AFC-152 spooky gunship and hellstorm gunship

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kevarin
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AFC-152 spooky gunship and hellstorm gunship

Unread post by kevarin »

thought of useing a skylifter but the design didnt look right
so trying it useing a death bringer apc
the gunship looses the main turret side doors and the skull
design on one side so heres what i came up with
and this is what gave me the idea and it sounded like something
the cs might come up


http://en.wikipedia.org/wiki/AC-130_gunship







AFC-152 spooky gunship

class:air armored assault vechicle

crew:12 one pilot, a co-pilot, communications officers, four gunners, four weapons bay service men

additional troops: 8 SAMAS (any but super)

MDC by location

laser turrets:(5)-130 each
forward,rear&side lights:(24)-5 each
searchlight :(1)-20
main combat sensors:(1)-20
eye windshields(2)-80 each
eye slideing metal coverings:(2)-100 each
hover jet banks(4;lower body)-400 each
rear jet thrusters(3;small)-70 each
bay doors(3 two on one side 1 rear)-150 each
death,s head door (1)-250
extendable ramps(3)-30 each
reinforced crew compartment-200
main body-900
short range missile launchers(10) -80
rail guns (10)-80

speed
same as normal apc

statistical data
height:26ft
width:35ft
length:86ft
weight:123tons
cargo: power armor ,ammo,and supplies
color:bule-black
power system:nuclear life 20 years


weapons systems
the weapons can be targetd to hit the same spot or set to
cove an area up to 60ft wide


laser turrets(5)2 front,2 aft,1 left or right side
primary purpose: defence
seconday purpose:anti-missile
mega damage:3D6 M.D. per single blastor 6D6 M.D. per double blast
maximum effective range:4000ft


short range missile launcher (10) 10 missiles per launchers
primary purpose: assault
secondary purpose: anti-armor,anti-personnel
missile type:any type but normaly fragmentation or plasma/napalm
mega-damage: varies with missile type
range:1/2 to 5 miles
payload 50 per launcher


rail gatling-guns
primary purpose : assault
secondary purpose :anti-armor,anti personnel
weight 300lbs
mega damage :40 round burst 1D4x10
maximum effextive range:4000ft
payload: 10,000 rounds per gun


ok thats what i got for now would like to see what people think
Last edited by kevarin on Sat Nov 08, 2008 4:17 pm, edited 1 time in total.
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Re: AFC-152 spooky gunship

Unread post by drewkitty ~..~ »

yep, spooky is the modern day version of "Puff the Magic Dragon" that was used in nam.

however, the post looks like just another Castle Bomber lt.

Replace 1/2 the SRML's with MRML's or have MRL's on hard points; have the PDL's: nose, dorsal & keelside, port,& starboard sides; the railguns having a defined firing arc from the side of the plane or replace them with a Boom Gun.

It suppose to be a flying GunBoat and you nerfed it.
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kevarin
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Re: AFC-152 spooky gunship

Unread post by kevarin »

what book is this bomber in never heard of it ?
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

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kevarin
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Re: AFC-152 spooky gunship

Unread post by kevarin »

AFC-152 spooky gunship

class:air armored assault vechicle

crew:12 one pilot, a co-pilot, communications officers, four gunners, four weapons bay service men

additional troops: 8 SAMAS (any but super)

MDC by location

laser turrets:(5)-130 each
forward,rear&side lights:(24)-5 each
searchlight 1)-20
main combat sensors:(1)-20
eye windshields(2)-80 each
eye slideing metal coverings:(2)-100 each
hover jet banks(4;lower body)-400 each
rear jet thrusters(3;small)-70 each
bay doors(3 two on one side 1 rear)-150 each
death,s head door (1)-250
extendable ramps(3)-30 each
reinforced crew compartment-200
main body-900
short range missile launchers(10) -80
rail guns (10)-80

speed
same as normal apc

statistical data
height:26ft
width:35ft
length:86ft
weight:123tons
cargo: power armor ,ammo,and supplies
color:bule-black
power system:nuclear life 20 years


