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Batteltech mech conversions to rifts-1: (All battlemechs take ½ dmg from non battlemech weapons) (all clan battlemechs take ¼ dmg from all non battlemech weapons & only ½ dmg from all innersphere battlemech weapons) (all battlemechs have fire linked systems )
http://users.anet.com/~cplkagan/equipment/spheretech/mech.html
Battletech weapon systems: Inner Sphere Mech Weapons Energy Weapons== Small Laser= <25> Mega Damage: 3D4x10 + 10 MD Range: 1000 feet Rate of Fire: standard Payload: unlimited ER Small Laser =<50> Mega Damage: 3D4x10 + 10 MD Range: 3000 feet Rate of Fire: standard Payload: unlimited Small Pulse Laser= <50> Mega Damage: 3D6x10 + 10 MD Range: 2000 feet Rate of Fire: standard Payload: unlimited ER Small Pulse Laser= <100> Mega Damage: 3D6x10 + 10 MD Range: 4000 feet Rate of Fire: standard Payload: unlimited Medium Lasers= <50> Mega Damage: 5D4x10 + 20 MD Range: 3000 feet Rate of Fire: standard Payload: unlimited ER Medium Lasers= <100> Mega Damage: 5D4x10 + 20 MD Range: 5000 feet Rate of Fire: standard Payload: unlimited Medium Pulse Lasers=<100> Mega Damage: 5D6x10 + 10 MD Range: 4000 feet Rate of Fire: standard Payload: unlimited ER Medium Pulse Lasers=<200> Mega Damage: 6D6x10 + 10 MD Range: 6000 feet Rate of Fire: standard Payload: unlimited Large Lasers =<75> Mega Damage: 8D4x10 + 40 MD Range: 6000 feet Rate of Fire: standard Payload: unlimited
2 ER Large Lasers= <150> Mega Damage: 8D4x10 + 40 MD Range: 8000 feet Rate of Fire: standard Payload: unlimited Large Pulse Lasers=<150> Mega Damage: 9D6x10 + 40 MD Range: 8000 feet Rate of Fire: standard Payload: unlimited E R Large Pulse Lasers=<300> Mega Damage: 9D6x10 + 40 MD Range: 10000 feet Rate of Fire: standard Payload: unlimited PPC=<100> Mega Damage: 15D10 x 10 +50 MD Range: 20,000 feet Rate of Fire: standard Payload: unlimited ER PPC=<200> Mega Damage: 15d10x10 +60 Range: 40000ft Rate of Fire: standard Payload : unlimited Flamers=<25> Mega Damage: 2D4x10 MD 10act fire damage Range: 300 feet Rate of Fire: standard Payload: unlimited ER Flamer=<50> Mega Damage: 4d4x10 md 10act fire damage Range: 600ft Rate of Fire: standard Payload: unlimited Laser Anti-Missile System=<75> Mega Damage: 3d6 Range: 12000ft Rate of fire: standard Payload: unlimited
Missile weapons= SRM 2=<100> Mega Damage: 1d4 MD/missile Range: 4miles 10ftr of impact site Rate of Fire: volley of 2 missiles Pay load: 24 missile volleys per launcher per ton of ammo ER SRM 2=<100> Mega Damage: 1d4 md/missile Range: 8 miles 20ftr of impact site Rate of Fire: volleys of 2 per melee Payload: 24 missile volleys per launcher per ton of ammo SRM 4= <100> Mega Damage: 2D4 MD /missile Range: 3 miles 10ftr of impact site Rate of Fire: volleys of 4 per melee Payload: 48 missile volleys per launcher per ton of ammo ER SRM 4=<100> Mega Damage: 2d4 MD/missile Range: 12miles 20ftr of impact site
3 Rate of Fire: volleys of 6 per melee Payload: 72 missile volleys per launcher per ton of ammo SRM 6=<100> Mega Damage: 4d4 MD/missile Range: 6 miles 10 ft radius of impact site Rate of Fire: volleys of 6 per melee Payload: 72 missile volleys per launcher per ton of ammo ER SRM 6=<100> Mega Damage: 4d4 MD/missile Range: 12 miles 20ftr of impact site Rate of Fire: volleys of 6 per melee Payload: 72 missile volleys per launcher per ton of ammo LRM 5=<150> Mega Damage: 2d6 MD/missile Range: 200 miles 20ftr of impact site Rate of Fire: volleys of 5 per melee Payload: 90 missile volleys per launcher per ton of ammo ER LRM 5=<150> Mega Damage: 2d6 MD/missile Range: 400 miles 40ftr of impact site Rate of Fire: volleys of 6 per melee Payload: 90 missile volleys per launcher per ton of ammo LRM 10=<150> Mega Damage: 3D6 MD/missile Range: 300 miles 20ftr of impact site Rate of Fire: volleys of 10 per melee Payload: 180 missile volleys per launcher per ton of ammo ER LRM 10=<150> Mega Damage: 3d6 MD/missile Range: 600 miles 40ftr of impact site Rate of Fire: volleys of 10 per melee Payload: 180 missile volleys per launcher per ton of ammo LRM 15=<150> Mega Damage: 4D6 MD/missile Range: 400 miles 20ftr of impact site Rate of Fire: volleys of 15 per melee Payload: 270 missile volleys per launcher per ton of ammo ER LRM 15-<150> Mega Damage: 4D6 MD/missile Range: 800 miles 40ftr of impact site Rate of Fire: volleys of 15 per melee Payload: 270 missile volleys per launcher per ton of ammo LRM 20=<150> Mega Damage: 5D6 MD/missile Range: 500 miles 20ftr of impact site Rate of Fire: volleys of 20 per melee Payload: 360 missile volleys per launcher per ton of ammo ER LRM 20=<150> Mega Damage: 5D6 MD/missile Range: 1600 miles 40ftr of impact site Rate of Fire: volleys of 20 per melee Payload: 360 missile volleys per launcher per ton of ammo Arrow IV System Mega Damage: 20d6 per missile Range: 6400 miles 80ftr of impact site Rate of fire: volleys of 20 per melee Payload: 120 missile volleys per ton of ammo Narc Missile Beacon=<200> Mega Damage: 1 per missile Range: equal to missile launcher type used Rate of fire: standard Payload: equal to missile launcher type used
4 (Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss ) Thunder Missile=<50> Mega damage : equal to missile type used ((most often only used with LRM’s) Range: equal to missile launcher type used (most often only used with LRM’s) Payload: equal to missile launcher type used (most often only used with LRM’s) (Special note= these types of missiles drops 10 mines over a 10x10ftr per missile launched half way to the target)
Ballistic weapons AC/2=<50> Mega Damage: 2d6x10 Range: 2000ft Rate of Fire: standard Payload: 450 AC/5=<75> Mega Damage: 5d6x10 Range: 4000ft Rate of Fire: standard Payload: 200 AC/10=<100> Mega Damage: 10d6x10 Range: 6000ft Rate of Fire: standard Payload: 100 AC/20=<150. Mega Damage: 20d6x10 Range: 8000ft Rate of Fire: standard Payload: 50 Gauss Rifle=<200> Mega Damage: 10d10x10 +30 Range: 20000ft 20ftr of impact site Rate of Fire: standard Payload: 80 Machine Gun=<25> Mega Damage: 2d6x10 Range: 1000 ft Rate of Fire: standard Payload: 100 Anti - Missile System=<50> Mega Damage: 1D4 MD Range: 6000 feet Rate: standard Payload:24
Special Gear for Mechs== Blazer Armor Overlay= ½ dmg from all missile weapons Glazed Armor Overlay-= ½ damage from all ballistic weapons Blue Shield Overlay== ½ dmg from all energy weapons Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles
5 Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses Targeting Computer= <100> +5 strike with all weapons TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys C3 Master Computer=<100> Allows fire control network between mechs also allows the scanning of a enemy mech +5stk C3 Slave Computer=<100> Allows link up to a C3 master computer Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
Clan Mech Weapons:::: Energy Weapons==
Small Laser= <25> Mega Damage: 3D4x10 + 10 MD Range: 2000 feet Rate of Fire: standard Payload: unlimited ER Small Laser =<50> Mega Damage: 3D4x10 + 10 MD Range: 6000 feet Rate of Fire: standard Payload: unlimited Small Pulse Laser= <50> Mega Damage: 3D6x10 + 10 MD Range: 4000 feet Rate of Fire: standard Payload: unlimited ER Small Pulse Laser= <100> Mega Damage: 3D6x10 + 10 MD Range: 8000 feet Rate of Fire: standard Payload: unlimited Medium Lasers= <50> Mega Damage: 5D4x10 + 20 MD Range: 6000 feet Rate of Fire: standard Payload: unlimited ER Medium Lasers= <100> Mega Damage: 5D4x10 + 20 MD Range: 10000 feet Rate of Fire: standard Payload: unlimited Medium Pulse Lasers=<100> Mega Damage: 5D6x10 + 10 MD Range: 8000 feet Rate of Fire: standard Payload: unlimited ER Medium Pulse Lasers=<200> Mega Damage: 6D6x10 + 10 MD Range: 12000 feet Rate of Fire: standard Payload: unlimited Large Lasers =<75> Mega Damage: 8D4x10 + 40 MD Range: 12000 feet
