

Heavy Machine gun
Short burst 3d4 M.D / medium burst 4d4 M.D / long burst 5d4 M.D / full melee 5d6 M.D

Tank rifle this can be used for mecha of any size MD 120
10-19 mm 5d4 M.D


Same here.

A HMG - IRL usually the .50BMG - is around 12,7mm.

Though, FYI, there is the soviet/russian 14,5mm HMG around (wich happens to have almost twice the muzzle energy of the .50 BMG)...

Adios
KLM

first of all thank you :mrgreen:
second will fix :arrow:
keep checking me out I really need it :D

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

Posted: Mon Dec 13, 2010 5:05 pm
by ZINO
Magic round is the latest innovation combing magic and technology using the most advance technical in tech-wizard you can take an SDC weapon or MDC weapon like a rail gun or even Gra-tech and give it Magic .this has reduce the demand of smart weapons systems and even reduce the need to MDC fire arms, this thown off so many eney to thik more than twice if it jun basic MDC tech or smart weapons from mortal to demon
Theses type of ballistic do the following damage
the following weapons are

cost 500 credit each round Black market none to new if so 10,000 credit per round very very rare
Pistols / revolver MD 20
Low caliber Pistols / revolver 1d4 /1d6
Medium caliber Pistols / revolver 1d6/2d4
High power caliber Pistols / revolver 2d4/1d10

update :
this is single shot
Low caliber revolver 1d4
Medium caliber revolver 1d6
High power caliber revolver 2d4 to 1d10


update this is a general damage in burst for Pistols /Sub machine guns/all Rifle /Machine gun .so a single shot would be from a 1d4 M.D.C 5d4x10 S.D.C

Sub machine guns MD 25
Short burst 1d4 M.D / medium burst 2d4 M.D / long burst 3d4 M.D / full melee 4d4 M.D

Rifle MD 30
Low caliber assault rifle short burst 1d4 M.D / medium burst 1d6 M.D / long burst 2d4 M.D / full melee 3d4 M.D

Medium caliber assault rifle short burst 1d6 M.D / medium burst 2d4 M.D / long burst 1d10 M.D / full melee 2d6 M.D

High power caliber assault rifle short burst 2d4 M.D / medium burst 2d10 M.D / long burst 2d6 M.D / full melee 4d4 M.D

Machine gun MDC 40
Light Machine gun
Short burst 3d4 M.D / medium burst 4d4 M.D / long burst 5d4 M.D / full melee 5d6 M.D

Medium /Multi-purpose Machine gun
Short burst 4d4 M.D / medium burst 5d4 M.D / long burst 4d6 M.D / full melee 5d6 M.D

Heavy Machine gun
Short burst 3d4 M.D / medium burst 4d4 M.D / long burst 5d4 M.D / full melee 5d6 M.D

Mega Machine gun
Short burst 5d4 M.D / medium burst 5d6 M.D / long burst 4d10 M.D / full melee 5d10 M.D

Tank rifle this can be used for mecha of any size MD 120

Update: this is a single shot Blast radius 3 feet add 1 feet for each other round ,same rules applies

