TEXT: Bizarre weather patterns are 
  troubling parts of Southern Missouri. 
  The Tomorrow Legion sends a team 
  to investigate, only to discover that 
  the strange weather is a prelude to 
  an invasion of strange beings from 
  another reality!
  The Tomorrow Legion dispatches 
  a team to look into strange weather 
  patterns that are causing havoc. The 
  heroes find a strange techno-wizard 
  object generating these weather 
  patterns, preparing North America 
  for an invasion of creatures from 
  another reality. A nearby nexus point 
  begins to open a rift at the bidding of 
  Zargus the Great, a Federation of Magic 
  wizard. Zargus’ plan is to invade Rifts 
  Earth with an army of his people—if 
  the Tomorrow Legion doesn’t stop 
  him first!
  Weather Gone Mad
  In the Fall of 109 P.A., sweltering 
  tropical heatwaves are highly unusual 
  for Southern Missouri. Nevertheless, 
  that’s just one of many strange weather 
  occurrences that have plagued this 
  region. Torrential rain, gale-force 
  winds, even strange “hot hail” have 
  rained down from odd-colored clouds 
  overhead. Now, the area is suffering 
  beneath the effects of a freezing, Arctic 
  blizzard, and the Tomorrow Legion 
  wants to know what is going on.
  Travelling through this region is 
  not easy: the heroes must deal with 
  the effects of the low temperature (see 
  Cold in Savage Worlds). Naturally, those 
  who are riding in enclosed vehicles or 
  inside armor with Full Environmental 
  Protection (see The Tomorrow Legion 
  Player’s Guide) are going to be fine, but 
  everyone else needs to make a Vigor 
  roll or suffer 1 level of Fatigue during 
  the journey.
  At the center of these disturbances 
  lies a strange device: resembling a 
  crystalline egg and roughly the size of 
  a house. This object hums with eldritch 
  power, sending out waves of blue-green 
  energy that are clearly responsible for 
  the odd weather patterns. In addition, 
  the object sits directly on a ley line, and 
  any Ley Line Walkers in the group can 
  sense that the line joins a nexus point 
  roughly five miles to the southeast.
  A small area roughly 100 yards in 
  diameter surrounds the device that 
  remains at normal temperatures 
  (roughly 70 degrees Fahrenheit). 
  However, the device is not unguarded: 
  a group of deadly Brodkil and a pair of 
  Combat Mages stand sentry, ready to 
  attack anyone who investigates.
  
   Combat Mages (2): Savage Foes of 
  North America.
  
   Brodkil (12, four are agumented 
  with cybernetics): Savage Foes of 
  North America.
  These beings are fanatical, and fight 
  to the death. Any successful use of the 
  mind reading or mind walk powers can 
  determine that these warriors are all 
  RIFT INVASION
  A Savage Worlds One Sheet™ By Ross Watson for use with Savage Rifts® for Legendary characters.
  Savage Worlds is © 2016 and TM Pinnacle Entertainment Group. All Rights Reserved. Rifts® and Megaverse® are Registered Trademarks of 
  Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license.
  