6 Rate of Fire: standard Payload: unlimited ER Large Lasers= <150> Mega Damage: 8D4x10 + 40 MD Range: 16000 feet Rate of Fire: standard Payload: unlimited Large Pulse Lasers=<150> Mega Damage: 9D6x10 + 40 MD Range: 16000 feet Rate of Fire: standard Payload: unlimited ER Large Pulse Lasers=<300> Mega Damage: 9D6x10 + 40 MD Range: 20000 feet Rate of Fire: standard Payload: unlimited PPC=<100> Mega Damage: 16D20 x 10 +50 MD Range: 40,000 feet Rate of Fire: standard Payload: unlimited ER PPC=<200> Mega Damage: 16d20x10 +60 Range: 80000ft Rate of Fire: standard Payload : unlimited Flamers=<25> Mega Damage: 2D4x10 MD 10act fire damage Range: 600 feet Rate of Fire: standard Payload: unlimited ER Flamer=<50> Mega Damage: 4d4x10 md 10act fire damage Range: 1200ft Rate of Fire: standard Payload: unlimited Laser Anti-Missile System=<75> Mega Damage: 6d6 Range: 24000ft Rate of fire: standard Payload: unlimited
Missile weapons= SRM 2=<100> Mega Damage: 2d4 MD/missile Range: 8miles 10ftr of impact site Rate of Fire: volley of 2 missiles Pay load: 24 missile volleys per launcher per ton of ammo ER SRM 2 =<100> Mega Damage: 2d4 md/missile Range: 16 miles 20ftr of impact site Rate of Fire: volleys of 2 per melee Payload: 24 missile volleys per launcher per ton of ammo SRM 4= <100> Mega Damage: 4D4 MD /missile Range: 6 miles 10ftr of impact site Rate of Fire: volleys of 4 per melee Payload: 48 missile volleys per launcher per ton of ammo ER SRM 4=<100>
7 Mega Damage: 4d4 MD/missile Range: 24miles 20ftr of impact site Rate of Fire: volleys of 6 per melee Payload: 48 missile volleys per launcher per ton of ammo SRM 6=<100> Mega Damage: 6d4 MD/missile Range: 12 miles 10 ft radius of impact site Rate of Fire: volleys of 6 per melee Payload: 72 missile volleys per launcher per ton of ammo ER SRM 6=<100> Mega Damage: 6d4 MD/missile Range: 24 miles 20ftr of impact site Rate of Fire: volleys of 6 per melee Payload: 90 missile volleys per launcher per ton of ammo LRM 5=<150> Mega Damage: 4d6 MD/missile Range: 400 miles 20ftr of impact site Rate of Fire: volleys of 5 per melee Payload: 90 missile volleys per launcher per ton of ammo ER LRM 5=<150> Mega Damage: 4d6 MD/missile Range: 800 miles 40ftr of impact site Rate of Fire: volleys of 6 per melee Payload: 90 missile volleys per launcher per ton of ammo LRM 10=<150> Mega Damage: 6D6 MD/missile Range: 600 miles 20ftr of impact site Rate of Fire: volleys of 10 per melee Payload: 180 missile volleys per launcher per ton of ammo ER LRM 10=<150> Mega Damage: 6d6 MD/missile Range: 1200 miles 40ftr of impact site Rate of Fire: volleys of 10 per melee Payload: 180 missile volleys per launcher per ton of ammo LRM 15=<150> Mega Damage: 8D6 MD/missile Range: 800 miles 20ftr of impact site Rate of Fire: volleys of 15 per melee Payload: 270 missile volleys per launcher per ton of ammo ER LRM 15-<150> Mega Damage: 8D6 MD/missile Range: 1600 miles 40ftr of impact site Rate of Fire: volleys of 15 per melee Payload: 270 missile volleys per launcher per ton of ammo LRM 20=<150> Mega Damage: 10D6 MD/missile Range: 1000 miles 20ftr of impact site Rate of Fire: volleys of 20 per melee Payload: 360 missile volleys per launcher per ton of ammo ER LRM 20=<150> Mega Damage: 10D6 MD/missile Range: 3200 miles 40ftr of impact site Rate of Fire: volleys of 20 per melee Payload: 360 missile volleys per launcher per ton of ammo Arrow IV System Mega Damage: 20d6 per missile Range: 12800 miles 80ftr of impact site Rate of fire: volleys of 20 per melee Payload: 120 missile volleys per ton of ammo Narc Missile Beacon=<200> Mega Damage: 2 per missile Range: equal to missile launcher type used
8 Rate of fire: standard Payload: equal to missile launcher type used (Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss ) Thunder Missile=<50> Mega damage : equal to missile type used ((most often only used with LRM’s) Range: equal to missile launcher type used (most often only used with LRM’s) Payload: equal to missile launcher type used (most often only used with LRM’s) (Special note= these types of missiles drops 10 mines over a 10x10ftr per missile launched half way to the target)
Ballistic weapons AC/2=<50> Mega Damage: 2d6x10 Range: 4000ft Rate of Fire: standard Payload: 450 AC/5=<75> Mega Damage: 5d6x10 Range: 8000ft Rate of Fire: standard Payload: 200 AC/10=<100> Mega Damage: 10d6x10 Range: 12000ft Rate of Fire: standard Payload: 100 AC/20=<150. Mega Damage: 20d6x10 Range: 16000ft Rate of Fire: standard Payload: 50 Gauss Rifle=<200> Mega Damage: 10d10x10 +30 Range: 40000ft 20ftr of impact site Rate of Fire: standard Payload: 80 Machine Gun=<25> Mega Damage: 2d6x10 Range: 2000 ft Rate of Fire: standard Payload:100 Anti - Missile System=<50> Mega Damage: 1D4 MD Range: 12000 feet Rate: standard Payload:24
Special Gear for Mechs== Blazer Armor Overlay= ½ dmg from all missile weapons Glazed Armor Overlay-= ½ damage from all ballistic weapons Blue Shield Overlay== ½ dmg from all energy weapons Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again ECM Suite= <100> Protects from radar lock/beagle active probe/tag/Bloodhound and narc -5 to strike mech with missiles Active probe=<100>20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units Beagle Active Probe= <100> 20mile range, Detects shut down and camouflaged units
9 Bloodhound Active Probe= <100> Scans all active mechs in a 20mile radius will miss those camouflaged and shutdown Gaurdian ECM Suite=<100>Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles Artemis IV FCS=<100> + 10 to strike with all missile weapons, when linked to a narc missile never misses C3 Master Computer=<100> allows all mechs connected to act as a single unit, also Allows fire control network between mechs also allows the scanning of a enemy mech +5stk C3 Slave Computer=<100> Allows link up to a C3 master computer TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys Targeting Computer= <100> (rt)+5 strike with all weapons Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
Special gear tripod mounted for mechs: Singularity Torpedo Launchers: Mega damage: 6D6 x 10 Range: 13,000,000 miles Rate of Fire: one at a time or in volleys of up to 20 per melee; however, this will use up the launcher's payload. Payload: 20 torpedos per launcher. Phaser Multi-directional Pods(4): Mega Damage: 4D6 x 100 Range: 30,000 miles Rate of Fire: 4 times per melee; can be grouped with other attacks Payload: unlimited
Particle Projection Cannons: Mega Damage: 4D6 x 10 MD Range: 110,000 feet Rate of Fire: 746 volleys per melee Payload: unlimited
Omega Torpedo Launchers: Mega Damage: 2D4 x 100 MD Range: 40,000 feet Rate of Fire: 373 volleys per melee Payload: unlimited
Focused Spirita Cannon: Mega Damage: 2D6 x 1000 MD Range: 20,000 miles by 10,000 miles wide Rate of Fire: Once every Minute Payload: unlimited
Chroniton Torpedo Launchers: Mega damage: 6D6 x 40; prenetrates all known shields except Temporal. Range: 150,000 feet Rate of Fire: 413 volleys per melee Payload: effectively unlimited
10 Subspace Sensor Suite: Range: 25 light years -Detect all subspace bands and freq. at 75% -Locate subspace fields at 65%
Primary Sensors: Range: 35 Light years -Covers all spectrums of light -Detects gravity fields and spatial phenomon -Hyperspatial detection sensors
Tactical Sensors: Range: 17.5 light years -Detects starships -Detect all known weapons and shield types -Detect hull weaknesses and material types Bonuses: + 2 to strike, + 1 on initiative
Astronomical Sensors: Range:40 light years -Celestial body sensors -Radiation sensors -Particle sensors -Primary Navigational sensors Bonuses: + 35% to navigation skills
Magic Energy Sensors (ME): Range: 50 light years -Detect Ley Line storms -Detect magical Rifts -Locate Rifts as far away as 25 light years -Locate Ley Lines as far way as 40 light years -Detect magical dead zones -Gauge magnitude of Rifts, ley Line storms and or PPE anomilies
Magic Detection Suite: Range: 15 lightyears -Find Ley Lines at 85% -Detect Supernatural Lifeforms and magic arifacts at 75% -Detect Rifts forming and Open Rifts at 70% -Detect 11-15th level spell being cast as far away as 200 milies
Combat Sensor Suite: Range: 5.5 Light Years -Add + 4 to Strike -Detect Starships and space installations -Locate Neutrino Leakage at 62% -Gauge Weapon System strength at 98% -Pin Point Targeting Locks at 85%
Cloaking Device: Shields vessel from all known sensor systems excluding anti-proton beams.