10-19 mm 5d4 M.D
20 - 29 mm 5d6 M.D
30 - 39 mm 1d4x10/4d10 M.D
40 - 49 mm 5d10 M.D
50 - 59 mm 1d6x10 M.D
60 - 69 mm 2d4x10 M.D
70 - 79 mm 1d10x10 M.D
80 - 89 mm 2d6x10 or 3d4x10 M.D
90 -99 mm 4d4x10 or 2d8x10 M.D
100 - 110 mm 3d6x10 M.D
111 mm - 120 mm 5d4x10 M.D
121 - 130 mm 4d6x10 M.D
131 - 140 mm 5d6x10 M.D
141 - 150 mm 6d6 x10 M.D
151 - 160 mm 5d8x10 M.D
161 - 170 mm 7d6x10 M.D
171 - 180 mm 8d6x10 M.D
181 - 190 mm 9d6x10 M.D
191 - 200 mm 1d6x100 M.D
201 - 210 mm 2d4x100 M.D
211 - 220 mm 2d6x100 M.D
221 - 230 mm 4d4x100 M.D
231 - 240 mm 3d6x100 M.D
241 - 250 mm 5d4x100 M.D
251 - 260 mm 4d6x100 M.D
261 - 270 mm 5d6x100 M.D
271 - 280 mm 5d8x100 M.D
290 - 300 mm 5d10x100 M.D
301 - 400 mm 2d4x1000 M.D M.D
500 mm 2d6x1000
R.P.G launcher MD 45
or
quad rapid fire and forget systems solid slugs only 5d4 MD plus magic features
Then come it magic abilities standard level as is on contact only duration if any 1 attack but level damage if any 1 to 10 level
• Tk Fire
• Tw Lighting Spell
• Particle beam
• TW hellfire shotgun
• Tw plasma rifle
• Tw light machinegun
• Flares animals repellent
• Flares storm
• Grenades vampire chaser
• Grenades firebombs
• Flash freeze grenades

Features recent added are bullets that don’t do damage to give that person or mortal being some protect unlike before in it history they kill now they can save lives or dum dum round they are the following
Chameleon cloaking
Then come it magic abilities standard level as is on contact only duration if any 1 attack but level damage if any 1 to 15 level

• Super-stealth mode

• Circle of protection

• Impervious to energy

• Impervious to fire

• Breathe without air


hey KLM does this make sense :-D

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

Posted: Mon Jan 03, 2011 10:55 pm
by ZINO
20 MM OR 40 MM rail gun plus grenade systems
http://i686.photobucket.com/albums/vv23 ... 1294109628

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

Posted: Mon Jan 03, 2011 10:57 pm
by ZINO
IWI Desert Eagle 30 caliber and 50 caliber
http://i686.photobucket.com/albums/vv23 ... 1294109835

IWI Desert Eagle 30 caliber and .50 calibers

(top)dual barrel .30 caliber
Range : 250 feet
Damage :
High power caliber revolver 2d4 or 1d10 single barrel fired, double tap 4d4/2d10 M.D or both barrel double tap 4d8/1d4x10
Payload : 30 rounds clip standard only
R.O.F : single shot or dual /both barrel fired , note can fire a

Personal defense weapon.30 caliber middle gun
Damage: 2d4 or 1d10 single shot , 5 round burst 1d4x10 , 10 round burst 2d4x10,
Range: 1000 feet
R.O.F:single shot or burst
Payload: 60 rounds or 2 clips per sided , drum clip 250 rounds

Rapid fire pistol .50 calibers (button )
Damage:2d6 single shot , three round burst 6d6 , six round burst 2d4x10
Range: 1000 feet
R.O.F:single shot or burst
Payload: 30 round clip
Note : advance anti recoil systems

all gun can used one of the following
1)anti-muzzle flash ( fired from a distance and can see flash best at 100 feet or more )
2)sliencer , can not be heard but can see flash need perception roll under 100 feet roll under a 10 on D20, + 1 for every 50 feet
3) night sight of different types

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

Posted: Thu Jan 20, 2011 8:03 pm
by ZINO
20 MM OR 40 MM rail gun over and under barrels

http://i686.photobucket.com/albums/vv23 ... 1294109628
Dual barrel over and under 20 MM ,30 MM,or 40MM rail gun and RAM jet rounds ,this is for high P.S 18 or better ,supernatural 15 or better ,power amours and human size robots as well.if less then -5 to strike to fire,and roll a 40% fall back due to kick .this is design to give heavy fire power to squad this came form the S.A.W systems . A regular human with basic-Exo suit or on a turret on any vehicle mount it can be place .simple to make and maintain it is loved by many who use it and bane who get caught in there barrel or two.