weapons systems
the weapons can be targetd to hit the same spot or set to
cove an area up to 60ft wide


laser turrets(5)2 front,2 aft,1 right side
primary purpose: defence
seconday purpose:anti-missile
mega damage:3D6 M.D. per single blastor 6D6 M.D. per double blast
maximum effective range:4000ft


short range missile launcher (4) 10 missiles per launchers (left side)
primary purpose: assault
secondary purpose: anti-armor,anti-personnel
missile type:any type but normaly fragmentation or plasma/napalm
mega-damage: varies with missile type
range:1/2 to 5 miles
payload 50 per launcher

medium range missile launcher (4) 10 per launcher (left side)
primary purpose: assault
secondary purpose: anti-armor,anti-personnel
missile type:any type but normaly fragmentation or plasma/napalm
mega-damage: varies with missile type
range:40 to 80 miles
payload 50 per launcher



rail gatling-guns (4 left side)
primary purpose : assault
secondary purpose :anti-armor,anti personnel
weight 300lbs
mega damage :40 round burst 1D4x10
maximum effextive range:4000ft
payload: 10,000 rounds per gun



high power laser cannons (4 left side)
primary purpose : assault
secondary purpose :anti-armor,anti personnel
mega damage :1D6x10
maximum effextive range:6000ft



that a little better ?
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Re: AFC-152 spooky gunship

Unread post by ShadowLogan »

kevarin wrote:what book is this bomber in never heard of it ?

The AC-29 Air Castle Bomber is found in Rifts: Mercenaries p. 114-6.
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Re: AFC-152 spooky gunship

Unread post by The Galactus Kid »

The C-130 converted by GAW is also in Merc Ops. You could just make a refit AC-130.
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Re: AFC-152 spooky gunship

Unread post by Rimmerdal »

The Galactus Kid wrote:The C-130 converted by GAW is also in Merc Ops. You could just make a refit AC-130.



Thats what I thought when I read the first thread. the AC-130 Would be deadly and an easy retrofit..
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Re: AFC-152 spooky gunship

Unread post by taalismn »

LOt of platforms you can load up with bfgs and rapid-firers(and plenty of countermeasures, because you're going to be one tempting target) for gunship conversion...One of the Rifters also sports a CS Death's Head Gunship refit...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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Re: AFC-152 spooky gunship

Unread post by drewkitty ~..~ »

kevarin wrote:what book is this bomber in never heard of it ?


Mercs
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Re: AFC-152 spooky gunship

Unread post by Aramanthus »

It's a cool design. Thank you for sharing it with us!
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Re: AFC-152 spooky gunship

Unread post by kevarin »

the munchkin version
this uses the medium deaths head transport from the fire storm
with a little better armor and engines and a over load of weapons
if you use the pic from war campaign the area that looks like doors
down the side are the missile bays and the doors slide down to
reveal the missile bays the area above that is where the rail guns
are located there are 6 laser turrets on each side three on top three
on the bottom and four mini-missile turrets each side two top two bottom



CS hell storm gunship

crew 20 : one pilot,one copilot, two communications engineers,
two technical officers, 14 weapons gunners


troops
has three samas squadrons for a mop up force and air support and defense
1 special forces samas squadron
2 super samas or deaths head squadrons
can also use
1 windjammer or deathwing squadron to replace the special forces samas squadron


M.D.C by location
forward observation windows : (2:eye shaped) 100 each
eye sliding metal covering: (2 as needing) 200each
C-3000DH rail guns (10 paired guns left side ) 125 each
laser turrets (12) 130 each
mini missile turrets (8) 100 each
sliding missile covers (10 left side) 120 each
undercarriage hover jets (8) 120 each
cargo bay door (1 rear) 300
loading ramp 150
flight bay doors (3) 150
rear jets (3) 200 each
main body 1500


weapons

medium range missile launchers (20 left side)
primary purpose : bombardment of enemy installations
secondary purpose : anti-armor and aircraft
missile type: any type of medium range missile can be used
mega-damage : varies with missile type
range: up to 80 miles
rate of fire: one at a time, or volleys of 2,4,6,8,10
payload :40 per launcher