Later versions
also shield neutrino leakage. Allows weapons to be fired; attacks are reduced by half.
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New Skills Electrical: BattleMech Electronics: First hand knowledge of the electrical systems built into the BattleMechs. Characters with this skill may be able to work on Coalition, Triax, Northern Gun, and/or CyberWorks robot vehicles and power armor, but at a -15% penalty, and Robotech Mecha is at a -50% penalty, unless Working on a LAM Mecha. Base skill: 35% + 5% per level of experience.
Mechanical: BattleMech Mechanics: This skill encompasses a comprehensive knowledge and ability to repair, build, and modify BattleMechs. Characters with this skill may be able to work on Coalition, Triax, Northern Gun, and/or CyberWorks robot vehicles and power armor, but at a -15% penalty, and Robotech Mecha is at a -50% penalty, unless working on a LAM Mecha. Base skill: 35% + 5% per level of experience.
Pilot: BattleMech: Characters with this skill are taught the basics of piloting the giant BattleMechs. As the controls of each BattleMech are very similar, characters are able to jump from 'Mech to 'Mech with ease. Characters with this skill can also pilot other styles of Robots, including RDF/REF Destroids and Southern Cross/EBSIS Battloids, as well as models produced by the Coalition and Triax, but at a -15% penalty. This does not allow the character to use transformable or transfigurable mecha, such as the Veritechs, unless using a LAM Mecha. Note that this covers just piloting the Mech. A character still needs the relevant Combat Skills in order to fight. Base Skill: 50% + 5% per level.
Pilot: Mecha Combat: BattleMech, Basic: There is also a stat block for basic BattleMech combat training. This is the standard substandard training given to all Secondary MechWarriors and most Mercenaries. This allows the pilot to use the Mech well in combat, but not at peak efficiency.
Pilot: Mecha Combat: BattleMech, Elite: There is also a stat block for elite BattleMech combat training. This skill allows the pilot to use the BattleMech at peak efficiency in combat. This also allows the character to use any similar combat vehicle at the BASIC level. This is reserved for Primary MechWarriors, although a handful of Mercenaries and Secondary Warriors have this skill.
Hand to Hand Bonuses From BASIC BattleMech Combat Training:
Pilot all BattleMechs One hand to hand attack per melee, plus those of pilot Body Block/Ram/Tackle -- 1D6 MD plus a 45% chance of knocking opponent down. Counts as TWO attacks. Kick attack, if applicable to Mech +1 to strike at second level +1 to parry at second level +1 to roll w/ punch, fall, or impact, reducing damage by half. Critical strike same as pilot's hand to hand One additional attack at levels 6, 12 Damage varies for each model BattleMech.
Hand to Hand Bonuses From ELITE BattleMech Combat Training:
Pilot all BattleMechs Two hand to hand attacks per melee, plus those of pilot. +2 to strike +2 to parry +2 to roll with punch, fall, or impact, reducing damage by half.
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Body Block/Ram/Tackle -- 1D6 MD plus a 65% chance of knocking opponent down. Counts as TWO attacks. Kick attack, if applicable to Mech Leap kick attack, if applicable to Mech Critical strike same as pilot's hand to hand One additional attack at levels 3, 8, 12 Damage varies for each model BattleMech
New Occupational Character Classes
Primary Clan MechWarrior OCC The Primary Clan MechWarrior is the creme de la creme of the Clan. He is blindly loyal to the Clan, and will fight for the Clan's honor above all else. The heart of the MechWarrior is his BattleMech, a towering MDC monstrosity. A MechWarrior is trained since birth to pilot one of the 'Mechs, and even a rookie MechWarrior in his first combat is a deadly combatant.
Attribute Requirements: IQ 10. A high PS, PP, and PE are preferred, but not necessary. Alignment: Any, although Miscreant and Diabolic are extremely rare. OCC Skills:
Pilot BattleMechs (+20%) Mecha Combat: BattleMech, Elite Weapon Systems (+15%) Read Sensory Equipment (+10%) Athletics WP Energy Rifle WP Energy Pistol Hand to Hand: Expert * * Can be changed to Art of The Clans at the cost of one “other “ skill, Martial Arts of choice or Assassin (if evil alignment) at the cost of two "other" skills.
OCC Related Skills: Pick eight skills, plus one at level three, one at level six, and one at level eleven. All new skills start at level one proficiency.
Communications: Radio Only Domestic: None Electrical: Basic Only, basic aircraft, or basic mecha only (+5%) Espionage: Detect Ambush, and Interrogation only Mechanical: Basic auto, basic aircraft, or basic mecha only (+5%) Medical: First Aid only Military: any Physical: any Pilot: any, (+10%) Pilot Related: any (+10%)
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Rogue: None Science: Math only Technical: any WP: any Wilderness: Land Navigation only
Secondary Skills: Pick eight from the above list, without bonuses, plus one at level three and one at level six. Psionics: Normally none, but a Clan Nova Cat MechWarrior has an 85% chance of developing Clairvoyance and Sixth Sense.
Standard equipment: BattleMech of choice, fully loaded; choice of energy rifle, choice of sidearm, 6 to 12 eclips for each, and lightweight MDC armor. Other items include: binoculars, oxygen tank and gas mask, first aid kit, extra uniform, flashlight, 12 signal flares, and 6 to 12 mines.
Money: Normally none, as the Clan will provide everything. Should the MechWarrior be assigned to a long-term recon assignment, he or she will be issued the following: 2000 credits for enlisted men at levels 1 through 5, 28000 credits for 6th level and higher, while high-ranking officers (captains and higher) will be given 34000 to 42000 credits.
Secondary Clan MechWarrior OCC While the Primary Clan MechWarrior is the creme de la creme of the Clan, the Secondary Clan MechWarriors are not. These are the backup, rear-line disposable fighters, who are not always loyal to the Clan. These Secondary MechWarriors are often promoted from another caste, instead of being born in the MechWarrior caste. As such, they are often given older, less powerful Mechs, substandard training, looked down upon by Primary MechWarriors, and are generally made to feel like second-class MechWarriors. Despite this, many Secondary MechWarriors are often as good as, or even better than, many Primary MechWarriors, although this will never be admitted by the Clan.
Attribute Requirements: IQ 10, and a high PS, PP, and PE are highly recommended. Alignment: Any. OCC Skills:
Pilot BattleMechs (+15%) Mecha Combat: BattleMech, Basic * Can be changed to Elite at the cost of one "other" skill. Weapon Systems (+15%) Read Sensory Equipment (+10%) Athletics WP Energy Rifle WP Energy Pistol Hand to Hand: Basic * * Can be changed to Expert at the cost of one "other" skill, or Martial Arts(Art of The Clans Only) or Assassin (if evil alignment) at the cost of two "other" skills.