Range :4500 feet

Length : 36 inches

Damage
below this is just a single barrel

Modified R.A.M jet /H.E.A.T rounds

20 MM rounds
5d4 M.D short burst ,medium burst 1d4x10 MD , long burst 2d4x10 ,full melee 2d4x10

30 MM rounds
5d6 M.D short burst ,medium burst 1d6x10 MD , long burst 2d6x10 ,3d6x10

40MM rounds
1d4x10 M.D short burst ,medium burst 2d4x10 MD , long burst 4d4x10 , 4d8x10

Rifle butt
Add 3d6 M.D.C or 3d4 M.D.C plus punch range 2 feet

Hidden Rifle blade 3d6 M.D.C range 2 feet

R.O.F:
Short burst 5 rounds ,median burst 10 rounds ,20 long burst ,full melee 40 round

Note: this just a single barrel fired!!!

Payload:
180 rounds per drum (x4) total 720 plus internal box clip 280 rounds total 1000 rounds

Weight : 60 pounds fully loaded

oh yeah grenade launcher look above can be a 20MM ,30MM or 40 MM

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

Posted: Sun Mar 27, 2011 12:15 am
by ZINO
Info: XM8 mini rail ram jet rifle with heavy Grenade Launcher/ or heavy shot gun.

http://i686.photobucket.com/albums/vv23 ... 1301207833

This is a game changer in the battle field of rifts it has the best of all three type of tech( rail gun from Japan , ram jet round for faster travel and last 50 caliber round using heavy explosive amour piercing rounds or H.E.A.P rounds ) simple to mass produce in north America. they are very effective foe anti personal and anti heavy armored type , the first design was made very good but it rate of fire was a problem so one engineer came with a simple way of solving the recoil by add weight the front of the rifle by add a heavy 30 MM grenade launcher or a 30 MM heavy shot gun for urban or long range with combat to point blank range to long range combat with heavy 30 MM grenade launcher and applying the same tech well this has came the round damage and very little recoil unless firing from a drum ,belt and not brace well enough you will go fly the frequent miles . Many who travel to PW will find this weapon been around for at least 300 years as a common weapon to CWW colonies and adopted in independent world and merc for simple use next to the AK 47 series. This rifle and tech level rival any of the conventional round that is know to rifts. It major draws back how ammo you can fire down range and will always be that way for infantry solider to special ops units .

Weapon type: rail gun, ram jet round for faster travel and last 50 caliber round using heavy explosive amour piercing rounds or H.E.A.P rounds

Damage:
Rifle
Light round 1d4 light explosive amour piercing rounds
Three round burst 3d4 M.D.C , six round burst 4d6 M.D.C, 12 round burst 1d4x10+4 M.D.C , 24 round burst 1d6x10 M.D.C,48 round burst note all one attack 2d4x10 M.D.C, full melee burst at one target 96 round burst 1d10 x10
NOTE : range add x time two, payload time two due to light weight , add +1 to strike at range , critical hit only at a 20 natural roll

Single round with H.E.A.P round 1d6 M.D.C, D.E.A.P depleted uranium amour piercing rounds 2d6 M.D.C
H.E.A.P round
Three round burst 3d6 M.D.C , six round burst 6d6 M.D.C, 12 round burst 1d4x10 M.D.C , 24 round burst 2d4x10 M.D.C,48 round burst note all one attack 1d10x10 M.D.C, full melee burst at one target 96 round burst 2d6x10
NOTE: Critical hit only at a 17 or better natural roll

D.E.A.P depleted uranium amour piercing rounds
Three round burst 6d6 M.D.C , six round burst 1d6x10 , 12 round burst 2d4x10 M.D.C , 24 round burst 2d6x10 ,48 round burst note all one attack , full melee burst at one target 96 round burst
NOTE: Critical hit only at a 15 or better natural roll on supernatural beings, cannot heal until rounds are remove and can be detected by infrared or night vision , P.E reduce by half in 24 hour if not remove , can be detected by radiation equipment ,time x damage on critical hit on supernatural beings