C-3000DH paired rail guns(10 left side)
primary purpose : bombardment of enemy installations
secondary purpose :anti-armor,anti-power armor
mega-damage: a bust is 100 rounds and inflicts 3D4x10 M.D.
rate of fire : 4-6 per melee round
maximum effective range: two miles
payload 20,000 rounds per gun for 200 burst each


C-2T dual laser turrets (12 6 top 6 bottom )
primary purpose :anti-personnel
secondary purpose : defense
mega damage : 4D6 M.D. per dual blast
range 400 ft
rate of fire :4 times automated 6 times with gunner


mini-missile launchers (8 4 top 4 bottom)
primary purpose: anti-armor,and aircrat
secondary purpose defense
missile type: any mini-missile type
mega damage : varies with missile type
range :up to one mile
rate of fire: one at a time ,or volleys of 2,4,6,8
payload: 40 per launcher
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
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Re: AFC-152 spooky gunship

Unread post by Aramanthus »

It looks pretty nasty! Please keep these vehicles coming! :D
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by ZINO »

how about a GB rail gun add gravity ( i think it would have better range going down 2 plus miles maybe ) and/ or some long range beam weapon , last make nuclear engine
LOOK OUT BELOW ..DEATH FORM ABOVE !!!!!!!!!!
it would a monster help for grounds troops,
i played call of duty 4 and saw what it can do( for does who do not know what i am saying well Sorry),
and add better sensory stuff for better night fight support or daytime for that matter
and last add a NGR force field :D
now i am scared :shock:

well what you guy think ?..............
let your YES be YES and your NO be NO but plz no maybe
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Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by Blight »

I did something like this only as a bomber but a gun ship would be cool...

(From an earlier post.)
Here is somethings the CS should of had for a Long time.
Death's Head Bomber
Model type: AFC-080
Class: Armored Bomber
Crew: 15: one pilot, one copilot, two communication engineers, Three technical officers, two ordnances specialist, six gunners
Bomb Load: 100 tons of ordnance standard is 100 lbs (45.359 kg) fusion bombs (thats 2000 bombs) but with imperial approval nuclear payloads can be authorized.
(stats and abilities are the same as the AFC-050 page 200 to 201 RMB save as fallows)
The 6 CR-6T duel laser Turrets are replaced with duel CR-Hi laser turrets (main turret off the Nightwing aircraft)
Primary purpose: anti-aircraft.
secondary purpose: anti-vehicle
mega-damage:4D4 x 10
rate of fire: equal to number of combined hand to hand attacks of gunner
Effective Range: 6000 feet (1830m).
payload: effectively unlimited

Bomb deployment system: System can deploy 1-20 bombs per action (80-120 bombs per melee round) out of the 10 side mounted bomb doors that line both side Bomb deployment system:
The fusion bomb multi-fusion blocks in a bomb casing.
100 lbs. Fusion bomb: An idea taken form the fusion bomblets used by the warbird rocket cycle, ordnances specialist could not believe that something so simple would prove so effective. A simple guidance system allows the bombs fall within 20 feet (6.096m) of each other or in a destructive path 80 feet (24.384 m) wide and 800 feet (243.83 m) long
damage: 4D6 x 100 per fusion bomb to 40 feet (12.192 m)
The bomber will fly with one wing (5) Nightwing attack aircraft as escort.
These are city buster, If the CS send these to an area the goal can only be utter annihilation
There was a little disagreement on that thread about the munition.

Then R Ditto came up with these very clever munition!