OCC Related Skills: Pick six skills, plus two at level three, two at level six, and one at level eleven. All new skills start at level one proficiency.
Communications: Radio Only Domestic: Any Electrical: Any
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Espionage: Any Mechanical: Any (+5%) Medical: First Aid only Military: any Physical: any Pilot: any, (+10%) Pilot Related: any (+10%) Rogue: Any Science: Math only Technical: any WP: any Wilderness: Any
Secondary Skills: Pick six from the above list, without bonuses, plus one at level three and one at level six. Psionics: Normally none, but a Clan Nova Cat MechWarrior has an 85% chance of developing Clairvoyance and Sixth Sense.
Standard equipment: BattleMech of choice, fully loaded; choice of energy rifle, choice of sidearm, 4 to 8 eclips for each, and lightweight MDC armor. Other items include: binoculars, oxygen tank and gas mask, first aid kit, extra uniform, flashlight, 12 signal flares, and 6 to 12 mines.
Money: Normally none, as the Clan will provide everything. Should the MechWarrior be assigned to a long-term recon assignment, he or she will be issued the following: 18000 credits for enlisted men at levels 1 through 5, 20000 credits for 6th level and higher.
MechWarrior Mercenary OCC Unlike the Clan MechWarrior, the MechWarrior Mercenary is only in the Mech for the money. They will fight under contract for anyone, even if they've fought against them in the past. Many Mercenaries have been known to "bug out" if the fighting got too thick, saving their lives and their Mechs rather than suffer a crippling defeat. In fact, there have been instances of Mercenaries abandoning teammates just to save their own skins. Mercenaries have a reputation for brutality, although only a select few are truly merciless. Mercenaries can be former Primary or Secondary Clan MechWarriors who left their Clan, either willingly or by force. This is an extremely rare situation, however. There is heavy bias from the Clans against Mercenaries, and most would rather starve than sink to Mercenary status. The Clan MechWarrior who sinks to Mercenary levels maintain their Experience Points and Level, and maintain their old OCC.
Attribute Requirements: A high PS, PP, and PE are preferred, but not necessary. Alignment: Primarily Selfish and Evil alignments. No Mercenary is Principled, although there is the rare Scrupulous Mercenary.
OCC Skills:
Pilot BattleMechs (+20%) Mecha Combat: BattleMech, Basic * Weapon Systems (+15%) Read Sensory Equipment (+10%)
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Athletics WP Energy Rifle WP Energy Pistol Hand to Hand: Basic ** * Can be upgraded to Elite at the cost of two "other" skills. ** Can be changed to Expert at the cost of one "other" skill, or Martial Arts or Assassin (if evil alignment) at the cost of two "other" skills.
OCC Related Skills: Pick eight skills, plus one at level three, one at level six, and one at level eleven. All new skills start at level one proficiency.
Communications: Radio Only Domestic: None Electrical: Any (+5%) Espionage: Any Mechanical: Any (+5%) Medical: First Aid only Military: any Physical: any Pilot: any, (+10%) Pilot Related: any (+10%) Rogue: Any Science: Math only Technical: any WP: any Wilderness: Any
Secondary Skills: Pick eight from the above list, without bonuses, plus one at level three and one at level six. Psionics: Available only at the minor level, and only if the character is native to Rifts Earth, or a member of Clan Nova Cat.
Note: Any Clan MechWarrior that sinks to Mercenary level retains all his skills and skill level. His alignment, however, cannot be Principled. If Principled, he must choose, or be assigned by the GM, either Scrupulous or Aberrant.
Standard equipment: BattleMech of choice, fully loaded; choice of energy rifle, choice of sidearm, 6 to 12 eclips for each, and lightweight MDC armor. Other items include: binoculars, oxygen tank and gas mask, first aid kit, extra uniform, flashlight, 12 signal flares, and 6 to 12 mines.
Monthly Wages: 2000 credits for enlisted men at levels 1 through 5, 2800 credits for 6th level and higher, while Mercenary Unit Commanders (captains and higher) make 3400 to 4200 credits per month.
Personal Savings: 3D6x100 credits
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BattleMech Engineer OCC As good as the MechWarriors are, most of them know nothing about fixing their giant BattleMechs. That's where the BattleMech Engineer comes into play. These men and women are not combatants, yet even the most arrogant Primary Clan MechWarrior will admit that the wars would not be won without the BattleMech Engineer. It is the duty of the BattleMech Engineer to service, repair, modify, and maintain the BattleMechs in perfect working order. He or she can also recharge energy clips for weapons, repair conventional vehicles, and may have a number of other electrical and/or mechanical skills. Although the BattleMech Engineer can repair the BattleMechs with astounding ability, the BME cannot pilot the Mech.
Attribute Requirements: IQ of 12. Alignment: Any. OCC Skills:
Optic Systems (+10%) Radio: Basic (+10%) Radio: Scramblers (+10%) TV/Video (+10%) Electrical Engineer (+10%) Mechanical Engineer (+10%) BattleMech Electronics (+20%) BattleMech Mechanics (+20%) Read Sensory Equipment (+5%) Weapon Systems (+5%) Computer Operation Literacy in his/her native language
OCC Related Skills: Pick 5 skills from the following list, plus two more at level 3, one at levels 5, 10, and 15.
Communications: Any (+5%) Domestic: Any Electrical: Any (+10%) Mechanical: Any (+10%) Medical: First Aid only Military: Demolitions Disposal only Physical: Any Pilot: Any, except BattleMechs, Robots, or Mecha Pilot Related: Any Rogue: Any Science: Any (+5%) Technical: Any (+5%) Weapons Proficiencies: Any Wilderness: Any
Secondary Skills: Same as OCC Related, with the exception that bonuses are not given.
17 Psionics: 25% chance of a BME being a minor psionic, capable of developing only the minor powers available to the Operator.
Equipment: Portable tool kit, large tool kit, soldering iron, laser torch, roll of duct tape, two rolls of electrical tape, pen flashlight, large flashlight, a dozen flares, 200 ft of super-lightweight rope, a couple knives, notebook, portable disk recorder, protective goggles, work gloves, doctor's gloves, other tools of the trade. More expensive diagnostic equipment, computers, optical enhancements, and sensory equipment may either be owned by the Clan or Mercenary unit, or purchased later. Select two energy weapons of choice (gets 2 e-clips for each), and two blunt weapons of choice (hammer, staff, etc). The character's vehicle will usually be some sort of conventional or hover vehicle, but will never be a robot vehicle.
Cybernetics: None to start, but may be purchased later, and are limited to sensory equipment. Clan BMEs eschew cybernetics.