30 MM grenade launcher
L.E.A.P round 5d6 blast radius 10 feet
H.E.A.P round 1d6x10 blast radius 10 feet
D.E.A.P 2d4x10 blast radius 10 feet
Tactical nuclear warhead
Light1d4x100 can only be fired at a ranger of over 2500 blast radius 100 feet
Heavy 2d4x100+100 can only be fired at a ranger of over 2500 blast radius 100 feet
Or a
30 MM heavy shot gun 5d4 buck shot only, use knock down table , 1d4x10 two round burst, three round burst1d6x10 ,four round burst 2d4x10 , eight round burst 4d4x10 ,ten round burst 5d4x10

ROF:
Varies by clip, three round burst, six round burst, 12 round burst, 24 round burst,48 round burst note all one attack , full melee burst at one target 96 round burst

Range:
Rifle 2500 , silencer -25 % but cannot be heard unless close to 5feet of shooter , flash hider small barrel dose not show muzzle flash but can be heard at 55 feet , extended barrel longer range ( not shown ) 6500 feet
30 MM grenade launcher direct fire 3000 feet, indirect fired 6000 feet
30 MM heavy shot gun 200 feet, under 30 feet Critical hit only at a 15 or better natural roll


Weight:
Rifle fully load 8 pounds
Rifle 30 MM grenade launcher or 30 MM heavy shot gun: fully load 25 pounds

Payload
Rifle varies standard clip 30 rounds; long clip 60 rounds drum124 rounds box clip 240 rounds, belt 400 rounds
30 MM grenade launcher standard clip 10 rounds, box clip 100 rounds, belt 200 rounds
30 MM heavy shot gun, standard clip 100, drum 200, box 300, belt 400 rounds

Cost:
PW Black Market Cost: 12,500

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

Posted: Thu Apr 14, 2011 7:41 pm
by ZINO
I am here to announced my husband has fallen very ill due to allergies , when he is better he will continue putting stuff up. hopefully by Monday

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

Posted: Fri Apr 15, 2011 5:12 pm
by KLM
Hi there!

:lol: Someone is serious. Get well.

Adios
KLM

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

Posted: Sun May 01, 2011 11:14 pm
by ZINO
http://i686.photobucket.com/albums/vv23 ... 1304305752
R.P.G 8 M.K-2
Info:
Is a second generation design of the RPG-7 class or rocket propelled grenade, back in the days this was common over the shoulder rocket used fro anti personal to anti tank .well came with the ideas and make a full M.D.C version of it b using the standard grenades used in Rifts earth but also able to fire Mini-missiles (or M.D.C rockets) of any type, and short range missiles. This is a game changer one enemies must guest which system is been fires upon them, two this give the user a wide use of warheads. Last the weight always been problem, but the use of basic exo-suit has change all this to carry what they need .on the plus sides it cheap and mass produce easily. Many companies can make a killing with systems plus to make a knock off version is easy. This gotten to the point no can tell unless you have the skills to see (G.M) if it a knock off. Many mercenary companies are buy them by truck loads due to the fact an infantry can act as ant tank, anti power armored, anti installation, anti bases , to anti-air use. The most common are grenades launchers or mini-missiles launchers and the used of short range missiles with high P.S, basic Exo-suit, super human P.S, supernatural P.S can use at a 9 or better which is vey useful , however you can use a medium range missiles as well!!! The R.P.G 8 M.K-2 can add a portable targeting system and varies vision equipment for night time operations as well. The Tube launcher is simple and very light weight and special (water and salt) to fire inside a confine spaces. The launchers always has two hand held and grip, and bi-pod plus
Standard grenades and Mini-missiles clip plus one inside 6 in the clip plus one in tube. It has been a hit in the market .