R Ditto wrote:
Standard Munitions (cost effective, easily available)
HE: 4D6x10 MD, 40ft radius

Frag: 2D6x10 MD 30ft radius (main kill zone) 4D20 MD 21-90ft radius (fragmentary damage)

Plasma: 6D6x10 MD 60ft radius

Shaped Charge: Unleashes a focused "blast" that does 2D6x100 MD with a "range" of 20ft. Secondary blast effect is 6D6 MD to a 30ft area. Effectively an "Anti-Tank" bomb, best used with at least a basic guidance system.

Cluster Bomb: 6D6 MD to all targets in a 40ft wide and 80ft long area.

Air Bursting Anti-Personal: Designed sort of like a giant shotgun shell, it detonates 20ft in the air, showering a 40ft diameter area with several thousand small dart like projectiles, doing 3D6 MD to everything in the area. Optional: On a natural 18-20, one or more critical hits occur, and 1D4 of the darts has penetrated/impacted weak points, such as the joint of a borg or armor (impair/immobilize limb, injure the armor wearer), take out a sensor, damage/disable a weapon, etc.

Incendiary (Naphtah?(sp?)) Bomb: 4D6 MD to an area 10ft wide and 50ft with a sticky corrosive flaming goo, with secondary effects spread over an area 20ft wide and 100ft long, The core area burns at temperatures of 1,000 degrees F for 1 melee round (will overwhelm thermal insulation of most units within a 1/2 melee round if they don't get clear of the main area quickly). The flaming goo itself (and the core area after 1 melee round) will burn for 1D4 melee rounds afterward at temps of 500 degrees (will overwhelm thermal insulation in 1-2 melee rounds), but only does 1D6x10 SDC (1 MD to MDC) per melee round.

Sub-Tactical Fusion Bomb, Type 1: 4D6x10 MD, 40ft radius, -10% damage per each additional 20ft past 40ft.

Restricted Use Munitions (high priority bombing targets, need to be authorized by at least a Colonel)
Sub-Tactical Fusion Bomb, Type 2: 5D6x20 MD, 60ft radius, -10% damage per each additional 30ft past 60ft.

Sub-Tactical Fusion Bomb, Type 3: 2D6x100 MD 100ft, -10% damage per each additional 50ft past 100ft.

Advanced Incendiary Bomb (Super Thermite): Showers a 40ft wide area with a material that burns at temps of 10,000 degrees D, and which burns for at full intensity for only a few seconds, but which burns at a less intense 5,00 degrees F for a while afterwards. Initially it does 2D6x10 MD (or 4D6x10 SDC to SDC targets) to anything within the target area (double to anything directly hit), but anything in the effected area is "contaminated" with the material, which has qualities like thermite and white phosphorous. It will continue to burn for 1D6+1 melee rounds (2D4+2 for direct hit), doing 5D6 MD (or 5D6 SDC to SDC targets) each melee round (double damage if from a direct hit). Water will not put it out, ice will not smother it, and it will literally burn/eat its way through almost anything. This vicious substance will even negate the ability to bio-regenerate so long as the substance is still "active", and even then, it will take 1D4 melee rounds for a bio-regenerating creature to "eject' the inert material and allow normal bio-regeneration.
Impervious to Heat/Fire/Energy only reduces damage by half due to the chemical aspect of the reaction.

Plasma Lance: A specialized plasma/fusion warhead, it has a special one use EM containment field that is made to focus 90% of the plasma blast. It discharges a 15ft long "lance" of plasma that does 3D6x100 MD, with a secondary plasma blast effect of 6D6 MD to a 25ft radius. (For the CS, a prototype originally designed for use against the GBs of FQ, and other "thick skinned" targets). It is totally vaporized, so there is effectively no chance of anyone finding any clues as to how one works without getting one intact.