Monthly Wages: 25000-30000 credits Personal Savings: 3D6x1000 credits
Mercenary Units Derangediers Led by the notorious mercenary commander, Col. Mack Vandemar, the Derangediers are among the deadliest of mercenary units. They have adapted easily to Rifts Earth, and their unit now includes several native headhunters, including a handful of D-Bees. The Derangediers live up to their name, often taking the riskiest and often insane jobs nobody else will take. They also charge their clients exhorbant prices for these missions, but are worth every penny. Col. Vandemar was one of three survivors of a jumpship mishap that stranded his old unit in orbit above Rifts Earth, and at the mercy of the hunter-killer satellites. Thinking quickly, Vandemar ejected his unit's dropship from the jumpship, and it fell into the Amazon jungle. He, along with the other two survivors, then spent the next few years working his way northward, following the coastline. Doing this, he managed to avoid the Vampire Kingdoms in Mexico. When he reached arrived in Lone Star, he happened across a mercenary unit that used both Clan and Successor State Mechs in it's operations. following the Mechs to their source, he was surprised to find the Kingdom of Pitt under Clan Nova Cat rule. Taking advantage of the situation, he purchased a number of Mechs, rebuilding the Derangediers. Another interesting note about the Derangediers is their use of Triax and Titan combat robots alongside their standard Mechs. They have yet to obtain a Coalition combat robot, but that is only a matter of time. Mercenary Company Stats: (as per Rifts: Mercenaries) A: Sponsorship: None: 0 Points B: Outfits: Open Wardrobe: 10 Points C: Equipment: Electronic Supplies and Good Gear: 5 Points D: Vehicles: Specialty Vehicles: 30 Points E: Weapons: Maximum Firepower: 60 Points F: Communications: Basic Service: 2 Points G: Internal Security: Tight: 10 Points H: Permanent Bases: None: 0 Points
18 I: Intelligence Resources: None: 0 Points J: Special Budget: Small Potatoes: 15 Points K: General Alignment: Anarchist and Unprincipled: 4 Points L: Criminal Activity: None: 0 Points M: Reputation: Excellent: 25 Points N: Salary: Good Salary: 10 Points TOTAL POINTS SPENT: 141 Size and Orientation: Free Company Col. Mack Vandemar Commanding Officer of the Derangediers Alignment: Aberrant Hit Points: 68 SDC: 69 Weight: 210 lbs. Height: 6 feet, 2 inches Age: 37 PPE: 12 Attributes: IQ 14, ME 14, MA 10, PS: 18, PP: 10, PE: 15, PB: 10, Spd 13 Disposition: Your typical grizzled veteran, has seen and done it all, and is not afraid to let those under him know it. He's tough and self-reliant, but has lost his cockiness on the battlefield several ages ago. Experience Level: 13th Level MechWarrior Mercenary Magic Knowledge: None Psionic Powers: None Combat Skills: Hand to Hand: Expert; Mecha Combat: BattleMechs, Elite Attacks per Melee: 7, 9 while in his Mech Bonuses: +8 to parry; +8 to dodge; +2 to strike; +2 to roll with punch; kick attack does 1D6 damage; critical strike on an unmodified roll of 16, 17, or 18, paired weapons, Judo-style body throw/flip, does 1D6 damage, +6 to hand to hand damage (SDC), knockout/stun on an unmodified roll of 18, 19, or 20; critical strike or knockout from behind does triple damage. Weapon Proficiencies: Energy Pistol, Energy Rifle, Heavy Energy Weapons, Assault Rifle, Sub-Machinegun, Automatic Pistol. Weapons: Cybernetics: Targetting reticle in left eye, bionic left leg. Skills of Note: Pilot BattleMechs 98%, Weapon Systems 98%, Read Sensory Equipment 98%, Intelligence 80%, Literacy in American 90%, Basic Mathematics 98%, Demolitions 96%, Basic Radio 98%, First Aid 98%, Pilot Hovercraft 98%, Pilot Motorcycle 98%, Language: Euro 98%, Basic Mechanics 65% Mech of Choice: Glitter Wolf
The Clans Clan Ghost Bear Clan Ghost Bear is, without a doubt, one of the three most powerful Clans in their own time period. Ironically, they are the weakest of the three Clans on Rifts Earth. Due to a jump drive misfire, a jump ship carrying a number of Clan MechWarriors and support personnel crash landed in the Pacific Ocean off Vancouver Island. Out of a company of hundreds, only two dozen MechWarriors lived. Only a handful of the Mechs were salvaged whole from the wreckage; the remaining Mechs had to be sacrificed to keep the Mechs in use operational. Since that time, the Clan Ghost Bear survivors have become a band of nomads, searching for any sign of human civilization. Due to their isolated landing site, they are unaware of exactly where, much less when, they are. They have yet to attempt to cross the Rocky Mountains.
19 At the present time, the Clan has yet to come across more than the occasional Wilderness Scout and D-Bee settlement.
Clan Nova Cat Once the weakest of the Clans in their own time period, Clan Nova Cat has proven to be the strongest of the Clans on Rifts Earth. For reasons known only to them, a sizable portion of all of Clan Nova Cat's varied castes had been on board one of the jumpships when it's jumpdrive misfired. The result was that the ship crash-landed in the Ohio River on Rifts Earth in 73 P.A. during one of the nastiest Rifts flare-ups in the Ohio River Valley Magic Zone, not far from the remains of the pre-Rifts city of Pittsburgh. Back before the coming of the Age of Rifts, Pittsburgh had been a major industrial center. Because it was so far inland when the Rifts flared, the city was spared most of the devastation that had struck the coastal cities. Yet, because the city was near enough to the Ohio Valley Magic Zone, it suffered from constant demon and D-Bee attacks. When Clan Nova Cat emerged from their jumpship's wreckage, they immediately set about rebuilding and retooling the factories for their use. The small cluster of MechWarriors on board the jumpship at first spent their time defending the Clan from the demons that roamed the countryside. Since then, Clan MechWarriors have spent the majority of their time defending the Clan or scouting out this strange world they've found themselves in. It was in the year 99 P.A. that the Clan became known to the (then) Coalition State of Free Quebec. At first, the Clan and Quebec forces distrusted each other, but each soon saw certain advantages to being "unofficial" allies. This has led to a trade and non-aggression pact between the two. To date, Free Quebec has not revealed the location or even the existence of Clan Nova Cat to the other Coalition States. It is uncertain whether Clan Nova Cat will get involved in the war between Free Quebec and the Coalition States, although a large number of the Mechwarriors are pushing for sending aid. As a Clan, Clan Nova Cat is one of the more philosophical and, some would say, mystical of the Clans. The leaders of the Clan are usually older than most Clan leaders. They are also highly skilled "seers", with the majority of them (85%) possessing the psionic powers of Clairvoyance and Sixth Sense. Many in the Clan have also developed psionic abilities to one degree or another. Also, there have been instances of people in the Clan becoming mystics. Due to the increasing number of mystics, especially among the Rifts-earth born Clan members, the Clan saw it necessary to create a separate caste for them between the merchants and the technicians One of the mystics has suggested that the reason there are so many mystics among the younger Clan members is due to the ley line nexus in Pitt. There is a trio of ley lines that follow the Ohio, Allegheny, and Manongahela Rivers. All three lines come to a point where the rivers join together.
Background What is BattleTech? BattleTech is another universe, a universe much better off for mankind than the Rifts universe. It is the 31st century, and mankind has spread to the stars. 3 centuries of almost continuous warfare have destroyed much of the technology that was developed, though much of it has been recovered in later years. The main means of warfare still happens on planets, using 30 meter tall robot vehicles known as BattleMechs, or Mechs. Vaguely humanoid in appearance, they weigh anywhere from 20 to 100 tons, and are capable of mounting a fearsome array of missiles, autocannons, lasers and particle cannon. The period of time immediately following the invention of the jump drive, the only means of traveling between stars in this other universe, was more peaceful than humanity had known before. The Star League was formed, and was
20 actually quite effective. That all changed in the 28th century, when a usurper to the throne of Star Lord effectively single-handedly demolished all that the Star League had sought to build. Alexander Kerensky, leader of the Star League Defense Force, stormed the citadel of the usurper with his forces. He then took most of the SLDF and left the Inner Sphere, the region of inhabited space. He said he left to prevent the SLDF from being used in the times of chaos that would follow. Sadly, his prediction was correct, and the Star League was torn asunder by the various Lords. The five Lords formed five nations; the Draconis Combine, the Federated Suns, the Lyran Commonwealth, the Capellan Confederation and the Free Worlds League. These Successor States warred among themselves constantly for the next 3 centuries or so, only occasionally pausing. Many things have happened in the 31st century, and many books have been written about them. The point in history that this conversion is concerned with is 3058. Kerensky's SLDF returned to the Inner Sphere as the almost alien Clans, a people who had become almost solely adapted to warfare. They claimed that the Inner Sphere was their legacy, and that they sought to recreate the Star League. The invasion lasted several years, and was excessively bloody in terms of life lost. Only by banding together did the Successor States manage to stop the Clan invasion. Unable to continue their campaign to retake Earth, the Clans turned their focus inward, warring among themselves. With the threat of the Clan invasion gone, the Inner Sphere has likewise resumed warring among itself. Because of how jumpships work, some of these 31st century soldiers have turned up on Rifts Earth. Jumpships work by tearing a hole in the universe and creating an artificial wormhole. The problem is that unless the drives are carefully charged, misjumps can occur. These ships and their crew are never seen again. This happened to the forces of three of the Clans, along with several mercenary armies. The jumpships appeared on Earth, coming through various rifts. The jumpships were without exception destroyed, as they were never made to operate in a gravity field, but the majority of the MechWarriors and their Mechs survived. Now, they must adapt to this new world.