Damage:

Standard grenades add +1 to strike plus any other bonus and W.P as well weight: half pounds each
, First generation M.D.C rockets AS WELL
Explosive: 2D6 M.D.C
Heavy Explosive 4D6 M.D.C
Amour piercing grenade: 3D6 M.D.C
Plasma 5D6 M.D.C
Mini-missiles add +2 to strike plus any other bonus and W.P as well weight: 10 pounds each
Heavy Explosive: 1D6X10 M.D.C
Amour piercing grenade 1D4X10 M.D.C
Plasma: 2D6X10 M.D.C
M.D.C rockets add +1 to strike plus any other bonus and W.P as well weight: 2 pounds each, this is due move explosive material and weight been add
Heavy Explosive 2D4X10 M.D.C
Amour piercing grenade 1D6X10
Plasma: 2D6X10 M.D.C
Short Range Missiles add +3 to strike plus any other bonus and W.P as well, weight: 33 pounds each

Medium range missiles add +6 to strike plus any other bonus and W.P as well, weight: 100 pounds each


R.O.F:
Standard grenades 1 or ten shot

Mini-missiles 1 or any

M.D.C rockets 1 or ten shot

Short Range Missiles 1

Medium range missiles1

Range: varies

Standard grenades/ First generation and second generation M.D.C rockets 3000 feet

Mini-missiles Varies

M.D.C rockets Varies

Short Range Missiles Varies

Medium range missiles max 10 miles

Payload
Standard grenades / First generation M.D.C rockets 30 per clip (look above)

Mini-missiles 10 per clip (look above)

M.D.C rockets 20 per clip (look above)

Short Range Missiles 1

Medium range missiles 1

Weight:

Standard grenades .5 pounds

Mini-missiles 10 pounds

M.D.C rockets look above

Short Range Missiles 30 pounds

Medium range missiles 100 pounds ( N.A.A.T version ) standard fir and forget 125 pounds

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

Posted: Fri Jun 10, 2011 11:51 pm
by ZINO
I have not forgotten this but RIFT got going to those guy and girls that email I will post something up need time thank u
for all your kind words and will not stop posting and keep clean will do what it takes not to let be lock BY me

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

Posted: Mon Jul 11, 2011 5:10 pm
by ZINO
Rifts portable MINI gun
http://i686.photobucket.com/albums/vv23 ... 1310418548
This the light heavy weapons systems made for human size .it uses 9MM rounds it was found the more rounds down range the better to do damage .then advance recoil systems to damped the recoil it another game change. Portable, light easy to use and give a lot of ammo and you can get more damage it all about the payload with this weapon. Still it can be a draw back. Still ammo is cheap and there is rumor there second generation ammo (which N.A.AT has for there troops only).
Weapon system
Type: ballistic
Damage
Standard 9MM H.E round EACH rounds 5d4x10 S.D.C or two round burst 1D4 M.D.C
Range: 2000 feet
Rate of fire: 10 round burst 5d4 M.D.C, 20 round burst 1d4x10 , 30 round burst 1d6x10 M.D.C,80 round burst 2d6x10, 160 round burst 4d6x10,
Payload; two drum 10000 round
Weight: total weight 30 pounds
Bonus
N.A.AT Rate of fire/damage:
version 5d6x10 S.D.C or two rounds 1d6 M.D.C, 10 round burst 1d6x10 M.D.C, 20 round burst 2d6x10 , 30 round burst 3d6x10 M.D.C,80 round burst 6d6x10, rest the same

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

Posted: Mon Jul 11, 2011 5:59 pm
by ZINO
RIFTS Dual barrel P90

http://i686.photobucket.com/albums/vv23 ... 1310421543

This the second generation P90 series call dual barrel 90, light weight, easy to use and is the second most wanted hand held weapons.
Weapon system
Type
Damage
One barrel fired
10 round burst 5d4 M.D.C, 20 round burst 1d4x10 , 30 round burst 1d6x10 M.D.C,80 round burst 2d6x10,
Both barrels
20 round burst 1d4x10 M.D.C, 40 round burst 2d4x10 , 60 round burst 2d6x10 M.D.C,160 round burst 4d6x10,
Range ; 1000 feet
Rate of fire burst
Payload: 300 rounds
Weight: 10 pounds
Bonus: can have one flash hinders ( to muzzle flash) or have a silencers barrel wont be heard over 10 feet but must roll 1d20 over a 11 to have heard in perception rolls