Special Authorization Munitions (must be authorized by at least a General, or the Emporer himself)
Tactical Fusion Bomb: 4D6x100 MD 200ft, -10% damage per each additional 100ft.
The fusion bomb multi-fusion blocks in a bomb casing.
100 lbs. Fusion bomb: An idea taken form the fusion bomblets used by the warbird rocket cycle, ordnances specialist could not believe that something so simple would prove so effective. A simple guidance system allows the bombs fall within 20 feet (6.096m) of each other or in a destructive path 80 feet (24.384 m) wide and 800 feet (243.83 m) long
damage: 4D6 x 100 per fusion bomb to 40 feet (12.192 m)
The bomber will fly with one wing (5) Nightwing attack aircraft as escort.
These are city buster, If the CS send these to an area the goal can only be utter annihilation
Image
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taalismn
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Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by taalismn »

Ouch...
Mercs will be lining up to steal that thing from the CS...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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kevarin
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Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by kevarin »

upgrade to hell storm no boom guns but added a a few
cannons from the new navy book and removed some of the rail guns
to give it a little more punch at longer ranges
and love the bomber blight


CS hell storm gunship

crew 20 : one pilot,one copilot, two communications engineers,
two technical officers, 14 weapons gunners


troops
has three samas squadrons for a mop up force and air support and defense
1 special forces samas squadron
2 super samas or deaths head squadrons
can also use
1 windjammer or deathwing squadron to replace the special forces samas squadron


M.D.C by location
forward observation windows : (2:eye shaped) 100 each
eye sliding metal covering: (2 as needing) 200each
C-3000DH rail guns (10 paired guns left side ) 125 each
laser turrets (12) 130 each
mini missile turrets (8) 100 each
sliding missile covers (10 left side) 120 each
undercarriage hover jets (8) 120 each
cargo bay door (1 rear) 300
loading ramp 150
flight bay doors (3) 150
rear jets (3) 200 each
main body 1500


weapons

medium range missile launchers (20 left side)
primary purpose : bombardment of enemy installations
secondary purpose : anti-armor and aircraft
missile type: any type of medium range missile can be used
mega-damage : varies with missile type
range: up to 80 miles
rate of fire: one at a time, or volleys of 2,4,6,8,10
payload :40 per launcher

five-inch cannon (4 left side)
primary purpose: anti-installation
secondary: purpose anti-armor
mega-damage:3D4x10 M.D. to a blast radius of 30 ft
rate of fire:up to three shots per melee
effective range:10 miles
payload 100 rounds per gun

C-3000DH paired rail guns(8 left side)
primary purpose : bombardment of enemy installations
secondary purpose :anti-armor,anti-power armor
mega-damage: a bust is 100 rounds and inflicts 3D4x10 M.D.
rate of fire : 4-6 per melee round
maximum effective range: two miles
payload 20,000 rounds per gun for 200 burst each


C-2T dual laser turrets (12-6 top 6 bottom )
primary purpose :anti-personnel
secondary purpose : defense
mega damage : 4D6 M.D. per dual blast
range 400 ft
rate of fire :4 times automated 6 times with gunner


mini-missile launchers (8 4 top 4 bottom)
primary purpose: anti-armor,and aircrat
secondary purpose defense
missile type: any mini-missile type
mega damage : varies with missile type
range :up to one mile
rate of fire: one at a time ,or volleys of 2,4,6,8
payload: 40 per launcher
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players
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kevarin
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Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by kevarin »

need some help with a type of ammo im working on
would go with the 5 inch cannons above


flechette fusion block ammo this will work like a
giant boom gun round but instead for having
solid slugs in it will deploy heavy fusion blocks
my problem is how many to have in the round ?
200 like a boom gun round is way to many
was thinking about 10 for heavy 15 for medium
and 20 for light fusion blocks

any thoughts on this would be great full
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players
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Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by ZINO »

ZINO wrote:how about a GB rail gun add gravity ( i think it would have better range going down 2 plus miles maybe ) and/ or some long range beam weapon , last make nuclear engine
LOOK OUT BELOW ..DEATH FORM ABOVE !!!!!!!!!!
it would a monster help for grounds troops,
i played call of duty 4 and saw what it can do( for does who do not know what i am saying well Sorry),
and add better sensory stuff for better night fight support or daytime for that matter
and last add a N.G.R force field :D
now i am scared :shock:

well what you guy think ?..............