Battletech Mechas Battletech Walking MP x 10 Running MP x 10 Jumping MP x 10 Armor Value x 10 Internal Structure x 10 1 Damage Point (weapon)
-> -> -> -> -> ->
Cyno's Role-Play Walking speed in miles per hour Running speed in miles per hour Jumping distance in feet MDC MDC 1d6 x 10 MDC
Skills Battletech Cyno's Role-Play Piloting Skill x 10 -> Specific Mecha Piloting Skill Percentage Gunnery Skill x 10 -> Gunnery Skill Percentage
Battletech Battlemech conversion sheet Model Type: Class: Chassis: Armor:
21 Crew: MDC by Location: *Head **Main Body (CT+RT+LT combined)Arm(2) - each Legs(2) - each Weapon Systems MDC – Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike **Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected MassSpeed: Running: Walking: Leaping: Height Width Length Power Plant Physical Strength - equal to a PS of 60 Cargo - minimal for personal effects Cost - 30 million credits for a brand new mech Weapon Systems:
W.E.M.(Weapon Enhancement Multipak) The WEM is the lastest development for the VF series star fighters used by the Star League. Improving these fighters has been a goal since the first designs were aquired from the UN Spacy. The WEM, or Weapon Enhancment Multipak, carries several weapon systems and enhances the combat performance and survivabiliy of the fighters. It provides more speed, shield strength and weapons then any other system previously created. The it is called a Multipak because it can be custom configured to suite the needs of the pilot. In its standard configuration, it carries 8 mini missile launchers, 4 rapid fire micro omega torpedo launchers, 4 linear particle beam cannons, and 8 fusion beam rifles. It also has more powerful engines. sensors, and lifesupport systems for the VF crew. Weapon Enhancment Mulitpak Model W.E.M. Mark 2 Crew: none; automous craft MDC by Location: Wings(2): 350 each Rapid Fire Micro Omega Torpedo Launchers(4): 420 each Linear Particle Beam Cannons(4): 500 each Mini Missile Launchers(8): 340 each Fusion Beam Cannons(8): 400 each **Docking Clamps(12): 150 each Upper Nacelle/Drives(2): 640 each Lower Nacelee/Drives(2): 640 each *Main Body: 2120 ***Shields - 45,000 per side(4 sides)
22 *Depleting the MDC of the main body cripples the unit and renders it useless **Destroying the docking clamp fuses the clamp to its hard point on the fighter ***This is in additon to the fighter's own shields, if any Speed: Atmosphere: Mach 20 Sub Light: .65c Warp: 9.9975 Fold: 500 light years per hour. PTP folds take one minute per 100 light years Statistical Data: Height: 10 feet Width: 45 feet Length: 45 feet Weight: 45 tons fully loaded Cargo: 5 x 5 foot cargo bay Market Cost: 10 million credits for a new unit( any gov't of RIFTS Earth would pay quite a bit for this) Weapon Systems: 1) Rapid Fire Micro Torpedo Launchers(4; 2 per wing) Primary Purpose: Assualt Secondary Purpose: Defense/ anti - starship Damage: 6D6 x 40 MD Range: 120 miles Rate of Fire: 4 bursts per melee per luancher Payload: nanolathe system can provide 400 torps per launcher 2)Linear Particle Beam Cannons(4; main body) Primary Purpose: Assualt Secondary Purpose: Defense/Utility Mega Damage: 3D6 + 20 MD Range: 10,000 feet Rate of Fire: equal to the Hand to hand of pilot and craft Payload: effectively unlimited 3)Mini Missile Launchers(8; 2 per nacelle) Primary Purpose: Anti - fighter Secondary Purpose: defense/close range assualt Missile Type: usualy plasma (4D6 x 10), Photon(1D6 x 10) or any found in Rifts Range: per missile type; Photon Missiles reach distance of 6 - 12 miles Rate of Fire: One at a time or in volleys of 2, 4, 6, or 8 per melee Payload: 24 missiles per launcher(192 missiles!) 4)Fusion Beam Rifles(8) Primary Purpose: Anti-fighter Secondary Purpose: Anti-installation Mega Damage: 6D6 x 10 per beam Range: 400 miles Rate of Fire: equal to the hand to hand of the pilot and craft; equiped with mulit targeting capabilities(up to 8 different targets) Payload: 200 shots before the fusion generators must recharge(1 day) Other Systems: Contains all standard SLDF sensors and systems. T he WEM is capable of independant action -13 attakcs -+6 to dodge -+5 to strike -+4 on initiative Bonuses when attached to fighter + 4 to strike + 6 to dodge(fighter only) + 2 on intiative *When WEM is attached, gerwalk and Battloid/soldier modes are unavalible *The Docking clamps have explosive bolts in the event that the clamps are damaged or destroyed
23
Endo Canister Endo canisters are grenade-sized canisters used to put out fires. They emit foam that suppresses oxygen and causes an endothermic reaction that lowers the effected area by 100 degrees Celsius. Model Type: Small Endothermic Canister Class: Thrown Endothermic Canister Statistical Data: Dimensions: the size of grenade; can be loaded into most grenade launchers Weight: 1lb. Primary Purpose: Fire Suppression Secondary Purpose: Defense Rate of Fire: Standard Effective Range: Dependent on the range of a grenade launcher or the range of the thrower Payload: 1 Effect: One burst covers the target or targeted area up to 50 ft in diameter with foam. The large area of coverage gives the wielder +6 to hit. This foam suppresses oxygen and causes an endothermic reaction that lowers the temperature by 100 degrees Celsius. This effect may freeze any creature without full environmental protection. While the spray doesn’t normally do any direct damage, it will make most armor more brittle than it normally would be. Such that kinetic, explosive, and concussion weapons do twice as much damage as normal. Because of the massive flux in extremes, plasma weapons will do triple the normal amount of damage. Laser based weaponry will only do half the normal amount of damage, because they don’t heat the area they strike as much as they would under normal conditions. This effect lasts for 2D4 minutes. Black Market Cost: 100 credits
Lock-N-Load Equipment I'm going to be using several pieces of equipment found in the Lock-N-Load War Manual from the Battlelords RPG in my Rifts game. In most cases, the equipment can be brought over with no changes. Some can't. The equipment being listed below is what I will allow in my game, however, almost everything in the sourcebook can be used for Rifts. I leave that decision to other GMs. For the purposes of Rifts, while many of these items could be considered as being local to Rifts Earth, like the SDC Armor, Powder Weapons, Chainguns, and the BBLs, some items would fall outside of ability of local manufacturers to make, like some of the higher end armors and helmets, carousel guns, and some of the lasers. As such, their sources should be considered as being extradimensional, much like Naruni Enterprises. Of course with these extradimensional manufacturers, like Bear Armor Corporation (Mist, Kodiak, Bear, Cub, and Grizzly Armors), Arkatron Industries (All Carousel Guns), Marrson Optics (Luxxman, Falcon, and Range Hound), Balshrom Science Corporation (Spectrum, Flashlight, Gamma 4, Lancer, and OC-66), and Able Corporation (Force, OC-1, and Able Ram), their principle interest is in selling their wares, not in taking over the planet. Considering their source then, most of these items would be considered as anything from Rare and Very Rare for the higher end weaponry and armor, to just Hard to Find for the helmets and some of the armors. Many of these items have been specially modified to work under the conditions found on Rifts Earth, and may not be compatible with other versions that can be found elsewhere in the multiverse. Armor Systems Body Armor While LNL uses a straight hitpoint system, Rifts does not. Certain armors are definitely SDC only, while others can be construed as MDC armor. I'm going to list them as I see them, others might see it differently. None of the SDC or MDC body armor found in LNL is full environmental. While some will give you protection from gases and toxins, very rarely will they give you any type of radiation protection. In almost all cases, none are powered or offer any kind of air recycling systems. SDC Armor
24 Name
Protection
Armor Rating
Weight
Cost (credits)
25 AKM Body Suit
20 SDC
AR: 12
22 lbs.
450
Cruiser
50 SDC
AR: 10
5 lbs.
1,500
Combat 1
30 SDC
AR: 12
18 lbs.
1,800
Street 1
10 SDC
AR: 10
12 lbs.
3,000
Street 2
40 SDC
AR: 11
15 lbs.
9,000
Cub
70 SDC
AR: 12
25 lbs.
2,500
AKMB
40 SDC
AR: 14
8 lbs.
1,400
Flex Suit
50 SDC
AR: 14
24 lbs.
8,000
Street 3
60 SDC
AR: 14
20 lbs.
15,000
Combat 2
180 SDC
AR: 14
15 lbs.
12,000
Streetwise
100 SDC
AR: 15
15 lbs.
30,000
Combat 3
200 SDC
AR: 17
18 lbs.