  servants of a powerful Federation of Magic sorcerer known 
  as Zargus the Great.
  Studying the device requires a successful Knowledge 
  (arcana) roll. Anyone with the Arcane Background (Weird 
  Science) Edge gains a +2 to this roll. Success means that the 
  hero understands that this is a form of techno-wizardry 
  from another dimension, siphoning power from the ley line 
  to slowly create an environment suitable to a different form 
  of life. In other words, the object is a “terraforming” device 
  meant to transform part of North America into a different 
  place entirely!
  Just then, the device pulses with energy, a visible ripple 
  of power spreading from the device down the glowing ley 
  line—heading directly for the nexus point. On the horizon, 
  a flickering glow can be seen, and any Ley Line Walkers 
  with the heroes can sense that a rift is starting to open! Time 
  is running out, and the Legionnaires must make haste if 
  they wish to intervene before the rift is fully open (it takes 
  roughly one hour before the rift is completely open… it is 
  only opening a crack between dimensions until then).
  The Rift Opens
  At the nexus point, Zargus the Great and his followers are 
  preparing the way for an army’s arrival. Zargus’ people, 
  the Ravoth, have been scheming to launch an invasion of 
  Rifts Earth and claim that world’s rich bounty of PPE for 
  themselves. Zargus was able to keep his plans secret even 
  from the formidable Lord Dunscon himself.
  A brilliant white light surrounds the nexus point, irising 
  open to give the heroes a glimpse of the Ravoth homeworld; 
  a place of thick, verdant jungles. Small groups of Ravoth 
  are able to come through the Rift as it currently stands, but 
  it won’t be long before the Rift opens wide enough for the 
  entire invasion force to arrive.
  Zargus stands near to the opening Rift with a group of 
  his most loyal followers. This forms a small army of their 
  own, including amongst their number Brodkil, Corrupt, 
  mercenary warriors, and combat mages. The Tomorrow 
  Legion has their hands full here to defend Rifts Earth!
  Read aloud or paraphrase the following:
  Zargus the Great stands before the gleaming white portal, 
  urging it to open wider with spells of his own design 
  attempting to speed up the process. He cackles with laughter, 
  shouting encouragement to his followers. “Soon, this world 
  will belong to me! All will bow before Zargus the Great!” 
  His eyes narrow to slits. “And there’s nothing anyone can 
  do to stop us…”
  Zargus has already prepared for battle with casting greater 
  armor and greater deflection on himself. He and his followers 
  fight to the bitter end. Once Zargus dies, the Rift closes… 
  presumably forever!
   
  E Zargus the Great: Savage Foes of North America.
  
   Combat Mages (2): Savage Foes of North America.
  
   Brodkil (12, four have cybernetics): Savage Foes of 
  North America.
  
   Corrupt (3): Savage Foes of North America.
  
   Soldiers (6): Savage Foes of North America.
  
   Ravoth Invaders (6 per turn): See below.
  RAVOTH INVADER
  The Ravoth are a race of slender, humanoid saurians from 
  another dimension. They appear distantly related to Rifts 
  Earth’s dinosaurs, possessing gleaming scaled skin, large 
  jewel-colored eyes, and a crest of fur running from scalp to 
  spine. Ravoth have four long, tapered fingers on each hand 
  and tall, oddly-bent legs that suggest they weren’t always 
  bipedal. They average around seven feet tall and typically 
  wear brightly-colored toga-like wraps.
  Ravoth are quite skilled with magic, and have many 
  techno-wizard devices in their home dimension. A faction 
  of the Ravoth have been preparing to invade North America 
  for some time, assembling a large force of warriors and 
  waiting for word from their leader, Zargus.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Intimidation d6, Knowledge (Arcana) 
  d4, Notice d6, Persuasion d6, Shooting d8, Spellcasting d8, 
  Stealth d6, Survival d4
  Cha: +2; Pace: 8; Parry: 5; Toughness: 10 (4)
  Hindrances: Bloodthirsty
  Edges: Arcane Background (Magic), Level Headed
  Powers: Armor, bolt, dispel. PPE: 15
  Gear: TW armor (equivalent to Adventure Survival Armor; 
  +4 Armor, +2 Vigor checks vs. hostile environments), TW 
  ice crystal rifle (equivalent to an iceblast shotgun; Range 
  12/24/48, Damage 1–3d6, RoF 1–2, hit with a raise halves 
  the target’s movement on its next action).
  Special Abilities:
  
   Aura of Allure: This species has a combination of 
  pheromones and translucent, glittering scales to 
  enhance their Charisma by +2.
  
   Long Stride: These creatures’ strange legs carry them 
  very quickly, granting them +2 Pace and a run die of d8.
  
   Magically Inclined: This species is very magically 
  gifted, and they all have a bonus of +5 PPE for whatever 
  magical path they pursue.
  
   Weak: Disinclined to use their muscles for much, 
  members of this species suffer a −1 to all Strength rolls 
  (including damage).
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/RIFTS/Savage Worlds - RIFTS - One Sheet - Rift Invasion.pdf