anyone what do you think?
please answer? :-?
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by ZINO »

kevarin wrote:upgrade to hell storm no boom guns but added a a few
cannons from the new navy book and removed some of the rail guns
to give it a little more punch at longer ranges
and love the bomber blight


CS hell storm gunship

crew 20 : one pilot,one copilot, two communications engineers,
two technical officers, 14 weapons gunners


troops
has three samas squadrons for a mop up force and air support and defense
1 special forces samas squadron
2 super samas or deaths head squadrons
can also use
1 windjammer or deathwing squadron to replace the special forces samas squadron


M.D.C by location
forward observation windows : (2:eye shaped) 100 each
eye sliding metal covering: (2 as needing) 200each
C-3000DH rail guns (10 paired guns left side ) 125 each
laser turrets (12) 130 each
mini missile turrets (8) 100 each
sliding missile covers (10 left side) 120 each
undercarriage hover jets (8) 120 each
cargo bay door (1 rear) 300
loading ramp 150
flight bay doors (3) 150
rear jets (3) 200 each
main body 1500


weapons

medium range missile launchers (20 left side)
primary purpose : bombardment of enemy installations
secondary purpose : anti-armor and aircraft
missile type: any type of medium range missile can be used
mega-damage : varies with missile type
range: up to 80 miles
rate of fire: one at a time, or volleys of 2,4,6,8,10
payload :40 per launcher

five-inch cannon (4 left side)
primary purpose: anti-installation
secondary: purpose anti-armor
mega-damage:3D4x10 M.D. to a blast radius of 30 ft
rate of fire:up to three shots per melee
effective range:10 miles
payload 100 rounds per gun

C-3000DH paired rail guns(8 left side)
primary purpose : bombardment of enemy installations
secondary purpose :anti-armor,anti-power armor
mega-damage: a bust is 100 rounds and inflicts 3D4x10 M.D.
rate of fire : 4-6 per melee round
maximum effective range: two miles
payload 20,000 rounds per gun for 200 burst each


C-2T dual laser turrets (12-6 top 6 bottom )
primary purpose :anti-personnel
secondary purpose : defense
mega damage : 4D6 M.D. per dual blast
range 400 ft
rate of fire :4 times automated 6 times with gunner


mini-missile launchers (8 4 top 4 bottom)
primary purpose: anti-armor,and aircrat
secondary purpose defense
missile type: any mini-missile type
mega damage : varies with missile type
range :up to one mile
rate of fire: one at a time ,or volleys of 2,4,6,8
payload: 40 per launcher


OMG !!
let your YES be YES and your NO be NO but plz no maybe
User avatar
kevarin
Adventurer
Posts: 599
Joined: Fri Sep 19, 2008 11:55 pm
Location: oklahoma
Contact:

Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by kevarin »

this is made to be a C.S gun platform dont think they would
go for useing boomguns but im thinking the new ammo im going to use
will make up for it and not sure the cs could copy a N.G.R force field
or they would have them on some of there robots didn't put it down but
there is a full set of sensors on the gunship but i was thinking it has
two main systems and 4 smaller backup systems

this would be the way i would put it on the gun ship


five-inch flechette cannon
primary purpose: anti-installation
secondary purpose: anti-armor
mega damage :varies by round
rate of fire:up to three shots per melee
effective range:10 miles
payload :three magazines of 50 rounds each
ammo :the ammo is like a boomgun round and will break open
and release up to 20 fusion blocks over a small area and comes
in three different types
heavy round (10) heavy fusion blocks doing 4D6x10 each
medium round (15) medium fusion blocks doing 2D6x10 each
light round (20) light fusion blocks doing 1D4x10 each
each fusion block has a blast radius of 10 ft
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: AFC-152 spooky gunship and hellstorm gunship

Unread post by Aramanthus »

Blight I like your bomber! I think Kevarin's gunship is very cool! I can see a need for many different vehicles in the CS arsenal.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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