100,000
Notes: These suits are made for city fighting and light SDC combat. As such, they only have a -10% Penalty for Prowling.
The Street armors are clothing manufactured to be bulletproof. They can be detected with metal detectors or anyone with any type of armor assessment skill. The Streetwise armor is the best of the Street armors, being undetectable unless inspected by someone with either the Armorer (-15%) or Find Contraband (-20%) skills. The Flex Suit is a very flexible suit of armor (no penalties to prowl); however, it takes double damage from energy attacks.
MDC Armor Name
Protection
Weight
Cost (credits)
Reflection Suit
25 MDC
9 lbs.
100,000
Guisarme JumpSuit
40 MDC
9 lbs.
200,000
Infiltrator
80 MDC
20 lbs.
250,000
Protecon
80 MDC
20 lbs.
65,000
Bear
130 MDC
25 lbs.
220,000
Opticon
70 MDC
15 lbs.
150,000
D2
80 MDC
16 lbs.
200,000
Kodiak
150 MDC
25 lbs.
500,000
Spy Master
100 MDC
24 lbs.
650,000
Notes: These suits are made for heavy fighting, and don't have as much flexibility as lighter weight armors. They have a -25% penalty to Prowl.
The Reflection Suit is an anti-beam weapon suit. All beam weapons do half damage, with any damage less than 9 being completely deflected. It cannot be counteracted, however the suit can be easily seen at great distances with attackers getting a +3 to hit at all ranges. The Guisarme Suit uses a sophisticated system of hydraulic pumps and servos to propel the suit at speeds approaching 63mph. However, there is a cumulative +2% for every point of damage that the armor takes that it will shutdown and leave the wearer stiff as a board.
26
The Infiltrator Suit can change shape and form to appear as any type of armor or loose fitting clothing. It increases all Disguise and Infiltration checks by 60%; however, inspection by anyone with either Armorer or Find Contraband will be able to detect any differences between the Infiltrator and what it is imitating (-20%). Because of its flexibility, the Prowl penalty is only -5%. The Protecon Suit is immune to corrosive attacks and takes half damage from all kinetic weapons (armor piercing missiles, railguns, bullets, etc). The Opticon is a heavier version of the Reflection Suit. The only difference is that any beam weapon damage less than 8 is deflected. The Spymaster can change shape and form to appear as any type of armor or loose fitting clothing. It increases all Disguise and Infiltration checks by 60%; however, inspection by anyone with either Armorer or Find Contraband will be able to detect any differences between the Infiltrator and what it is imitating (-20%), & comes with a Chameleon unit (as per spell lv10 at will), sonic dampener (75% can't be heard), tow line, and scalers (wall-climbing suction cups). Tow line is 70 feet long and can stick into walls (does 3D6 SDC to flesh). Because of its flexibility, the Prowl penalty is only -5%.
Heavy MDC Armor Name
Protection
Encumbrance
Weight
Cost (credits)
CD2 Commando
120 MDC
20 lbs.
40 lbs.
925,000
Hansen
200 MDC
20 lbs.
40 lbs.
1,500,000
Gladiator
240 MDC
20 lbs.
40 lbs.
2,000,000
MX4
120 MDC
17 lbs.
34 lbs.
1,450,000
Dragoon
200 MDC
25 lbs.
80 lbs.
2,000,000
Mist
150 MDC
13 lbs.
26 lbs.
2,000,000
Repulsor
80 MDC
18 lbs.
36 lbs.
1,500,000
CD-7
160 MDC
10 lbs.
20 lbs.
3,500,000
Grizzly
500 MDC
30 lbs.
60 lbs.
4,500,000
Tri-mesh
180 MDC
16 lbs.
32 lbs.
2,900,000
Notes: These are truly heavy suits. They use servos and light power amplification to decrease the weight of the armor on the wearer, hence the actual weight and the encumbrance weight (the weight they feel). They also take half damage from lasers and kinetic attacks (Rail Guns, AP Rounds, etc). They have built in batteries which can power the suits for up to 4 days of active use. They are fully self contained and environmentally sealed.
The CD2 Commando has 2 mini-missiles mounted on each arm, a smoke generator (2 charges), and mechanized speed like the Guisarme (40 mph). Chance of Failure: 2% cumulative per 4 MD of damage. The Hansen has a back mounted anti-missile system. When a missile approaches within 300 feet, a minimissile is launched to engage it automatically (no pilot actions used) at +10 to hit. Carries 12 mini-missiles. They cannot be used for offensive attacks. Gladiator armor is specially designed for large beings (over 7 feet tall) and can't be used by normal or smaller sized beings. It also carries 4 mini-missiles on each arm. The Dragoon mounts the Digiton missile rack on its back. Carries 15 Short-Range missiles. The rack has 45 MDC, and if hit, the exploding missile damage is channeled away from the suit, doing no damage. The Mist uses a special system of heat sensitive sensors to detect incoming plasma or flame attacks. It then releases liquid nitrogen-2 in a spray from tiny ports which cover the armor. The mist cools the flame within micro-seconds of impact. The result: flame and plasma attacks do only 1/4 damage. The suit holds enough nitrogen for 50 uses. The CD-7 is a more heavily armored version of the CD2 armor with lighter weight materials.
Mechanized Battle Armor
27 Name
Protection
Encumbrance
Weight
Cost (credits)
Power Mesh
400 MDC
6 lbs.
240 lbs.
1 Million
Assault
300 MDC
5 lbs.
200 lbs.
1 Million
Heavy Assault
500 MDC
4 lbs.
260 lbs.
2.0 Million
MBA
700 MDC
2 lbs.
460 lbs.
4.0 Million
Argus
350 MDC
4 lbs.
200 lbs.
6.0 Million
Notes: MBAs are fully powered battle armor. They have all the features of Power Armor. Speed and Strength is the pilot's times 2. Except for the MBA, none have built in weapons; however, they can carry or have installed weapon systems up to the carry weight of the pilot times 2.
The MBA, or Mechanized Battle Armor, can carry either the equivalent weapon systems of the NG-X9 Samson (Super Rail Gun, Rocket Launchers, Vibro Knuckle Blades [3D6 MD]) or up to 100K credits worth of weapons systems. The Argus includes the Guisarme's propulsion system, which propels the suit up to 63 mph (chance of failure: 1% cumulative per 10 MD of damage). However, the pilot has the option as to whether or not they want to use it. If the pilot decides not to use it, then the speed is 4 times the pilot's speed. Effects of failure while active is that of the Guisarme (total movement lockup); however, if not active when it fails, there is no effect other than the system refusing to operate.
Helmets The majority of the helmets listed are not MDC capable, and are only good for stopping SDC rounds. The following helmets are those I consider to be MDC capable. They are environmentally contained, with up to 2 hours of air. Name
Protection
Radio Range
Weight
Cost (credits)
Punkin Head
40 MDC
25 Miles
6 lbs.
6,000
Deshard
10 MDC
6 Miles
5 lbs.
4,000
Tri-Mesh
12 MDC
6 Miles
4 lbs.
4,200
S-1
50 MDC
31 Miles
6 lbs.
4,500
S-2
60 MDC
31 Miles
7 lbs.
4,800
MBA
20 MDC
28 Miles
2 lbs.
6,500
MBA Plus
80 MDC
28 Miles
4 lbs.
8,000
Deshard S
25 MDC
6 Miles
5 lbs.
12,500
Range Master
6 MDC
69 Miles
3 lbs.
5,800
Shalkon MS
25 MDC
16 Miles
5 lbs.
14,000
Jousen 3
15 MDC
6 Miles
3 lbs.
19,000
Deshard X
20 MDC
6 Miles
5 lbs.
25,000
Goliath
30 MDC
25 Miles
5 lbs.
55,000
Defender
50 MDC
42.5 Miles
4 lbs.
80,000
TDA
8 MDC
6 Miles
6 lbs.
35,500
TDA-2
8 MDC
6 Miles
4 lbs.
50,000
Functions
50 MDC
6 Miles
6 lbs.
30,000
28 Functions+
60 MDC
6 Miles
7 lbs.
40,000
MOH 3
80 MDC
63 Miles
10 lbs.
100,000
Skull
140 MDC
25 Miles
100 lbs.
300,000
Cranium Monster
200 MDC
125 Miles
100 lbs.