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

Posted: Tue Jul 12, 2011 12:36 pm
by ZINO
In phase world
These are special round sand cannot be used in burst only on semi auto or single shot fire .still this new weapon systems can now fold in one attack instead of the old systems . On top of that it can take the old systems and add these new feature cheaper then getting new systems.
This new and improved sniper weapon systems to shoot hard target as far as possible. This can be as sniper weapon and easy to carry by powered suits. As a hit and run it can do heavy damage to infantry to battle suits, even mecha /robots.
In phase world is love by security forces and it been allow to be used. Even combat troops love the simply use and the take down it has as well as the shock it has on Anti-monster operations .still it been given the old say one shot one kill to anyone that use it , but also a anti infantry or D-Bee as well . Great for hitting soft target to even heavy targets as well .
http://i686.photobucket.com/albums/vv23 ... 1310488055

Weapon system
Type: Heavy M.D.C ballistic
Damage
First generation
.50 caliber sniper rifle 1D8 Standard rounds
Second generation
.50 caliber sniper rifle dual stop or double tap 2d8 M.D.C or 3d6 M.D.C
.50 caliber sniper rifle H.E.A.P (heavy explosive amour piercing rounds) 4d6 M.D.C or double tap 8d6 M.D.C
.50 caliber sniper rifle D.U round 5D6 or double tap 1D6X10


20/30 MM sniper rifle
Third generation ram jet rail gun auto-cannon

hyper rail gun ram jet rounds RAIL GUN ROUNDS
This a new generation of weapon systems it combine the best of best worlds in fire power and range will always varies and payload better damage but have special feature for different rounds and purpose and deadly in combat . it coming from Germany N.A.AT weapons R&D

20MM 1d4x10 M.D.C or double tap 2d4x10 M.D.C


30MM 5D10 M.D.C or double tap 1d10x10 M.D.C

Rounds
LEAP light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too

H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too

H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!

Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and i night as well

A.S.A.S.P bonus as above but critical 15


20/30 MM sniper rifle 2 generation auto-cannon standard rounds

20/30 MM sniper rifle L.E.A.P
20 mm – 3d6 M.D ( max damage 18 ) M.D.C or double tap 6d6 M.D.C


30 - mm-5d4 M.D( max damage 20) M.D.C or double tap 1d4x10 M.D.C


20/30 MM sniper rifle H.E.A.P

20 mm -5d4 M.D (max damage 20) M.D.C or double tap 1d4x10 M.D.C


30 mm -4d6 M.D (max damage 24) M.D.C or double tap 8d6 M.D.C

A.P.F.S.D.S round
20 mm- 6d6 MD( max damage 36 ) M.D.C or double tap 1d6x10 +12 M.D.C

30 mm -1d4x10 M.D( max damage 40 ) M.D.C or double tap 2d4x10 M.D.C


Range:
.50 caliber sniper rifles 7920 (half a mile)
20/30 MM sniper rifle 2 miles to 3 miles away
Rate of fire semi auto or single shot fire
Payload:
.50 caliber sniper rifles 6 rounds
20/30 MM sniper rifle: 10 rounds
Weight :
.50 caliber sniper rifles 25 pounds
20/30 MM sniper rifle: 30 pounds
Bonus
.50 caliber sniper rifles look above
20/30 MM sniper rifle look above

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

Posted: Thu Jul 28, 2011 10:54 pm
by Aramanthus
Holy cow! I go away for a little over a year and a half. And there is this arsenal here on the pages. I'm going to have to read it indepth. But from the skimming I gave it your material seems better than ever. I'm glad you are better health wise!