500,000
Notes:
The Deshard S helmet offers complete protection from all forms of sonic attacks include the sonic boom from the Glitter Boy Boom Gun. The Shalkon MS, Jousen 3, Deshard X helmets all offer protection from mental attacks at +3 (Shalkon), +5 (Jousen), and +6 (Deshard). The Goliath, Defender, and Skull helmets offer sonic protection and +4 bonuses versus mental attacks. The TDA and TDA-2 helmets provide ranging and lead angle data for targets at +1 to hit for TDA and +2 to hit for TDA-2. The Functions and Functions+ are essentially S-1s and S-2s with bonuses versus mental attacks. +3 for Functions, and +5 for Functions+. The Multi-Optics Helmet 3 (MOH 3) and the Cranium Monster provide +4 versus mental attacks, multioptics capability, and +2 to hit.
Weapon Systems Powder Weapons While the list in the Rifts book is nice, I also like the list included in this book. If you want the full list, buy the book. I'm only going to list those weapons I feel would be MD rated or are of special note. Also as an additional note, if the Rate of Fire (RoF) is listed as more than one, then that is how many rounds are fired at the target per pull of the trigger. If the Rate of Fire is more than 3, then the shot is considered a burst and the strike is rolled as a burst. If the RoF is 3 or less, then the strike can be rolled as an aimed shot. Damage listed is for the entire burst. Pistols Name
Damage
Range
Ammo
RoF
Weight
Cost (credits)
Night Stalker
1D4 MD
460 ft
10
2
4 lbs.
2,400
Hammer Fist
1D4 MD
460 ft
40
8
8 lbs.
6,000
.454 Casull
1D4-1 MD
1050 ft
5
1
8 lbs.
10,000
Century Model 500
2D4-2 MD
460 ft
5
1
10 lbs.
13,500
Notes:
Night Stalker fires .50 caliber rounds in either single shot or semi-auto. Has a side mounted box feed for ammo. Each gun is custom made with the owner's name engraved on the ivory stock. Hammer Fist fires .45 caliber rounds in a short burst. The Casull requires a 17 strength to fire an Aimed shot properly. -2 if fired without both hands. Century Model 500 requires a 19 strength to fire an Aimed shot properly. -3 if fired without both hands. Uses .50-70 ammo.
29
Rifles Name
Damage
Range
Ammo
RoF
Weight
Cost (credits)
.700 Nitro Express
3D6 MD
980 ft
2
1
28 lbs.
30,000
The Nitro Express is a rifle disguised as a shotgun. You need at least a 20 strength to fire this rifle with no penalties (-5 otherwise). It is not possible to fire this weapon double-barrel. A natural, critical hit of 18 or above can knock down a man-sized target, even if it is airborne. A successful Dodge or Roll with damage negates this. Effect of knock down, target loses 1 attack. Ammo costs 200cr for 5 rounds. Sniper Rifles
Name
Damage
Range
Ammo
RoF
Weight
Cost
Barrett 92
2D6 MD
4000 ft
14+1
1
20 lbs.
25,000
The Barrett uses a special version of the .50 caliber ammunition round, with 14 rounds in the magazine and 1 in the breach. It has no recoil due to its advanced muzzle brake and tripod system, which gives the Barrett an additional +2 to hit. The Barrett is designed for Aimed shots, however it can be picked up and fired from the hip, as if the user were firing Wild. Note: The Barrett uses a longer version of the .50 caliber round, which is not compatible with .50 caliber machineguns. Attempting to use Barrett ammo in a .50 machinegun will cause the gun to jam each time it is used. Shotguns
Name
Damage
Range
Ammo
RoF
Weight
Cost (credits)
RoadBlocker
1D6x10 SDC
390 ft
12
1
26 lbs.
7,000
Masral Smuggler
1D6x10 SDC
500 ft
5
1
10 lbs.
8,000
HS Series D
1D6x10 SDC
295 ft
15
5
12 lbs.
15,000
H&K Bulwark
1D6x10 SDC
130 ft
12
4
20 lbs.
15,000
With the exception of the RoadBlocker, all of the shotguns are made from plastics and ceramics. The HS Series D and the H&K Bulwark only fire in short bursts and follow the standard rules for firing short bursts. The standard 10g slug rounds do SDC damage, however, they can be traded out for High-Explosive MD rounds. Made
30 out of the same explosive material fusion blocks are made from, these HE MD rounds do 1D4 MD, and cost 2000 credits for a box of 10. The standard 10g rounds cost 200 credits for a box of 10. Carousel Guns Imagine a weapon that fires the same rounds as a railgun, does about the same damage, but is the size and weight of an automatic rifle. If you can, then you have a Carousel Gun. While a railgun uses magnetic acceleration along a long narrow muzzle to accelerate the slugs, a Carousel Gun accelerates the slugs into a circular orbit around a electromagnetic core. The longer the slug is in the acceleration chamber, the faster it accelerates. It takes 2 actions to fire a carousel gun. The first activates the weapon and puts the slug into the chamber, the second actually fires the weapon. A minimum of 6 seconds is needed to accelerate the slug to firing speed (1/2 melee round). However, the user may decide to leave the slug in for longer than 6 seconds to gain more speed. The max range will increase by 330 feet for each additional second the slug stays in the chamber, up to 6 seconds for 1970 feet. The damage also increases for +1 for each additional second, up to 6 seconds. What this means is that the gun can be activated to fire at the beginning of the attack round, but won't fire until the middle of the round (6 seconds later). If the person holds the slug in the chamber for 6 seconds to get more range and damage, then the slug isn't actually fired until the end of the round. If a person holds the slug for less than 6 additional seconds, then they can use the remainder of the round for some other form of attack. No matter what, a carousel gun can only be fired twice a round for normal shots, or once a round for extended range and damage shots. Carousel Guns have one additional penalty. A person firing a carousel gun cannot move while a round is being accelerated. The only exception to this is if the gun is vehicle or robot mounted, or the individual has a strength greater than 18. This is due to fact that once the slug starts accelerating, the person is being affected by a limited gravity field that holds the person in place unless they can overcome the effects of the gravity field. Anybody with less than 18 strength is stuck in place and cannot dodge or roll, or do anything else physical. Also, because the gun can generally only be fired two-handed, the person can't parry as well. Beings with strengths between 18 and 25 can move, but only at half speed, with half their normal bonuses to dodge, parry, or roll with damage. Beings with strength 25 and above can move as normal. Besides the standard railgun slug, Carousel Guns can use different types of slugs with different effects. Each slug type comes in a box of 100 rounds.
Standard Round: The standard railgun slug. Cost: 100cr per box. Silver Rounds: These silver railgun slugs do 2 less damage before the x5 multiplier against normal targets, but has all the effects of silver weapons on creatures affected by silver. Cost: 500cr per box. Depleted Uranium Core: This a standard slug shell with a depleted uranium core. Upon impact, the shell flattens and the core rips through even the heaviest of armors. Damage rolls are increased by +5 before the x5 modifier. It is an armor piercing round. Cost: 1500cr per box. Incendiary: This is a slug shell filled with white phosphorus. Because it is lighter than a standard round it does 1 less damage before the x5 multiplier, but it does an additional 1D4 MD damage for 1D4 rounds. It also ignites combustible materials upon impact. Cost: 700cr per box. Explosive: This is a slug shell filled with explosives. Because it is lighter than a standard round it does 1 less damage before the x5 multiplier, but there is an 80% chance the round will explode for an additional 2D6 MD. Cost: 1000cr per box.
Carousel Guns Name
Damage
Range
Ammo
RoF
Weight
Cost (credits)
Crusher
3D6x5 MD
902 ft
60
1
24 lbs.
175,000
Cyclone
2D4x5 MD
1800 ft
30
2
17 lbs.
195,000
Orbital
3D6x5 MD
1970 ft
50
1
21 lbs.
220,000
Archer
3D6x5 MD
1970 ft
60
1
26 lbs.
280,000
Meteor
2D4x5 MD
1480 ft
30
3
19 lbs.
320,000
Besides the slugs carried in them, Carousel Guns also require power to fire. This power can be provided by a standard e-clip. A standard e-clip will provide enough power to fire a number of slugs equal to 1/2 the number of slugs a gun can carry. So while a Crusher can fire 30 times before requiring a new e-clip, a Meteor can only fire 5 times before needing
31 a new clip (15 fires / 3 slugs per fire). Since Carousel Guns store the e-clips in an internal compartment, they cannot use long e-clips or e-canisters; however, they can be fitted to use the new E-Packs. An E-Pack will provide enough power to fire a number of slugs equal to 3 times the number of slugs the gun can fire.